Profiles Profile: Agender Nerd

Pokemon Team:
Rare:

Uncommon:

Common :
Bag:



Coin Case:
A case for holding counters.
Currency Counters: 10
Universal Counters: 0
Vs. Seeker:
A device that indicates trainers who want to battle.
  1. (Empty)
  2. (Empty)
  3. (Empty)
Vs. Recorder: An amazing device that can record battles.
W/L/T: 11/33/1

Wins:
How to get to 1000UC: make all of your Titles based off Ads you recieve from Smogon
AgenderToon! Why the hell would Agender have 13 LCs anyway?
board your stations raise the shields prepare the missiles
Agender v. Exclaimer Spectacular!
an example of excess courage, by Aristotelian values, is hugging a cactus to increase pain tolerance
Take Azelfie vs. Agender Nerd
Look for Asian Girls in Your Area - Exclaimer the Cowgirl
NO CHILLS NO RECOVERIES
Give Roggenrola a sprite.
Quarrel v Nerd
China bug fite
ItsYaBoi1337 vs Agender Nerd; 5v5 Singles
Losses:
Silver nerds... Silver nerds... It's Agender time in Lucario City!
Congress Has One Week Left To Keep The Government Running Past September
Word of the day: Flavescent: turning yellow; yellowish
Skyline Advanced Technology Services Cisco Training Partner
You see, it's quite simple.
Wonderware: Empower your team with data GET YOUR FREE E-GUIDE
1 vs 1 Flash-Match: Exclaimer vs Agender Nerd
Bitkong.com Bet your bit coins and play. Don't get mad, get rich!
Welcome to the first day of the rest of your life! Agender Nerd vs Toon!
Limited Time Offer Buy One LG G5 Get One Free! Plus save $30 With Promo Code ACTWEB Click Here!!!
You know what would be amazing? If Smogon gave me ads that do not have to do with jet.com
Agender Nerd vs Maxim
OH HO HO IT'S MAGIC
Basic Title because meh: hawkie vs agn
Agender Platinum
Flashie: Zarator vs Agender Nerd
Flashie: Zarator vs Agender Nerd
a flash without complications, this is like the first of those in a week
Joey, If you lose the duel you'll lose your soul!!!
Why Train with Battles When You Can Just Use UC?
8291
I hear the voice of a preacher from the back room
Agender v Canis
epic! (2v2 babysitters flash)
Dont triangles have like sin pi cos or somethin
Even Matchup
Calculus
Well, you can tell by the way I use my walk / I'm a woman's man, no time to talk
Flash vs. Agender
Rock Slide :>
Nerd v Night
Ties:
Stock up and save. JET DOT COM
Dropped:
War Anvil vs Agender Nerd; 2v2 LC Singles
Battling in the eye of Big Brother!
Strategy 101 Battle: Yoshiblaze vs Agender_Nerd
Dragon Eggs (Zarator vs Nerd)
When you bring 3 mons to a 2v2: mowtom vs AGN
Complications vs Agender Nerd; 3v3 FE Singles
Travel Trunk:
A light and yet incredibly effective trunk, which can contain numerous battle items.
Teachy TV: A television shaped case that is filled with items for novice Trainers.
x1
Amulet Coin: If this Pokemon is sent out holding this item, then it's owner gains one (1) additional CC for that battle.
x2
Exp Share: If this Pokemon is sent out holding this item in battle, then it gains one (1) additional MC for that battle.
x1
Lucky Egg: If this Pokemon is sent out holding this item, then it gains one (1) additional EC or AC of the owner's choosing for that battle.
Fashion Case: A lovely case to store specialized items for individual Pokémon.
x1

Lucky Punch: Guarantees all attacks score a critical hit. Increases Attack Rank by one (1).
x1

Moth Dust: Increases the holder's Special Attack by two (2) ranks. Combinations involving Gust and a move which doubles the Base Attack Power of the combo (e.g. Silver Wind) do not incur Cooldown, instead incurring Sluggish. |
x1

Deep Sea Tooth: Doubles (x2) Special Attack rank.
x1

Empty Shell: Increases the Pokémon's Attack by two (2) Ranks. Increases the Base Attack Power of Bug-type and Ghost-type attacks by one (1). Confers Run Away and Filter to the holder if it does not have the abilities.
x1

Stick: Guarantees all attacks score a critical hit. Triggers Defiant upon sendout. sIncreases Attack Rank by one (1).
Prop Case: A lovely case to store items for a wide variety of Pokemon.
x1
Binding Band: Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool have their BAP increased by four (4) and inflict Double (2x) damage at the end of each of the target Pokemon's actions.
Berry Pouch:
A pouch for carrying Berries.
Empty
Poffin Case:
A case for storing food and consumable items.
Empty
Mega Charm: This charm contains an untold power that somehow enables Pokémon carrying Mega Stones to Mega Evolve in battle.
x1

Pinsirite: Allows Pinsir to Mega-Evolve into Mega Pinsir.
Z-Ring: A mysterious ring that enables Pokémon to use Z-Power.
Empty
Journal:
A notebook that keeps a day-to-day record of your adventure so far.
Adventure Rules: A journal full of tips and references.
[Type Colors]
[Basic]
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
???
Code:
[color=#A8B820]Bug[/color]
[color=#705848]Dark[/color]
[color=#7038F8]Dragon[/color]
[color=#F8D030]Electric[/color]
[color=#EE99AC]Fairy[/color]
[color=#C03028]Fighting[/color]
[color=#F08030]Fire[/color]
[color=#A890F0]Flying[/color]
[color=#705898]Ghost[/color]
[color=#78C850]Grass[/color]
[color=#E0C068]Ground[/color]
[color=#98D8D8]Ice[/color]
[color=#A8A878]Normal[/color]
[color=#A040A0]Poison[/color]
[color=#F85888]Psychic[/color]
[color=#B8A038]Rock[/color]
[color=#B8B8D0]Steel[/color]
[color=#6890F0]Water[/color]
[color=#68A090]???[/color]
[Dark]
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
???
Code:
[color=#6D7815]Bug[/color]
[color=#49392F]Dark[/color]
[color=#4924A1]Dragon[/color]
[color=#A1871F]Electric[/color]
[color=#9B6470]Fairy[/color]
[color=#7D1F1A]Fighting[/color]
[color=#9C531F]Fire[/color]
[color=#6D5E9C]Flying[/color]
[color=#493963]Ghost[/color]
[color=#4E8234]Grass[/color]
[color=#927D44]Ground[/color]
[color=#638D8D]Ice[/color]
[color=#6D6D4E]Normal[/color]
[color=#682A68]Poison[/color]
[color=#A13959]Psychic[/color]
[color=#786824]Rock[/color]
[color=#787887]Steel[/color]
[color=#445E9C]Water[/color]
[color=#44685E]???[/color]
[Pastel]
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
???
Code:
[color=#C6D16E]Bug[/color]
[color=#A29288]Dark[/color]
[color=#A27DFA]Dragon[/color]
[color=#FAE078]Electric[/color]
[color=#F4BDC9]Fairy[/color]
[color=#D67873]Fighting[/color]
[color=#F5AC78]Fire[/color]
[color=#C6B7F5]Flying[/color]
[color=#A292BC]Ghost[/color]
[color=#A7DB8D]Grass[/color]
[color=#EBD69D]Ground[/color]
[color=#BCE6E6]Ice[/color]
[color=#C6C6A7]Normal[/color]
[color=#C183C1]Poison[/color]
[color=#FA92B2]Psychic[/color]
[color=#D1C17D]Rock[/color]
[color=#D1D1E0]Steel[/color]
[color=#9DB7F5]Water[/color]
[color=#9DC1B7]???[/color]

Forbidden Light Sigil: This item can be redeemed to teach a Smeargle one of either Photon Strike, Prismatic Laser, or Spectral Thief. Once a move is taught this way, this item is removed from its owner's profile. The taught move can not be learned via Sketch, and must be marked with an asterisk on the Smeargle's profile.

Furious Fists Sigil: This item can be redeemed to teach a Smeargle one of either Crush Grip, Plasma Fists, or asdfghjkl. Once a move is taught this way, this item is removed from its owner's profile. The taught move can not be learned via Sketch, and must be marked with an asterisk on the Smeargle's profile.

Jungle Sigil: This item can be redeemed to teach a Smeargle one of either Seed Flare, Nature's Madness, or Diamond Storm. Once a move is taught this way, this item is removed from its owner's profile. The taught move can not be learned via Sketch, and must be marked with an asterisk on the Smeargle's profile.

Noble Victories Sigil: This item can be redeemed to teach a Smeargle one of either Searing Shot, V-Create, or Heart Swap. Once a move is taught this way, this item is removed from its owner's profile. The taught move can not be learned via Sketch, and must be marked with an asterisk on the Smeargle's profile.

Plasma Freeze Sigil: This item can be redeemed to teach a Smeargle one of either Glaciate, Freeze Shock, or Ice Burn. Once a move is taught this way, this item is removed from its owner's profile. The taught move can not be learned via Sketch, and must be marked with an asterisk on the Smeargle's profile.

Primal Clash Sigil: This item can be redeemed to teach a Smeargle one of either Dragon Ascent, Origin Pulse, or Precipice Blades. Once a move is taught this way, this item is removed from its owner's profile. The taught move can not be learned via Sketch, and must be marked with an asterisk on the Smeargle's profile.

Skyridge Sigil: This item can be redeemed to teach a Smeargle one of either Sacred Fire, Aeroblast, or Psystrike. Once a move is taught this way, this item is removed from its owner's profile. The taught move can not be learned via Sketch, and must be marked with an asterisk on the Smeargle's profile.

Steam Siege Sigil: This item can be redeemed to teach a Smeargle one of either Steam Eruption, Fleur Cannon, or Magma Storm. Once a move is taught this way, this item is removed from its owner's profile. The taught move can not be learned via Sketch, and must be marked with an asterisk on the Smeargle's profile.

Ultra Prism Sigil: This item can be redeemed to teach a Smeargle one of either Sunsteel Strike, Moongeist Beam, or Psycho Boost. Once a move is taught this way, this item is removed from its owner's profile. The taught move can not be learned via Sketch, and must be marked with an asterisk on the Smeargle's profile.
 
Last edited:
Halls of Oona
Thriss the Mothim

Thriss | Mothim ♂
[Type]
|

[Abilities]
[Swarm] | [Tinted Lens]​

[Nature]
Modest (+ 1 SpA, - 1 Atk)​

[Stats]
HP: 100​
Atk: 2 (-)​
Def: 2​
SpA: 4 (+)​
SpD: 2​
Spe: 66​
Size Class: 2​
Weight Class: 2​
Base Rank Total: 16​
[Counters]
EC: 4/4​
MC: Maxxed, +4 CC​
AC: 5/5 (unlocked)​

[Learned Moves]
[64|64]
[26|26]​
Air Cutter - S​
Air Slash
Bug Buzz
Confusion - S​
Dream Eater
Electroweb - S​
Energy Ball
Giga Drain
Gust - S​
Hidden Power (Fighting) - S​
Hyper Beam
Infestation - S​
Mud Slap -S*​
Ominous Wind - S​
Psybeam - S​
Psychic
Round
Signal Beam
Silver Wind - S​
Shadow Ball
Snore - S​
Solar Beam
Struggle Bug - S​
Swift - S​
Twister - S​
Venoshock
[13|13]​
Acrobatics
Aerial Ace
Bug Bite - S​
Facade - S*​
Frustration
Giga Impact
Lunge
Natural Gift
Return
Secret Power - S​
Tackle - S​
Thief - S​
U-turn - S​
[25|25]​
Attract - S​
Camouflage - S​
Captivate - S​
Confide - S​
Defog
Double Team - S​
Endure
Flash - S*​
Poison Powder - S​
Protect
Psych Up - S​
Quiver Dance - S​
Rain Dance
Rest
Roost
Safeguard
Sleep Talk - S*​
Skill Swap - S*​
String Shot - S​
Substitute
Supersonic - S​
Sunny Day
Swagger - S​
Tailwind
Toxic - S​
[Combos]
Gust + Air Cutter
BAP: 20 | EN: 10.5 | Spread​

Gust + Ominous Wind
BAP: 20 | EN: 10.5​

Gust + Silver Wind
BAP: 20 | EN: 10.5​

Gust + Twister
BAP: 16 | EN: 8​
Ayesha Tanaka the Surskit


Ayesha Tanaka | Surskit (F)
[Type]
|

[Abilities]
Swift Swim | Rain Dish (Locked)​
[Nature]
Modest (+1 SpA, -1 Atk)​

[Stats]
HP: 90​
Atk: 1 (-)​
Def: 2​
SpA: 3 (+)​
SpD: 2​
Spe: 65​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 13​
[Counters]
EC: 0/6​
MC: 0​
AC: 0/5 (Locked)​

[Learned Moves]
[18|??]
[10|??]​
Bubble
Bubble Beam
Hydro Pump
Ice Beam
Mud Shot
Psybeam
Signal Beam
Shadow Ball
Solar Beam
Struggle Bug
[1|??]​
Quick Attack
[7|??]​
Agility
Endure
Haze
Mist
Protect
Sweet Scent
Water Sport
Emmara Tandris the Vivillon

Emmara Tandris | Vivillon (F)
[Type]

[Abilities]
Shield Dust | Compound Eyes | Friend Guard (locked)​

[Nature]
Modest (+1 SpA, - Atk)​

[Stats]
HP: 100​
Atk: 1 (-)​
Def: 2​
SpA: 4 (+)​
SpD: 2​
Spe: 89​
Size Class: 2​
Weight Class: 2​
Base Rank Total: 15​
[Counters]
EC: 5/5​
MC: 0​
AC: 5/5 (Unlocked)​

[Moves]
[33|60]
[12|18]​
Bug Buzz
Draining Kiss
Electroweb
Energy Ball
Gust
Hurricane
Infestation
Psybeam
Psychic
Signal Beam
Solar Beam
Struggle Bug
[4|12]​
Bug Bite
Endeavor
Tackle
U-turn
[17|30]​
Aromatherapy
Harden
Hold Hands
Light Screen
Poison Powder
Powder
Protect
Quiver Dance
Rage Powder
Roost
Sleep Powder
String Shot
Stun Spore
Substitute
Supersonic
Tailwind
Toxic
Multani the Butterfree


Multani | Butterfree (M)
[Type]
|

[Abilities]
Compound Eyes | Tinted Lens (Locked)​

[Nature]
Modest (+1 SpA, - Atk)​

[Stats]
HP: 100​
Atk: 1 (-)​
Def: 2​
SpA: 4 (+)​
SpD: 3​
Spe: 70​
Size Class: 2​
Weight Class: 3​
Base Rank Total: 16​
[Counters]
EC: 5/5​
MC: 0​
AC: 4/5 (Locked)​

[Learned Moves]
[29|81]
[16|28]​
Air Cutter
Air Slash
Bug Buzz
Confusion
Electroweb
Gust
Infestation
Ominous Wind
Psybeam
Psychic
Silver Wind
Shadow Ball
Snore
Solar Beam
Struggle Bug
Twister

[3|16]​
Bug Bite
Bide
Tackle
[11|37]​
Harden
Poison Powder
Protect
Quiver Dance
Rage Powder
Safeguard
Sleep Powder
String Shot
Stun Spore
Supersonic
Tailwind
Licia the Wurmple

Licia | Wurmple (F)
[Type]

[Abilities]
Shield Dust | Run Away (Locked)​

[Nature]
Modest (+1 SpA, - Atk)​

[Stats]
HP: 90​
Atk: 1 (-)​
Def: 2​
SpA: 2 (+)​
SpD: 2​
Spe: 20​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 10​
[Counters]
EC: 2/5​
MC: 19​
AC: 1/5 (Locked)​

[Learned Moves]
[6|6]

[3|3]​
Bug Bite
Poison Sting
Tackle
[2|2]​
Snore
Electroweb
[1|1]​
String Shot
Xira Arien the Vespiquen


Xira Arien | Vespiquen ♀
[Types]
|

[Abilities]
Pressure | Unnerve​

[Nature]
Brave (+1 Atk, -6 Spe, -10% Evasion)​

[Stats]
HP: 100​
Atk: 4 (+)​
Def: 4​
SpA: 3​
SpD: 4​
Spe: 34 (-)​
Size Class: 3​
Weight Class: 3​
Base Rank Total: 19​

[Counters]
EC: 6/6​
MC: 0​
AC: 5/5 (Unlocked)​

[Learned Moves]
[36|65]
[11|22]​
Aerial Ace
Attack Order
Bug Bite
Endeavor
Fell Stinger
Fury Cutter
Fury Swipes
Poison Sting
Pursuit
Slash
X-Scissor
[12|18]​
Air Cutter
Air Slash
Bug Buzz
Gust
Infestation
Mud Slap
Ominous Wind
Power Gem
Snore
Struggle Bug
Swift
Venoshock
[13|25]​
Captivate
Confuse Ray
Destiny Bond
Defend Order
Endure
Heal Order
Hone Claws
Protect
String Shot
Swagger
Sweet Scent
Tailwind
Toxic
Akiri the Ledyba


Akiri | Ledyba (F)
[Type]
|

[Abilities]
Swarm | Early Bird | Rattled (L)​

[Nature]
Adamant (+ 1 Atk, - 1 SpA)​

[Stats]
HP: 90​
Atk: 2 (+)​
Def: 2​
SpA: 1 (-)​
SpD: 3​
Spe: 55​
Size Class: 2​
Weight Class: 2​
Base Rank Total: 12​
[Counters]
EC: 5/6​
MC: 0​
AC: 4/5 (Locked)​

[Learned Moves]
[28|??]
[14|??]​
Acrobatics
Aerial Ace
Bide
Bug Bite
Comet Punch
Dig
Drain Punch
Focus Punch
Ice Punch
Knock Off
Power-Up Punch
Mach Punch
Tackle
Thunder Punch
[3|??]​
Infestation
Silver Wind
Swift
[11|??]​
Agility
Baton Pass
Encore
Endure
Light Screen
Reflect
Protect
Safeguard
Substitute
Supersonic
Swords Dance

Rubinia the Cutiefly


Rubinia | Cutiefly (F)
[Types]
|

[Abilities]
Honey Gather | Shield Dust | Sweet Veil (Locked)​

[Nature]
Modest (+ 1 SpA, - 1 Atk)​

[Stats]
HP: 90​
Atk: 1 (-)​
Def: 2​
SpA: 3 (+)​
SpD: 2​
Spe: 84​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 13​
[Counters]
EC: 0/6​
MC: 0​
AC: 0/5 (locked)​

[Learned Moves]
[17|XX]
[9|XX]​
Absorb
Draining Kiss
Energy Ball
Fairy Wind
Infestation
Moonblast
Psychic
Silver Wind
Struggle Bug
[0|XX]​
[8|XX]​
Baton Pass
Powder
Protect
Reflect
Skill Swap
Speed Swap
Stun Spore
Sweet Scent
 
Last edited:
Domain of the Kraul
Munda the Ninjask

Munda | Ninjask ♂
[Types]
|
[Abilities]
Speed Boost | Infiltrator​
[Nature]
Adamant (+1 Atk, -1 SpA)​
[Stats]
HP: 90​
Atk: 4 (+)​
Def: 2​
SpA: 1 (-)​
SpD: 2​
Spe: 160​
Size Class: 1​
Weight Class: 2​
Base Rank Total: 19​
[Counters]
EC: 6/6​
MC: Maxxed (+4 CC)​
AC: 5/5 (unlocked)​
[Learned Moves]
[70/70]
[24|24]​
Aerial Ace
Bide
Bug Bite
Cut
Dig
Double-Edge
Facade
False Swipe
Feint Attack
Frustration
Fury Cutter
Fury Swipes
Giga Impact
Leech Life
Metal Claw
Natural Gift
Night Slash
Return
Scratch
Secret Power
Slash
Thief
U-Turn
X-Scissor
[18|18]​
Absorb
Air Cutter
Bug Buzz
Final Gambit
Giga Drain
Gust
Hidden Power (Fighting)
Hyper Beam
Mud Slap
Ominous Wind
Round
Silver Wind
Shadow Ball
Snore
Solar Beam
Struggle Bug
Swift
Uproar
[28|28]​
Agility
Attract
Baton Pass
Captivate
Confide
Defog
Double Team
Endure
Flash
Harden
Hone Claws
Laser Focus
Mimic
Mind Reader
Protect
Rest
Roost
Sand Attack
Sandstorm
Screech
Sleep Talk
Spite
String Shot
Substitute
Sunny Day
Swagger
Sword's Dance
Toxic
Ishkanah the Ariados

Ishkanah | Ariados (F)
[Type]
|

[Abilities]
Swarm | Insomnia | Sniper​

[Nature]
Adamant (+1 Atk, - SpA)​

[Stats]
HP: 100​
Atk: 4 (+)​
Def: 3​
SpA: 2 (-)​
SpD: 3​
Spe: 40​
Size Class: 2​
Weight Class: 3​
Base Rank Total: 17​
[Counters]
EC: 6/6​
MC: 0​
AC: 5/5 (unlocked)​

[Learned Moves]
[40|79]

[19|29]​
Bug Bite
Bounce
Constrict
Cross Poison
Dig
Fell Stinger
Foul Play
Fury Swipes
Leech Life
Megahorn
Night Slash
Pin Missile
Poison Jab
Poison Sting
Pursuit
Shadow Sneak
Smart Strike
Sucker Punch
X-Scissor
[5|18]​
Absorb
Electroweb
Infestation
Night Shade
Psychic
[16|32]​
Agility
Disable
Endure
Focus Energy
Hone Claws
Protect
Rage Powder
Scary Face
Screech
Sleep Talk
Spider Web
Sticky Web
String Shot
Substitute
Swords Dance
Toxic Thread
Mazirek the Shedinja

Mazirek | Shedinja
[Type]
|

[Abilities]
Wonder Guard​

[Nature]
Adamant (+1 Atk, -1 SpA)​

[Stats]
HP: 80​
Atk: 4 (+)​
Def: 2​
SpA: 1 (-)​
SpD: 2​
Spe: 40​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 12​
[Counters]
EC: 6/6​
MC: Maxxed, +5 CC​

[Learned Moves]
[83|83]
[28|28]​
Aerial Ace
Bide
Bug Bite
Cut
Dig
Double-Edge
Facade
False Swipe
Feint Attack
Frustration
Fury Cutter
Fury Swipes
Giga Impact
Leech Life
Metal Claw
Natural Gift
Night Slash
Phantom Force
Return
Scratch
Secret Power
Shadow Claw
Shadow Sneak
Slash
Sucker Punch
Thief
U-Turn
X-Scissor
[19|19]​
Absorb
Air Cutter
Bug Buzz
Dream Eater
Final Gambit
Giga Drain
Gust
Hidden Power (Fighting)
Hyper Beam
Mud Slap
Ominous Wind
Round
Silver Wind
Shadow Ball
Snore
Solar Beam
Struggle Bug
Swift
Uproar
[36|36]​
Agility
Ally Switch
Attract
Baton Pass
Captivate
Confide
Confuse Ray
Defog
Double Team
Endure
Flash
Grudge
Harden
Heal Block
Hone Claws
Laser Focus
Mimic
Mind Reader
Nightmare
Protect
Rest
Roost
Sand Attack
Sandstorm
Screech
Sleep Talk
Spite
String Shot
Substitute
Sunny Day
Swagger
Swords Dance
Telekinesis
Trick
Toxic
Will-o-Wisp
Kynaios the Scyther

Kynaios | Scyther (M)
[Type]
|

[Abilities]
Swarm | Technician | Steadfast (L)​

[Nature]
Adamant (+ 1 Atk, - 1 SpA)​

[Stats]
HP: 100​
Atk: 5 (+)​
Def: 3​
SpA: 1 (-)​
SpD: 3​
Spe: 105​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 19​
[Counters]
EC: 0/6​
MC: 0​
AC: 0/5 (Locked)​

[Learned Moves]
[20|75]
[11|34]​
Aerial Ace
Brutal Swing
Counter
False Swipe
Fury Cutter
Pursuit
Quick Attack
Rock Smash
Steel Wing
U-turn
Wing Attack
[2|13]​
Razor Wind
Vacuum Wave
[7|28]​
Agility
Double Team
Endure
Focus Energy
Leer
Protect
Quick Guard
[Combos]
Rock Smash + Night Slash
BAP: 14.5 | EN: 12​
Rock Smash + Headbutt
BAP: 14.5 | EN: 12​
Wing Attack + Steel Wing
BAP: 17 | EN: 10.5​
Tiro the Pinsir

Tiro | Pinsir (M)
[Type]

[Abilities]
Hyper Cutter | Mold Breaker | Moxie (L)​

[Nature]
Adamant (+ 1 Atk, - 1 SpA)​

[Stats]
HP: 100​
Atk: 6 (+)​
Def: 4​
SpA: 1 (-)​
SpD: 3​
Spe: 85​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 20​

Tiro | Mega Pinsir (M)
[Type]
|
[Abilities]
Hyper Cutter | Mold Breaker | Moxie (L) | Aerilate​
[Stats]
HP: 100​
Atk: 8 (+)​
Def: 5​
SpA: 2 (-)​
SpD: 3​
Spe: 105​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 25​
[Counters]
MC: 0​
AC: 0/5 (Locked)​

[Learned Moves]
[19|84]
[16|53]​
Brick Break
Brutal Swing
Bug Bite
Bind
Close Combat
Dig
Double Hit
Earthquake
Feint
Flail
Revenge
Rock Slide
Quick Attack
Seismic Toss
Vice Grip
Vital Throw
[0|6]​
[3|25]​
Harden
Focus Energy
Protect
Doran the Shuckle


Doran | Shuckle ♂

[Type]
|

[Abilities]
Sturdy | Gluttony | Contrary​
[Nature]
Jolly (+1 Speed, +5% Accuracy, -1 SpA)​

[Stats]
HP: 80​
Atk: 1​
Def: 10​
SpA: 0 (-)​
SpD: 10​
Spe: 6 (+)​
Size Class: 1​
Weight Class: 2​
Base Rank Total: 24​

[Counters]
MC: MAX, +4 CC​
AC: 5/5 (unlocked)​
[Learned Moves]
[74|74]
[28|28]​
Bide
Bind
Body Slam
Bug Bite
Bulldoze
Constrict
Dig
Double Edge
Earthquake
Facade
Frustration
Gyro Ball
Headbutt
Knock Off
Natural Gift
Return
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Sand Tomb
Secret Power
Smack Down
Stone Edge
Strength
Wrap
[13|13]​
Acid
Ancient Power
Earth Power
Final Gambit
Hidden Power (Electric)
Infestation
Mud-Slap
Round
Sludge Bomb
Sludge Wave
Snore
Struggle Bug
Venoshock
[33|33]​
Acupressure
Attract
After You
Captivate
Confide
Curse
Defense Curl
Double Team
Encore
Endure
Flash
Gastro Acid
Guard Split
Helping Hand
Mimic
Protect
Power Split
Power Trick
Rest
Rock Polish
Safeguard
Sandstorm
Shell Smash
Sleep Talk
Stealth Rock
Sticky Web
String Shot
Substitute
Sunny Day
Swagger
Sweet Scent
Toxic
Withdraw
Slimefoot the Morelull


Slimefoot | Morelull (M)
[Types]
|

[Abilities]
Illuminate | Effect Spore | Rain Dish (Locked)​

[Nature]
Modest (+ 1 SpA, - 1 Atk)​

[Stats]
HP: 90​
Atk: 1 (-)​
Def: 2​
SpA: 4 (+)​
SpD: 3​
Spe: 15​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 13​
[Counters]
EC: 0/6​
MC: 0​
AC: 0/5 (locked)​

[Learned Moves]
[18|XX]
[6|XX]​
Absorb
Dazzling Gleam
Hidden Power (Ground)
Mega Drain
Sludge Bomb
Solar Beam
[1|XX]​
Astonish
[11|XX]​
Amnesia
Confuse Ray
Flash
Growth
Ingrain
Leech Seed
Moonlight
Poison Powder
Protect
Sleep Powder
Stun Spore
 
Last edited:
Ghirapur, City of Invention
Hope of Ghirapur the Klinklang


Hope of Ghirapur | Klinklang
[Type]

[Abilities]
[Plus] | [Minus] | [Clear Body]​

[Nature]
Hasty (+14 Spe, +12% Accuracy. -1 Def)​

[Stats]
HP: 100​
Atk: 4​
Def: 3 (-)​
SpA: 3​
SpD: 3​
Spe: 104 (+)​
Size Class: 1​
Weight Class: 4​
Base Rank Total: 20​
[Counters]
EC: 9/9​
MC: 0​
AC: 5/5 (Unlocked)​

[Learned Moves]
[37|51]

[5|10]​
Bind
Frustration
Gear Grind
Rock Smash
Vice Grip
[13|16]​
Discharge
Flash Cannon
Hidden Power (Ground)
Hyper Beam
Mirror Shot
Shock Wave
Signal Beam
Snore
Thunderbolt
Thunder Shock
Uproar
Volt Switch
Zap Cannon
[19|25]​
Autotomize
Charge
Gear Up
Gravity
Iron Defense
Lock On
Magic Coat
Magnetic Flux
Magnet Rise
Metal Sound
Protect
Recycle
Rest
Screech
Sleep Talk
Shift Gear
Substitute
Thunder Wave
Toxic
Animar the Castform


Animar | Castform ♀
[Type]
[Abilities]
Forecast​
[Nature]
Modest (+ 1 SpA, - 1 Atk)​
[Stats]
HP: 100​
Atk: 2 (-)​
Def: 3​
SpA: 4 (+)​
SpD: 3​
Spe: 70​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 18​

Castform - Sun // Rain // Hail
Type:
//
//
//
[Counters]
MC: 0​

[Moves]
[23|69]
[13|28]​
Blizzard
Clear Smog
Ember
Fire Blast
Future Sight
Hex
Hurricane
Powder Snow
Solar Beam
Thunder
Thunderbolt
Water Gun
Weather Ball
[2|13]​
Headbutt
Tackle
[8/28]​
Disable
Hail
Protect
Rain Dance
Reflect Type
Substitute
Sunny Day
Thunder Wave
Heidar the Vanilluxe

Heidar | Vanilluxe♂
[Type]

[Abilities]
Ice Body | Snow Warning | Weak Armor​

[Nature]
Modest (+1 SpA, - 1 Atk)​

[Stats]
HP: 100​
Atk: 2 (-)​
Def: 3​
SpA: 5 (+)​
SpD: 3​
Spe: 79​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 19​
[Counters]
EC: 9/9​
MC: Maxxed (+3 CC)​
AC: 5/5 (Unlocked)​

[Learned Moves]
[51|51]

[18|18]​
Blizzard
Flash Cannon
Freeze Dry
Frost Breath
Hidden Power (Fighting)
Hyper Beam
Ice Beam
Icy Wind
Mirror Coat
Mirror Shot
Powder Snow
Round
Signal Beam
Sheer Cold
Snore
Uproar
Water Pulse
Weather Ball
[11|11]​
Astonish
Avalanche
Explosion
Facade
Frustration
Giga Impact
Ice Shard
Icicle Spear
Natural Gift
Return
Secret Power
[22|22]​
Acid Armor
Ally Switch
Attract
Autotomize
Confide
Double Team
Harden
Hail
Imprison
Iron Defense
Light Screen
Magic Coat
Magnet Rise
Mist
Protect
Rain Dance
Rest
Sleep Talk
Substitute
Swagger
Taunt
Toxic
Slobad the Togedemaru

Slobad | Togedemaru (M)
[Type]
|

[Abilities]
Iron Barbs | Lightning Rod | Sturdy (unlocked)​

[Nature]
Modest (+1 SpA, -1 Atk)​

[Stats]
HP: 100​
Atk: 5 (+)​
Def: 3​
SpA: 1 (+)​
SpD: 3​
Spe: 85​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 23​
[Counters]
MC: 0​
AC: 5/5​

[Learned Moves]
[23|??]
[13|??]​
Bounce
Fake Out
Fell Stinger
Iron Tail
Nuzzle
Poison Jab
Reversal
Rollout
Spark
Tackle
Twineedle
U-turn
Zing Zap
[2|??]​
Grass Knot
Thunder Shock
[8|??]​
Charge
Defense Curl
Encore
Magnet Rise
Protect
Spiky Shield
Toxic
Wish
 
Last edited:
Serra's Realm
Atalya the Chansey


Atalya | Chansey ♀
[Types]

[Abilities]
Natural Cure | Serene Grace | Healer​

[Nature]
Quiet (+1 SpA, -7 Spe, -10 Evasion)​

[Stats]
HP: 145​
Atk: 1​
Def: 1​
SpA: 3 (+)​
SpD: 4​
Spe: 43 (-)​
Size Class: 3​
Weight Class: 3​
Base Rank Total: 20​
[Counters]
EC: 9/9​
MC: Maxxed, +8 MC​
AC: 5/5 (unlocked)​

[Learned Moves]
[129|129]
[31|31]​
Blizzard
Bubble Beam
Charge Beam
Dazzling Gleam
Dream Eater
Echoed Voice
Fire Blast
Flamethrower
Grass Knot
Hidden Power (Fairy)
Hyper Beam
Hyper Voice
Ice Beam
Icy Wind
Incinerate
Mud Bomb
Mud-Slap
Psychic
Psywave
Round
Shadow Ball
Shock Wave
Snore
Solar Beam
Thunderbolt
Thunder
Tri Attack
Uproar
Water Gun
Water Pulse
Zap Cannon
[47|47]​
Bide
Body Slam
Brick Break
Counter
Covet
Double-Edge
Double-Slap
Drain Punch
Dynamic Punch
Earthquake
Egg Bomb
Endeavor
Facade
Fire Punch
Fling
Focus Punch
Frustration
Giga Impact
Headbutt
Ice Punch
Iron Tail
Last Resort
Mega Kick
Mega Punch
Natural Gift
Pound
Power-Up Punch
Present
Rage
Retaliate
Return
Rock Climb
Rock Slide
Rock Tomb
Rollout
Rock Smash
Secret Power
Seismic Toss
Skull Bash
Stomping Tantrum
Strength
Submission
Take Down
Thunder Punch
Wild Charge
Zen Headbutt
[51|51]​
Aromatherapy
Attract
Bestow
Calm Mind
Charm
Confide
Copycat
Curse
Defense Curl
Double Team
Endure
Gravity
Growl
Hail
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Laser Focus
Light Screen
Metronome
Mimic
Minimize
Protect
Psych Up
Rain Dance
Recycle
Reflect
Refresh
Rest
Safeguard
Sandstorm
Sing
Skill Swap
Sleep Talk
Snatch
Soft-Boiled
Stealth Rock
Substitute
Sunny Day
Swagger
Sweet Kiss
Sweet Scent
Tail Whip
Teleport
Thunder Wave
Toxic
Wish
Work Up
Momir Vig the Smeargle

Momir Vig | Smeargle♀
[Types]

[Abilities]
[Own Tempo] | [Technician] | [Moody] (locked)​
[Nature]
Serious (no change)​
[Stats]
HP: 90​
Atk: 1​
Def: 2​
SpA: 1​
SpD: 2​
Spe: 75​
Size Class: 2​
Weight Class: 4​
Base Rank Total: 11​
[Counters]
MC: 0​
AC: 5/5 (Locked)​
Sketch Uses: 8​
[Learned Moves]
[50|672]
[A: 1|33]
Anchor Shot
[B: 4|38]
Barrage
Bide
Bounce
Bullet Seed
[C: 1|38]
Counter
[D: 2|39]
Dig
Disable
Dive
[E: 2|20]
Egg Bomb
Encore
[F: 4|54]
Fairy Lock
Fake Out
Flamethrower
Fly
[G: 3|22]
Gastro Acid
Gear Grind
Gunk Shot
[H: 1|39]
Hex
[I: 1|20]
Imprison
[J: 0|2]
[K: 1|4]
Knock-Off
[L: 0|23]
[M: 3|46]
Magic Coat
Mat Block
Mirror Coat
[N: 1|11]
Nuzzle
[O: 0|7]
[P: 8|51]
Pay Day
Pain Split
Perish Song
Phantom Force
Poison Fang
Powder
Power-Up Punch
Protect
[Q: 0|4]
[R: 2|35]
Reflect Type
Rock Slide
[S: 8|110]
Shift Gear
Sketch x8​
Skull Bash
Sludge Bomb
Spiky Shield
Spider Web
Spirit Shackle
Struggle Bug
[T: 3|39]
Thunder Wave
Taunt
Toxic
[U: 0|2]
[V: 0|9]
[W: 4|23]
Water Shuriken
Water Spout
Whirlpool
Will-o-Wisp
[X: 0|1]
[Y: 0|1]
[Z: 0|3]
Azusa the Cherubi

Azusa | Cherubi (F)
[Type]

[Abilities]
Chlorophyll​

[Nature]
Modest (+1 SpA, -1 Atk)​

[Stats]
HP: 90​
Atk: 1 (-)​
Def: 2​
SpA: 4 (+)​
SpD: 2​
Spe: 35​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 13​
[Counters]
EC: 0/6​
MC: 0​

[Learned Moves]
[17|53]​

[5|10]​
Dazzling Gleam
Grass Knot
Hidden Power (Rock)
Magical Leaf
Weather Ball

[2|12]​
Razor Leaf
Tackle

[10|31]​
Aromatherapy
Flower Shield
Growth
Heal Pulse
Helping Hand
Leech Seed
Morning Sun
Protect
Sunny Day
Toxic
Tuktuk the Hitmontop


Tuktuk | Hitmontop (M)
[Type]
[Abilities]
Intimate | Technician | Steadfast (X)​
[Nature]
Impish (+1 Def, -1 SpA)​
[Stats]
HP: 90​
Atk: Rank 3​
Def: Rank 4 (+)​
SpA: Rank 1 (-)​
SpD: Rank 4​
Spe: 70​
Size: 3​
Weight: 3​
Total: 17​
[Counters]
EC: 6/6​
AC: 0/5​
MC: 0​
[Learned Moves]
[21|82]​

[14|46]​
Aerial Ace
Bullet Punch
Close Combat
Brick Break
Endeavor
Feint
Mach Punch
Pursuit
Quick Attack
Rapid Spin
Revenge
Rock Slide
Rolling Kick
Triple Kick

[0|8]​

[7|28]​
Detect
Endure
Focus Energy
Helping Hand
Mind Reader
Protect
Substitute
Volar the Yanmega

Volar | Yanmega ♂
OT: Toon​
[Types]
|

[Abilities]
Speed Boost | Tinted Lens | Frisk​

[Nature]
Modest (+ 1 SpA, - 1 Atk)​

[Stats]
HP: 100​
Atk: 2 (-)​
Def: 3​
SpA: 6 (+)​
SpD: 3​
Spe: 95​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 20​
[Counters]
EC: 6/6​
MC: 0​
AC: 5/5 (Unlocked)​

[Learned Moves]
[30|71]​

[12|21]​
Ancient Power
Air Cutter
Air Slash
Bug Buzz
Giga Drain
Psychic
Shadow Ball
Signal Beam
Silver Wind
Solar Beam
Sonic Boom
Struggle Bug

[8|23]​
Bug Bite
Feint
Night Slash
Quick Attack
Pursuit
Tackle
U-Turn
Wing Attack

[10|27]​
Detect
Double Team
Curse
Foresight
Hypnosis
Protect
Roost
Supersonic
Toxic
Whirlwind

Kefnet the Farfetch'd


Kefnet | Farfetch'd (M)
[Types]
|

[Abilities]
Keen Eye | Inner Focus | Defiant (Locked)​

[Nature]
Brave (+1 Atk, -8 Spe, -10 Evasion)​

[Stats]
HP: 90​
Atk: 4 (+)​
Def: 2​
SpA: 3​
SpD: 3​
Spe: 52 (-)​
Size Class: 1​
Weight Class: 2​
Base Rank Total: 16​
[Counters]
MC: 0​
AC: 0/5 (locked)​

[Learned Moves]
[22|XX]
[13|XX]​
Aerial Ace
Brave Bird
First Impression
Fly
Fury Attack
Fury Cutter
Knock Off
Leaf Blade
Peck
Poison Jab
Revenge
Slash
Steel Wing
[2|XX]​
Air Cutter
Gust
[7|XX]​
Leer
Protect
Roost
Sand Attack
Simple Beam
Substitute
Sword's Dance
 
Last edited:
Halimar Depths
Wrexial the Huntail

Wrexial | Huntail ♀
[Type]

[Abilities]
Swift Swim | Water Veil​

[Nature]
Brave (+1 Atk, - 7 Spe, -10 Evasion)​

[Stats]
HP: 90​
Atk: 5 (+)​
Def: 4​
SpA: 3​
SpD: 3​
Spe: 45 (-)​
Size Class: 2​
Weight Class: 3​
Base Rank Total: 18​
[Counters]
EC: 6/6​
MC: 0​
AC: 5/5​

[Learned Moves]
[29|66]

[9|18]​
Brine
Hidden Power (Grass)
Ice Beam
Icy Wind
Muddy Water
Scald
Water Gun
Water Pulse
Whirlpool
[10|21]​
Bite
Body Slam
Bounce
Clamp
Dive
Feint Atttack
Ice Fang
Waterfall
Rock Tomb
Sucker Punch
[10|27]​
Aqua Ring
Confuse Ray
Endure
Iron Defense
Refresh
Protect
Scary Face
Screech
Shell Smash
Substitute
Jori En the Brionne

Jori En | Brionne ♀
[Types]

[Abilities]
Torrent | Liquid Voice (locked)​

[Nature]
Modest (+1 SpA, -1 Atk)​

[Stats]
HP: 100​
Atk: 2 (-)​
Def: 3​
SpA: 4 (+)​
SpD: 3​
Spe: 50​
Size Class: 1​
Weight Class: 2​
Base Rank Total: 17​

[Counters]
EC: 8/9​
MC: 0​
AC: 5/5 (locked)​

[Learned Moves]
[25|??]
[10|??]​
Blizzard
Bubble Beam
Disarming Voice
Hidden Power (Electric)
Hydro Pump
Hyper Voice
Ice Beam
Icy Wind
Moonblast
Surf
Water Gun
Water Pledge
[2|??]​
Aqua Jet
Pound
[12|??]​
Aqua Ring
Aromatic Mist
Baby-Doll Eyes
Charm
Encore
Growl
Misty Terrain
Perish Song
Protect
Sing
Substitute
Toxic
Wonder Room
 
Last edited:
Ruins of Naktamun


Lim-Dul the Cubone

Lim-Dul | Cubone (F)
[Types]

[Abilities]
Rock Head | Lightningrod | Battle Armor (L)​

[Nature]
Adamant (+ 1 Atk, - 1 SpA)​

[Stats]
HP: 90​
Atk: 3 (+)​
Def: 3​
SpA: 1 (-)​
SpD: 2​
Spe: 35​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 19​
[Counters]
EC: 0/6​
MC: 0​
AC: 0/5 (Locked)​

[Learned Moves]
[18|??]
[11|??]​
Bonemerang
Bone Club
Counter
Dig
Headbutt
Iron Head
Rage
Rock Slide
Rock Smash
Skull Bash
Thunder Punch
[0|??]​
[7|??]​
Endure
Detect
Focus Energy
Growl
Leer
Perish Song
Tail Whip
Bosh the Claydol

Bosh | Claydol
[Types]
|
[Abilities]
Levitate​
[Nature]
Quiet (+ 1 SpA, - 10 Spe, - 10 Evasion)​
[Stats]
HP: 100​
Atk: 3​
Def: 4​
SpA: 4 (+)​
SpD: 5​
Spe: 65 (-)​
Size Class: 3​
Weight Class: 5​
Base Rank Total: 21​
[Counters]
EC: 6/6​
MC: Maxxxed (+5 MC)​

[Learned Moves]
[83|83]
[21|21]​
Ancient Power
Charge Beam
Confusion
Dazzling Gleam
Dream Eater
Earth Power
Extrasensory
Grass Knot
Hidden Power (Fighting)
Hyper Beam
Ice Beam
Mud-Slap
Psybeam
Psychic
Psyshock
Round
Shadow Ball
Shock Wave
Signal Beam
Snore
Solar Beam
[23|23]​
Bulldoze
Dig
Drill Run
Double Edge
Earthquake
Explosion
Facade
Frustration
Giga Impact
Gyro Ball
Headbutt
Natural Gift
Rapid Spin
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Self Destruct
Smack Down
Stone Edge
Strength
Zen Headbutt
[39|39]​
Ally Switch
Calm Mind
Confide
Cosmic Power
Double Team
Endure
Flash
Guard Split
Harden
Heal Block
Imprison
Light Screen
Magic Coat
Mimic
Power Split
Power Trick
Protect
Psych Up
Rain Dance
Recycle
Reflect
Refresh
Rest
Rock Polish
Safeguard
Sandstorm
Skill Swap
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Telekinesis
Teleport
Toxic
Trick
Trick Room
Wonder Room
 
Last edited:
The Shifting Wastes of Tarkir
Dromoka the Jangmo-o


Dromoka | Jangmo-o (F)
[Type]

[Abilities]
Bulletproof | Soundproof | Overcoat (Locked)​

[Nature]
Adamant (+1 Atk, - SpA)​

[Stats]
HP: 90​
Atk: 3 (+)​
Def: 3​
SpA: 1 (-)​
SpD: 2​
Spe: 45​
Size Class: 1​
Weight Class: 3​
Base Rank Total: 13​
[Counters]
EC: 4/9​
MC: 0​
AC: 1/5 (Locked)​

[Learned Moves]
[19|49]
[12|21]​
Bide
Counter
Dragon Claw
Dragon Tail
Dual Chop
Earthquake
Headbutt
Reversal
Rock Slide
Shadow Claw
Tackle
X-Scissor
[1|6]​
Dragon Breath
[6|22]​
Leer
Protect
Scary Face
Swords Dance
Taunt
Toxic
Rith the Exeggcute

Rith | Exeggcute (F)
[Type]
|

[Abilities]
Chlorophyll | Harvest (L)​

[Nature]
Brave (+1 Atk, -6 Spe, -10% Evasion)​

[Stats]
HP: 100​
Atk: 3 (+)​
Def: 3​
SpA: 3​
SpD: 2​
Spe: 34 (-)​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 15​
[Counters]
EC: 0/6​
MC: 0​
AC: 0/5 (Locked)​

[Learned Moves]
[20|??]​

[7|??]​
Confusion
Giga Drain
Hypnosis
Infestation
Leaf Storm
Sludge Bomb
Uproar

[3|??]​
Barrage
Bide
Bullet Seed

[10|??]​
Endure
Grassy Terrain
Leech Seed
Moonlight
Poison Powder
Protect
Reflect
Skill Swap
Sleep Powder
Stun Spore
 
Last edited:
[Combo Compendium]
[Astonish]
Astonish said:
BAP: 4 | EN: 3 | Acc: 100% | Force
The user charges the foe and releases energy shockwaves upon impact. The swift pain and abruptness of the attack can cause the opponent to flinch. If combined with Uproar, the BAP of Uproar is increased by one and a half (1.5x), rounded up [e.g. Astonish + Uproar = 4 + (9 * 1.5, rounded up) = 18] the attack cancels out any Yawn or Sleep status on the field, and the Pokemon can attack as normal after the cooldown phase. If combined with Sucker Punch, the BAP of Sucker Punch is increased by one and a half [e.g. 4 + (8 * 0.5) * 1.5 = 10]. If combined with Lick, the BAP of the entire combination doubles [e.g. (4 + 4) * 2 = 16].
Lick + Astonish
BAP: 16 | EN: 9 | Acc: 100%​

Sucker Punch + Astonish
BAP: 14.5 | EN: 12 | Acc: 100%​

Uproar + Astonish
BAP: 18 | EN: 13.5 | Acc: 100%​
[Barrage]
BAP: 2 per hit | EN: 3 | Acc: 85% | Deferring
The user launches 2-5 small spheres of energy that explode on contact, throwing the opponent off balance and disrupting attacks that take a while to charge up. If combined with any "Bomb" (e.g. Egg Bomb, Seed Bomb, Sludge Bomb) move the BAP of the combining move will be increased by 50% (1.5x) [e.g. 10 BAP * 1.5 = 15 BAP]. If combined with Bullet Seed, a successful attack will always have 5 hits and every hit will be a critical hit.
Bullet Seed + Barrage
BAP: 5 per hit | EN: 15 | Acc: 92.5% | Autocrit, 5 Hits​

Egg Bomb + Barrage
BAP: 15 + 2 per hit | EN: 15 | Acc: 80%​

Magnet Bomb + Barrage
BAP: 9 + 2 per hit | EN: 10.5 | Acc: --​

Mud Bomb + Barrage
BAP: 10.5 + 2 per hit | EN: 12 | Acc: 85%​

Seed Bomb + Barrage
BAP: 12 + 2 per hit | EN: 13.5 | Acc: 92.5%​

Sludge Bomb + Barrage
BAP: 13.5 + 2 per hit | EN: 15 | Acc: 92.5%​
[Bubble]
Bubble said:
BAP: 4 | EN: 3 | Acc: 100% | Elemental
The user shoots a wide spray of bubbles that snap violently on the opponent's joints, sometimes causing the opponent's Speed to lower one (1) stage. If combined with Bubble Beam, Bubble Beam's power increases by one and a half (1.5x), rounded up [e.g 4 + (7 * 1.5) (rounded up) = 15] and the combination will always lower the opponent's Speed one (1) Stage.
Bubblebeam + Bubble
BAP: 15 | EN: 12​
[Confusion]
BAP: 5 | EN: 3 | Acc: 100% | Elemental
The user uses a weak telekinetic force to pick up its opponent or small loose parts of the arena. The nature of the mental strike brings up disorienting memories than can confuse the opponent. If combined with Psychic, Special Attack Rank restrictions are ignored, the opponent's Special Defense always drops one (1) stage, and the confusion chance is boosted to 30%.
Psychic + Confusion
BAP: 11 + Target Weight Class | EN: (8 + (Target Weight Class/2)) * 1.5 | Acc: 100%​
[Constrict]
BAP: 4 | EN: 3 | Acc: 100% | Passive
The user grabs onto its opponent with vines or tentacles and squeezes them. The constriction inhibits the opponent and lowers their Speed stat by one (1) stage. If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled. If combined with Wring Out, the BAP of combined move is doubled (2x) [E.g. Constrict + Wring Out= 4 + (12 * 2) = 28). If combined with Tickle, the opponent's Attack, Defense and Speed will each drop two (2) Stages instead of one.
Bind + Constrict
BAP: 7 | EN: 10.5 | Acc: 92.5%​

Tickle + Constrict
BAP: 4 | EN: 13.5 | Acc: 100%​

Wrap + Constrict
BAP: 7 | EN: 10.5 | Acc: 95%​

Wring Out + Constrict
BAP: 4 + (4 + Opponent's Current HP/10)*2 | EN: 18 | Acc: 100%​
[Cut]
Cut said:
BAP: 5 | EN: 3 | Acc: 95% | Deferring
The user cleaves a path through any natural obstruction with a single, powerful slicing motion. It can easily shear grass and split trees in two. It is not effective at clearing rock-based obstructions. If combined with a "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the move will always score a critical hit.
Air Slash + Cut
BAP: 13 | EN: 13.5 | Acc: 95% | Autocrit​

Cross Chop + Cut
BAP: 15 | EN: 15 | Acc: 87.5% | Autocrit​

Cross Poison + Cut
BAP: 15.5 | EN: 12 | Acc: 97.5% | Autocrit​

Crush Claw + Cut
BAP: 13 | EN: 13.5 | Acc: 95% | Autocrit​

Dragon Claw + Cut
BAP: 13 | EN: 15.5 | Acc: 97.5% | Autocrit​

False Swipe + Cut
BAP: 9 | EN: 9 | Acc: 97.5% | Autocrit​

Fury Swipes + Cut
BAP: 5 + 2 Per Hit | EN: 10.5 | Acc: 87.5% | Autocrit​

Hone Claws + Cut
BAP: 5 | EN: 13.5 | Acc: 95% | Autocrit​

Metal Claw + Cut
BAP: 13 | EN: 10.5 | Acc: 95% | Autocrit, +1 AtK​

Scratch + Cut
BAP: 12 | EN: 9 | Acc: 97.5% | Autocrit​

Shadow Claw + Cut
BAP: 12 | EN: 12 | Acc: 97.5% | Autocrit​

Slash + Cut
BAP: 12 | EN: 12 | Acc: 97.5% | Autocrit​

Night Slash + Cut
BAP: 12 | EN: 12 | Acc: 97.5% | Autocrit​

X-Scissor + Cut
BAP: 13 | EN: 13.5 | Acc: 97.5% | Autocrit​
[Dream Eater]
Dream Eater said:
BAP: 10 | EN: 12 | Acc: 100% | Force
The user absorbs the energy of a sleeping Pokemon's dreams, dealing impressive damage. If used in combination with Hypnosis, the damage done will not trigger any sleep reduction. The user heals themselves for half the damage inflicted. This move fails if the target is awake.
Hypnosis + Dream Eater
BAP: 10 | EN: 28.5 | Acc: 100%​
[Ember]
Ember said:
BAP: 4 | EN: 3 | Acc: 100% | Elemental
The Pokemon throws small flames that have a chance of burning the foe. When combined with another Special Fire Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Ember + Flamethrower is 4 + 9 * 1.5 = 17.5 BAP].
Blast Burn + Ember
BAP: 26.5 | EN: 19.5 | Acc: 95%​

Blue Flare + Ember
BAP: 23.5 | EN: 18 | Acc: 92.5%​

Burn Up + Ember
BAP: 23.5 | EN: 19.5 | Acc: 100%​

Eruption + Ember
BAP: 4 + ((15 * User Current HP / User Maximum HP) * 1.5) | EN: 16.5 | Acc: 100%​

Fiery Dance + Ember
BAP: 16 | EN: 13.5 | Acc: 100%​

Fire Blast + Ember
BAP: 20.5 | EN: 16.5 | Acc: 92.5%​

Fire Pledge + Ember
BAP: 16 | EN: 13.5 | Acc: 100%​

Fire Spin + Ember
BAP: 10 | EN: 12 | Acc: 92.5%​

Flame Burst + Ember
BAP: 14.5 | EN: 13.5 | Acc: 100%​

Flamethrower + Ember
BAP: 17.5 | EN: 15 | Acc: 100%​

Fusion Flare + Ember
BAP: 19 | EN: 15 | Acc: 100%​

Heat Wave + Ember
BAP: 19 | EN: 15 | Acc: 95%​

Incinerate + Ember
BAP: 13 | EN: 10.5 | Acc: 100%​

Inferno + Ember
BAP: 19 | EN: 15 | Acc: 75%​

Lava Plume + Ember
BAP: 18 | EN: 13.5 | Acc: 100%​

Magma Storm + Ember
BAP: 19 | EN: 19.5 | Acc: 87.5%​

Mind Blown + Ember
BAP: 26.5 | EN: 19.5 | Acc: 100%​

Mystical Fire + Ember
BAP: 16 | EN: 13.5 | Acc: 100%​

Overheat + Ember
BAP: 22.5 | EN: 16 | Acc: 95%​

Searing Shot + Ember
BAP: 19 | EN: 15 | Acc: 100%​

Shell Trap + Ember
BAP: 26.5 | EN: 19.5 | Acc: 100%​
[Fairy Wind]
Fairy Wind said:
BAP: 4 | EN: 3 | Acc: 100% | Elemental
The Pokemon whips up a small mystical wind and aims it at the opponent. When combined with another Special Fairy Attack, the Base Attack Power of that attack is increased by one and three quarters (1.75x) [e.g Fairy Wind + Dazzling Gleam is 4 + 8 * 1.75 = 18 BAP].
Dazzling Gleam + Fairy Wind
BAP: 18 | EN: 13.5 | Acc: 100%​

Disarming Voice + Fairy Wind
BAP: 11 | EN: 10.5 | Acc: --​

Draining Kiss + Fairy Wind
BAP: 12.75 | EN: 15 | Acc: 100%​

Fleur Cannon + Fairy Wind
BAP: 26.75 | EN: 18 | Acc: 95%​

Light of Ruin + Fairy Wind
BAP: 28.5 | EN: 19.5 | Acc: 95%​

Moonblast + Fairy Wind
BAP: 21.5 | EN: 15 | Acc: 100%​

Nature's Madness + Fairy Wind
BAP: cry | EN: don't bother | Acc: it's smearlge exclusive​
[Gust]
Gust said:
BAP: 4 | EN: 3 | Acc: 100% | Elemental
The user creates a small but vicious whirlwind, usually by flapping its wings, that can toss lighter Pokemon around. It can be used to clear the air of smogs, smokes, and powders. If Gust is used against a Pokemon in the first stage of Fly, Bounce, or Sky Drop, Gust's BAP increases from 4 to 8. If combined with Air Cutter, Defog, Leaf Tornado, Ominous Wind, Razor Wind, Silver Wind, Twister, or Whirlwind, the BAP of the entire combination doubles (combo 2x) [e.g. Gust + Twister = (4 + 4) * 2 = 16]. The BAP will double again if used against a foe in the middle of Bounce or Fly.
Air Cutter + Gust
BAP: 20 | EN: 10.5 | Acc: 97.5%​

Defog + Gust
BAP: 8 | EN: 19.5 | Acc: 97.5​

Leaf Tornado + Gust
BAP: 22 | EN: 12 | Acc: 97.5%​

Ominous Wind + Gust
BAP: 20 | EN: 10.5 | Acc: 100%​

Razor Wind + Gust
BAP: 24 | EN: 13.5 | Acc: 100%​

Silver Wind + Gust
BAP: 20 | EN: 10.5 | Acc: 100%​

Twister + Gust
BAP: 16 | EN: 9 | Acc: 100%​

Whirlwind + Gust
BAP: 8 | EN: 15 | Acc: --​
[Howl]
Howl said:
BAP: -- | EN: 5 | Acc: -- | Passive
The user lets out a spine-tingling howl, raising its attack by one (1) stage. If Howl is used in a combination, any stat-changes affected by the combination double.
[Karate Chop]
Karate Chop said:
BAP: 5 | EN: 3 | Acc: 100% | Passive
The user chops at the foe, aiming for a pressure point or vulnerable area. Because it targets vulnerable areas, this move is more likely to result in a critical hit. If combined with Cross Chop, the move always scores a critical hit. If combined with Rock Smash, the opponent's Defense is always lowered, and the attack always lands a critical hit.
Cross Chop + Karate Chop
BAP: 15 | EN: 15 | Acc: 90% | Autocrit​

Rock Smash + Karate Chop
BAP: 11.5 | EN: 10.5 | Acc: 100% | Autocrit​
[Leafage]
Leafage said:
BAP: 4 | EN: 3 | Acc: 100% | Elemental
The user throws a bunch of leaves at the opponent like darts, dealing damage to the opponent. When combined with a move with "leaf" in its name, the BAP of the entire combination is multiplied by 1.5× (Leafage + Leafage will only have its BAP mutiplied by 1.5×) and the critical hit stage of the combination is raised by two (2) stages.
Leafage + Leafage
BAP: 13.5 | EN: 17.5 | Acc: 100%​

Leaf Blade + Leafage
BAP: 19.5 | BAP: 15 | Acc: 100%​

Leaf Storm + Leafage
BAP: 25.5 | EN: 18 | Acc: 95%​

Leaf Tornado + Leafage
BAP: 16.5 | EN: 12 | Acc: 95%​

Magical Leaf + Leafage
BAP: 15 | EN: 10.5 | Acc: --​

Razor Leaf + Leafage
BAP: 15 | EN: 10.5 | Acc: 97.5%​
[Leer]
Leer said:
BAP: -- | EN: 4 | Acc: 100% | Passive
The user's eyes glow red and the foe shakes with fear, lowering the foe's defense by one (1) stage. If Leer is used in a combination, stat-changes induced by the combination double. Leer's targeting type does not apply to combos it is used in.
[Lick]
Lick said:
BAP: 4 | EN: 3 | Acc: 100% | Force
The user wraps its long tongue around the foe and licks it. The foe finds this extremely uncomfortable can be paralyzed by the ordeal. If combined with Astonish, the BAP of the entire combination doubles [e.g. (4 + 4) * 2 = 16]. If combined with Wrap or Bind, the damage per action while the opponent is trapped is doubled. If combined with Torment, the opponent is always paralyzed (20%) by the combination.
Astonish + Lick
BAP: 16 | EN: 9 | Acc: 100%​

Bind + Lick
BAP: 7 | EN: 10.5 | Acc: 92.5%​

Torment + Lick
BAP: 4 | EN: 19.5 | Acc: 100%​

Wrap + Lick
BAP: 7 | EN: 10.5 | Acc: 95%​
[Mean Look]
Mean Look said:
BAP: -- | EN: 6 | Acc: -- | Passive
The Pokémon shoots a dark, arresting glare at the opponent, trapping them. The target cannot switch out during a Switch Phase. If combined with Hypnosis, the move will always hit and the opponent will be inflicted with 2 action Sleep. If combined with Leer, the foe's Defense will fall two (2) stages. If combined with Glare, the foe will suffer from full paralysis next action, and paralysis will remain at 25%. The effects of this move can be avoided if the victim specifically makes an attempt to look away or close their eyes. Attempting to close your eyes or look away incurs a flat 15% Accuracy Drop on any move you use this action.
Glare + Mean Look
BAP: -- | EN: 18 | Acc: 100%​

Hypnosis + Mean Look
BAP: -- | EN: 19.5 | Acc: --​

Leer + Mean Look
BAP: -- | EN: 15 | Acc: 100%​
[Meditate]
Meditate said:
BAP: -- | EN: 5 | Acc: -- | Passive
The Pokémon sits on the ground and meditates. When the meditation is complete, the Pokémon's outline glows white, and its Attack is raised by one (1) stage. Meditate can be combined with mental and ki-based attacks, increasing the Effect Chance of the combination to 100%.
It's bad.​
[Metal Claw]
Metal Claw said:
BAP: 5 | EN: 4 | Acc: 95% | Elemental
The Pokémon's hands glow white and become as sturdy as Steel. It then slashes at the opponent with arms crossed. There is a chance the Pokemon's claws may maintain the toughness of steel and raise Attack by one (1) stage. If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the BAP of the selected combination move is increased by one and a half (1.5x), rounded up [e.g. Metal Claw + Night Slash = 5 + (7 * 1.5, rounded up) = 16,] and the user's Attack is raised by one (1) level.
Air Cutter + Metal Claw
BAP: 14 | EN: 12 | Acc: 95%​

Air Slash + Metal Claw
BAP: 17 | EN: 15 | Acc: 95%​

Cross Chop + Metal Claw
BAP: 20 | EN: 16.5 | Acc: 87.5%​

Cross Poison + Metal Claw
BAP: 17 | EN: 13.5 | Acc: 95%​

Crush Claw + Metal Claw
BAP: 17 | EN: 15 | Acc: 95%​

Cut + Metal Claw
BAP: 13 | EN: 10.5 | Acc: 95% | Autocrit​

Dragon Claw + Metal Claw
BAP: 17 | EN: 15 | Acc: 97.5%​

False Swipe + Metal Claw
BAP: 11 | EN: 10.5 | Acc: 97.5%​

Fury Cutter + Metal Claw
BAP: 9 + (("Consecutive uses" * 3) * 1.5) | EN: (8 + "Consecutive uses") * 1.5 | Acc: 95%​

Fury Swipes + Metal Claw
BAP: 5 + (2 Per Hit) * 1.5 | EN: 12 | Acc: 87.5%​

Hone Claws + Metal Claw
BAP: 5 | EN: 15 | Acc: 95%​

Metal Claw + Metal Claw
BAP: 18 | EN: 21 | Acc: 90.25%​

Psycho Cut + Metal Claw
BAP: 16 | EN: 13.5 | Acc: 97.5%​

Scratch + Metal Claw
BAP: 14 | EN: 10.5 | Acc: 97.5%​

Shadow Claw + Metal Claw
BAP: 16 | EN: 13.5 | Acc: 97.5%​

Sky Uppercut + Metal Claw
BAP: 19 | EN: 15 | Acc: 92.5%​

Slash + Metal Claw
BAP: 16 | EN: 13.5 | Acc: 97.5%​

Night Slash + Metal Claw
BAP: 16 | EN: 13.5 | Acc: 97.5%​

X-Scissor + Metal Claw
BAP: 17 | EN: 15 | Acc: 97.5%​
[Nightmare]
Nightmare said:
BAP: - | EN: 7 | Acc: 100% | Set
The user induces frightening nightmares into a sleeping Pokemon's dreams that deal four (4) damage per action and removes two (2) energy per action until the Pokemon wakes up. Nightmare increases the target's sleep duration by one action. If Nightmare is used on a target that is not asleep, or on a target that is already having Nightmares, this move will fail. Nightmare and the ability Bad Dreams stack. Because of the intense nature of the dreams, a Pokemon experiencing Nightmare will have the BAP of its Snore doubled. If combined with a Sleep-inducing attack, the sleep will last for one additional action.
Dark Void + Nightmare
BAP: - | EN: 25.5 | Acc: 75%​

Grass Whistle + Nightmare
BAP: - | EN: 18 | Acc: 77.5%​

Hypnosis + Nightmare
BAP: - | EN: 21 | Acc: 90%​

Lovely Kiss + Nightmare
BAP: - | EN: 19.5 | Acc: 87.5%​

Sing + Nightmare
BAP: - | EN: 19.5 | Acc: 77.5%​

Sleep Powder + Nightmare
BAP: - | EN: 21 | | Acc: 87.5%​

Spore + Nightmare
BAP: - | EN: 22.5 | Acc: 100%​
[Peck]
Peck said:
BAP: 4 | EN: 3 | Acc: 100% | Elemental
The user pecks the foe hard with a beak or horn. If combined with Fury Attack, all 5 hits will connect. If combined with Aerial Ace, Drill Peck, Drill Run, Horn Attack, Horn Drill, Megahorn, or Poison Jab, the combination will always score a critical hit.
Aerial Ace + Peck
BAP: 10 | EN: 10.5 | Acc: -- | Autocrit​

Drill Peck + Peck
BAP: 12 | EN: 13.5 | Acc: 100% | Autocrit​

Drill Run + Peck
BAP: 12 | EN: 13.5 | Acc: 100% | Autocrit​

Fury Attack + Peck
BAP: 14 | EN: 10.5 | Acc: 92.5%​

Horn Attack + Peck
BAP: 11 | EN: 12 | Acc: 100% | Autocrit​

Horn Drill + Peck
BAP: 29 | EN: 28.5 | Acc: 75% | Autocrit​

Megahorn + Peck
BAP: 16 | EN: 18 | Acc: 92.5% | Autocrit​

Poison Jab + Peck
BAP: 12 | EN: 13.5 | Acc: 100% | Autocrit​
[Poison Sting]
Poison Sting said:
BAP: 4 | EN: 3 | Acc: 100% | Elemental
The user fires a volley of poisonous needles that inject the foe with poison. If combined with Fury Attack or Pin Missile, the attack will always hit 5 times. If combined with Horn Attack, Horn Drill, Megahorn, Poison Jab, or Twineedle, the power of the combining attack is increased by one and a half (1.5x) [e.g. 4 + (8 * 1.5) = 16] and always scores a critical hit (both hits of Twineedle).
Poison Sting (Contact): The user delivers a more pinpoint contact attack, which will always score a critical hit. If the user lacks a stinger or other sharp appendange, this version of Poison Sting fails.
Fury Attack + Poison Sting
BAP: 14 | EN: 10.5 | Acc: 92.5%​

Horn Attack + Poison Sting
BAP: 14.5 | EN: 12 | Acc: 100% | Autocrit​

Horn Drill + Poison Sting
BAP: 42 | EN: 28.5 | Acc: 75% | Autocrit​

Megahorn + Poison Sting
BAP: 22 | EN: 17.5 | Acc: 92.5% | Autocrit​

Pin Missile + Poison Sting
BAP: 19 | EN: 15 | Acc: 97.5%​

Poison Jab + Poison Sting
BAP: 16 | EN: 13.5 | Acc: 100% | Autocrit​

Twineedle + Poison Sting
BAP: 13 | EN: 10.5 | Acc: 100% | Autocrit​
[Poison Tail]
Poison Tail said:
BAP: 5 | EN: 4 | Acc: 100% | Passive
The user swipes its sharp, venomous tail, which has a chance to poison the target. The sharpness of the attack gives it a high critical-hit ratio. If combined with another "Tail" move, the power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Poison Tail + Iron Tail = 5 + (10 * 1.5, rounded up) = 20]
Aqua Tail + Poison Tail
BAP: 19 | EN: 16.5 | Acc: 95%​

Dragon Tail + Poison Tail
BAP: 14 | EN: 13.5 | Acc: 95%​

Iron Tail + Poison Tail
BAP: 20 | EN: 16.5 | Acc: 87.5%​

Tail Slap + Poison Tail
BAP: 5 + (3 per hit) * 1.5 | EN: 16.5 | Acc: 92.5%​
[Pound]
Pound said:
BAP: 4 | EN: 3 | Acc: 100% | Deferring
The user strikes the opponent hard with an appendage. If combined with a "Punch" attack (attacks that recieve a boost from Iron Fist), the BAP of the "Punch" attack is multiplied by one and a half (1.5x). [e.g. Pound + Fire Punch has a combination power of 4 + (8 *1.5) = 16.]
Bullet Punch + Pound
BAP:​

Comet Punch + Pound
BAP:​

Dizzy Punch + Pound
BAP:​

Drain Punch + Pound
BAP:​

Dynamic Punch + Pound
BAP:​

Fire Punch + Pound
BAP:​

Focus Punch + Pound
BAP:​

Hammer Arm + Pound
BAP:​

Ice Hammer + Pound
BAP:​

Ice Punch + Pound
BAP:​

Mach Punch + Pound
BAP:​

Mega Punch + Pound
BAP:​

Meteor Mash + Pound
BAP:​

Plasma Fists + Pound
BAP:​

Power-Up Punch + Pound
BAP:​

Shadow Punch + Pound
BAP:​

Sky Uppercut + Pound
BAP:​

Thunder Punch + Pound
BAP:​
[Powder Snow]
Powder Snow said:
BAP: 4 | EN: 3 | Acc: 100% | Force
The user unleashes a small flurry of snow across the field. It can Freeze opponents. If combined with Blizzard, the BAP of Blizzard increases by one and a half (1.5x) [e.g. Powder Snow + Blizzard = 4 + (11 * 1.5) = 20.5]
Powder Snow + Blizzard
BAP:​
[Rock Polish]
Rock Polish said:
BAP: - | EN: 7 | Acc: -- | Deferring
The user streamlines their rough edges, becoming sleaker and losing drag. This move increases the user's Speed by two (2) stages. If combined with another Rock-type Attack, it increases the BAP by four (4) and the accuracy by 25% (x1.25), while also granting the usual Speed boost.
Accelerock + Rock Polish
BAP:​

Diamond Storm + Rock Polish
BAP:​

Head Smash + Rock Polish
BAP:​

Rock Blast + Rock Polish
BAP:​

Rock Slide + Rock Polish
BAP:​

Rock Tomb + Rock Polish
BAP:​

Rock Wrecker + Rock Polish
BAP:​

Rollout + Rock Polish
BAP:​

Smack Down + Rock Polish
BAP:​

Stone Edge + Rock Polish
BAP:​

[Rock Smash]
Rock Smash said:
BAP: 4 | EN: 3 | Acc: 100% | Passive
The user strikes the target with precision that could split boulders. The attack can fracture the target's armor and lower their Defense by one (1) stage. If combined with a contact attack that can flinch, lower defense, or has a high critical-hit rate, including Rock Smash in a same-move combo, it increases the BAP of the combining attack by 50% (1.5x). If combined with a "Bone," "Gear," "Rock," or "Whip" move (not including Rock Smash in a same-move combo), the BAP of Rock Smash doubles (2x), Rock Smash has 100% Effect Chance instead of 50%, and the attack retains the combining move's contact property. Combinations with multi-hit moves only lower Defense once.
Accelerock + Rock Smash
BAP:​

Astonish + Rock Smash
BAP:​

Bite + Rock Smash
BAP:​

Blaze Kick + Rock Smash
BAP:​

Crabhammer + Rock Smash
BAP:​

Cross Chop + Rock Smash
BAP:​

Cross Poison + Rock Smash
BAP:​

Crunch + Rock Smash
BAP:​

Crush Claw + Rock Smash
BAP:​

Fake Out + Rock Smash
BAP:​

Fire Fang + Rock Smash
BAP:​

Fire Lash + Rock Smash
BAP:​

Headbutt + Rock Smash
BAP:​

Heart Stamp + Rock Smash
BAP:​

Hyper Fang + Rock Smash
BAP:​

Ice Fang + Rock Smash
BAP:​

Iron Head + Rock Smash
BAP:​

Iron Tail + Rock Smash
BAP:​

Karate Chop + Rock Smash
BAP:​

Liquidation + Rock Smash
BAP:​

Needle Arm + Rock Smash
BAP:​

Night Slash + Rock Smash
BAP:​

Power Whip + Rock Smash
BAP:​

Razor Shell + Rock Smash
BAP:​

Rock Blast + Rock Smash
BAP:​

Rock Climb + Rock Smash
BAP:​

Rock Polish + Rock Smash
BAP:​

Rock Slide + Rock Smash
BAP:​

Rock Smash + Rock Smash
BAP:​

Rock Throw + Rock Smash
BAP:​

Rock Tomb + Rock Smash
BAP:​

Rock Wrecker + Rock Smash
BAP:​

Rolling Kick + Rock Smash
BAP:​

Poison Tail + Rock Smash
BAP:​

Shadow Bone + Rock Smash
BAP:​

Shadow Claw + Rock Smash
BAP:​

Shift Gear + Rock Smash
BAP:​

Slash + Rock Smash
BAP:​

Stealth Rock + Rock Smash
BAP:​

Steamroller + Rock Smash
BAP:​

Stomp + Rock Smash
BAP:​

Tail Whip + Rock Smash
BAP:​

Thunder Fang + Rock Smash
BAP:​

Vine Whip + Rock Smash
BAP:​

Waterfall + Rock Smash
BAP:​

Zen Headbutt + Rock Smash
BAP:​

Zing Zap + Rock Smash
BAP:​
[/color]
[Rock Throw]
Rock Throw said:
BAP: 5 | EN: 3 | Acc: 90% | Elemental
The user hurls a weighty stone at the target to deal damage. When combined with another Physical Rock Attack, the BAP of that attack is increased by one and a half (1.5x) [e.g Rock Throw + Rock Slide is 5 + (8 * 1.5) = 17 BAP]. Non-Rock-type users require an external source of rocks, else this move fails.
Accelerock + Rock Throw
BAP:​

Diamond Storm + Rock Throw
BAP:​

Head Smash + Rock Throw
BAP:​

Rock Blast + Rock Throw
BAP:​

Rock Slide + Rock Throw
BAP:​

Rock Tomb + Rock Throw
BAP:​

Rock Wrecker + Rock Throw
BAP:​

Rollout + Rock Throw
BAP:​

Smack Down + Rock Throw
BAP:​

Stone Edge + Rock Throw
BAP:​
[Scratch]
Scratch said:
BAP: 4 | EN: 3 | Acc: 100% | Deferring
The user rakes its claws or talons across its opponent's body. If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the BAP of the move is increased by one and a half (1.5x), rounded up. [e.g. Scratch + Night Slash = 4 + (7 * 1.5 [up]) = 15.]
Air Cutter + Scratch
BAP: 13 | EN: 10.5 | Spread​

Air Slash + Scratch
BAP: 16 | EN: 13.5​

Cross Chop + Scratch
BAP: 19 | EN: 15​

Cross Poison + Scratch
BAP: 16 | EN: 12​

Crush Claw + Scratch
BAP: 16 | EN: 12​

Cut + Scratch
BAP: 12 | EN: 9 | Autocrit​

Dragon Claw + Scratch
BAP: 16 | EN: 13.5​

False Swipe + Scratch
BAP: 10 | EN: 9​

Fury Cutter + Scratch
BAP: 8 + (("Consecutive uses" * 3) * 1.5) | EN: (7 + "Consecutive uses") * 1.5​

Fury Swipes + Scratch
BAP: 4 + (2 Per Hit) * 1.5 | EN: 10.5​

Metal Claw + Scratch
BAP: 14 | EN: 10.5​

Psycho Cut + Scratch
BAP: 15 | EN: 12​

Scratch + Scratch
BAP: 13.5 | EN: 17.5​

Shadow Claw + Scratch
BAP: 15 | EN: 12​

Sky Uppercut + Scratch
BAP: 18 | EN: 13.5​

Slash + Scratch
BAP: 15 | EN: 12​

Night Slash + Scratch
BAP: 15 | EN: 12​

X-Scissor + Scratch
BAP: 16 | EN: 13.5​
[Sharpen]
Sharpen said:
BAP: -- | EN: 5 | Acc: -- | Passive
The user sharpen the angles of its body to simulate it, raising its Attack by one (1) stage. If used in a combination with a damaging attack, the attack will always result in a critical hit.
[Sludge]
Sludge said:
BAP: 7 | EN: 5 | Acc: 100% | Elemental
The user fires a large mass of sludge at its opponent. The toxic sludge may poison the target. If combined with Sludge Bomb, Sludge Wave, or Gunk Shot, the BAP of the combining move is increased by one and a half, rounded up [e.g. Sludge + Gunk Shot = 7 + (12 * 1.5, rounded up) = 25.]
Gunk Shot + Sludge
BAP:​

Sludge Bomb + Sludge
BAP:​

Sludge Wave + Sludge
BAP:​
[Smog]
Smog said:
BAP: 4 | EN: 3 | Acc: 70% | Elemental
Smog (Regular): The toxic smog cloud floats towards one opponent and may poison them if it hits. If combined with Clear Smog, Poison Gas or Smokescreen, the power of the combination doubles [e.g. (4 + 5) * 2] and each opponent is always inflicted with Regular Poisoning (Toxic for Poison Gas). If combined with Will-O-Wisp, the combination ignores the accuracy check and inflicts both Toxic and Burn.
Clear Smog + Smog
BAP:​

Poison Gas + Smog
BAP:​

Smokescreen + Smog
BAP:​

Will-O-Wisp + Smog
BAP:​
[Snore]
Snore said:
BAP: 5 | EN: 3 | Acc: 100% | Deferring
The user snores loud enough to cause damage to the listening opponent. The harsh, startling noise may cause the opponent to flinch. Snore can be combined with Chatter, Echoed Voice, Hyper Voice, Metal Sound, Round, Screech, Snarl, Supersonic, and Uproar. When combined, the combination has 100% Accuracy and the BAP of Snore is doubled (x2). The user will remain Asleep through the cooldown of the combination, even if it would have been awakened by damage. If the user is not Asleep, this move fails. This move is unaffected by opposing Substitutes.
Chatter + Snore
BAP:​

Echoed Voice + Snore
BAP:​

Hyper Voice + Snore
BAP:​

Metal Sound + Snore
BAP:​

Round + Snore
BAP:​

Screech + Snore
BAP:​

Snarl + Snore
BAP:​

Supersonic + Snore
BAP:​

Uproar + Snore
BAP:​
[Strength]
Strength said:
BAP: 8 | EN: 6 | Acc: 100% | Deferring
The user summons its strength to ram their foe with a powerful barge that can push away a foe of any weight. Can also be used to move around heavy objects on the field. If combined with a grappling or throw attack, weight restrictions will be ignored.
[Synchrnoise]
Synchronoise said:
BAP: 12 | EN: 8 | Acc: 100% | Passive
The user sends out a psychic pulse of a certain frequency, damaging all other Pokemon that share any types with the Pokemon. This move hits all Pokemon except the user. If combined with Round, Echoed Voice, or Hyper Voice, increases the final power of the combo by 1.5x, rounded. (e.g. 12 + 6 = 18 * 1.5 = 24). If combined with Screech or Supersonic, the power of the combination doubles (12 * 2 = 24) and has 100% Accuracy.
Echoed Voice + Syncronoise
BAP:​

Hyper Voice + Syncronoise
BAP:​

Round + Syncronoise
BAP:​

Screech + Syncronoise
BAP:​

Supersonic + Syncronoise
BAP:​
[Tail Whip]
Tail Whip said:
BAP: -- | EN: 4 | Acc: -- | Passive
The user wags its tail cutely, causing the opponent to contemplate how cute it looks and lower its guard slightly, lowering its defense by one (1) stage. If Tail Whip is added to a combination, that combination will have 25% more BAP, but will only be able to affect one foe.
[Thundershock]
Thundershock said:
BAP: 4 | EN: 3 | Acc: 100% | Elemental
The user glows yellow and releases a small lightning bolt at the opponent. When combined with another Special Electric Attack, the BAP of that attack is increased by one and a half (1.5x) [e.g Thunder Shock + Thunderbolt is 4 + 9 * 1.5 = 17.5 BAP].
Charge Beam + Thundershock
BAP:​

Discharge + Thundershock
BAP:​

Electro Ball + Thundershock
BAP:​

Electroweb + Thundershock
BAP:​

Parabolic Charge + Thundershock
BAP:​

Shock Wave + Thundershock
BAP:​

Thunder + Thundershock
BAP:​

Thunderbolt + Thundershock
BAP:​

Volt Switch + Thundershock
BAP:​

Zap Cannon + Thundershock
BAP:​
[Twister]
Twister said:
BAP: 4 | EN: 3 | Acc: 100% | Force
The user creates a twister and sends it towards the opponent, damaging them. Twister's strong winds can scare the opponent, causing them to flinch. If Twister is used against a Pokemon in the first stage of Fly, Bounce or Sky Drop, Twister's BAP increases from 4 to 8. If combined with Gust, Hail, Leaf Tornado, Rain Dance, Sandstorm, Sunny Day, or Whirlwind, the BAP of the entire combination doubles (combo 2x) [e.g. Twister + Gust = (4 + 4) * 2 = 16]. The BAP will double again if used against a foe in the middle of Bounce, Fly, or Sky Drop.
Gust + Twister
BAP: 16 | EN: 9 | Spread​

Hail + Twister
BAP: 8 | EN: 19.5 | Entire Battle​

Leaf Tornado + Twister
BAP: 22 | EN: 12 | Spread​

Rain Dance + Twister
BAP: 8 | EN: 19.5 | Entire Battle​

Sandstorm + Twister
BAP: 8 | EN: 19.5 | Entire Battle​

Sunny Day + Twister
BAP: 8 | EN: 19.5 | Entire Battle​

Whirlwind + Twister
BAP: 8 | EN: 15 | Spread​
[Vice Grip]
Vice Grip said:
BAP: 6 | EN: 4 | Acc: 100% | Passive
The user uses large pincers to grab and crush the opponent. Vice Grip can hold the opposing Pokemon in place for a short time. If combined with Crabhammer, the combination always scores a critical hit. If combined with Bite, "Fang" Moves, Crunch, or Guillotine, the target is unable to use contact attacks against the Pokemon from the time the attack hits through the cooldown phase. If combined with Bind, the damage per action of Bind doubles (x2).
Bind + Vice Grip
BAP:​

Bite + Vice Grip
BAP:​

Crabhammer + Vice Grip
BAP:​

Crunch + Vice Grip
BAP:​

Fire Fang + Vice Grip
BAP:​

Guillotine + Vice Grip
BAP:​

Hyper Fang + Vice Grip
BAP:​

Ice Fang + Vice Grip
BAP:​

Poison Fang
BAP:​

Psychic Fangs
BAP:​

Super Fang
BAP:​

Thunder Fang
BAP:​
[/color]
[Vine Whip]
Vine Whip said:
BAP: 5 | EN: 3 | Acc: 100% | Passive
The user whips the opponent with long, slender vines. If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled. If combined with Grass Knot, Power Whip, or Wring Out, the BAP of the combined move is increased by one and a half (1.5x) [E.g. Vine Whip + Power Whip = 5 + (12 * 1.5) = 23). If combined with Tickle, the opponent's Attack and Defense will each drop two (2) Stages instead of one.
Bind + Vine Whip
BAP:​

Grass Knot + Vine Whip
BAP:​

Power Whip + Vine Whip
BAP:​

Tickle + Vine Whip
BAP:​

Wrap + Vine Whip
BAP:​

Wring Out + Vine Whip
BAP:​
[Water Gun]
Water Gun said:
BAP: 4 | EN: 3 | Acc: 100% | Elemental
The user sprays a jet of water at the foe, drenching them. The drenching effect lasts for three (3) actions after Water Gun is used. When drenched, the opponent's weakness to electric attacks is calculated at the next weakness level (e.g. 0.5x-1x, 1x-2x). Type immunity still applies, and Ground types cannot be paralyzed by Electric-type attacks, even when drenched. If combined with Hydro Pump, the BAP of Hydro Pump is increased by one and a half (1.5x) [e.g. Water Gun + Hydro Pump = 4 + (11 * 1.5) = 20.5] The drenched effect will still occur.
Hydro Pump + Water Gun
[Wing Attack]
Wing Attack said:
BAP: 6 | EN: 4 | Acc: 100% | Passive
The user charges its wings with energy and strikes the opponent. When combined with a different "Air", "Wing", or "Wind" move, the BAP of the combining move is increased by one and a half (1.5x), rounded up [e.g. Wing Attack + Air Slash = 6 + (7 * 1.5, rounded) = 17]
Air Cutter + Wing Attack
BAP: 14 | EN: 12 | Spread​

Air Slash + Wing Attack
BAP: 17 | EN: 15​

Fairy Wind + Wing Attack
BAP: 12 | EN: 10.5​

Icy Wind + Wing Attack
BAP: 15 | EN: 13.5 | Spread​

Oblivion Wing + Wing Attack
BAP: 20 | EN: 24​

Ominous Wind + Wing Attack
BAP: 15 | EN: 12​

Razor Wind + Wing Attack
BAP: 18 | EN: 15​

Silver Wind + Wing attack
BAP: 15 | EN: 12​

Steel Wing + Wing Attack
BAP: 17 | EN: 10.5​

Tailwind + Wing Attack
BAP: 6 | EN: 21​

Whirlwind + Wing Attack
BAP: 6 | EN: 16.5​
 
Last edited:
Resource Compendium
  • Damage Formula
    • Base Attack Power (BAP)
    • BAP Modifier
    • STAB
    • Critical Hits
    • Stat Rank Bonus
    • BAP Adjustment
    • Type Effectiveness
    • Combat Stage Difference
    • Additional Damage
    • Final Damage
  • Random Number Generators
  • Energy
  • Items
    • Attachments
    • Consumable Items
    • Training Items
  • Targeting
  • Status Conditions
    • Major Status Conditions
      • Burn
      • Poison
      • Paralysis
      • Sleep
      • Freeze
    • Minor Status Conditions
      • Confusion
      • Infatuation
      • Trapping and Partial Trapping
      • Hovering
      • Grounded
      • Sluggish
      • Cooldown
    • Combat Stages
  • Miscellaneous Effects
    • Weather
    • Terrain
    • Multi-hit moves
    • Synchronized Moves
    • Move Restriction
    • Tags
  • Combinations
    • Combo Requirements
    • Same Move Combinations
    • Different Move Combinations
  • Z-Moves
    • Damaging Z-Moves
    • Status Z-Moves
    • Signature Z-Moves
  • Effect Timing
    • Start of Round
    • Start of Action
    • Start of Turn
    • End of Turn
    • End of Action
    • End of Round
  • Capture Mechanics

[Damage Formula]
Final Damage = [(Base Attack Power * BAP Modifier + STAB + Critical Hit + Stat Rank Bonus + BAP Adjustment) * Type Effectiveness] + (Combat Stage Difference * 2) + Additional Damage
[Base Attack Power]
  • Base Attack Power (or BAP) as listed in the description of each move goes here
[BAP Modifier]
  • Any effects or game rules that apply a multiplier to Base Attack Power (e.g. Water Bubble, having two or more targets, Light Screen, etc.)
  • If no effects apply a multiplier to Base Attack Power, this value is 1.
[STAB]
  • If a move shares a type with the user, this value is 3. Otherwise it is 0.
[Critical Hits]
  • If the move scores a critical hit, this value is 3. Otherwise it is 0.
    • Multi-hit moves have special rules regarding critical hits, detailed in their section.
  • Light Screen, Reflect, and Aurora Veil are ignored when a move scores a critical hit.
  • The chance for a move to score a critical hit can be boosted.
    • 0 Boosts: 1/24 (4.16%)
    • 1 Boost: 1/8 (12.5%)
    • 2 Boosts: 1/2 (50%)
    • 3+ Boosts: will always crit.
[Stat Rank Bonus]
  • ((User's Attack Rank - Target's Defense Rank) * 2).
  • Use the Attack and Defense Ranks for physical attacks, and the Special Attack and Special Defense rank for special attacks.
[BAP Adjustment]
  • Any effects that add or subtract BAP are applied here (e.g. Burn, Life Orb, Iron Fist, etc.).
[Type Effectiveness]
  • (1.5 ^ (number of weaknesses - number of resistances)). Alternatively, refer to the list below.
    • 8x: * 3.375
    • 4x: * 2.25
    • 2x: * 1.5
    • 1x: * 1
    • 1/2: / 1.5
    • 1/4: / 2.25
    • 1/8: /3.375
    • 0x: * 0
  • Refer to the table in the appendix to determine whether the target is weak to, resists, or is immune to, the move's type.
[Combat Stage Difference]
  • Subtract the target's relevant defense stage boost from, the user's relevant attack stage boost.
  • Use the Defense and Attack stage boosts for physical attacks, and the Special Attack and Special Defense stage boosts for special attacks.
[Additional Damage]
  • Any effects that add or subtract to a move's damage dealt are applied here. (e.g. Soft Sand, Icium Z, Bug Memory, etc.)
[Final Damage]
  • Once all the values in the formula is calculated, the final damage is rounded to the nearest whole number before it is assigned.
  • If the final damage is less than one, it becomes one.
[Random Number Generators]
All chances must determined randomly, and never eyeballed or otherwise fabricated. Using the !roll command on The BBP Discord Channel is one effective way, but so long as the odds are appropriate any Random Number Generator can be used by the referee.
[Energy]
Energy is the resource spent to use moves or Commands.
  • Each Pokemon begins the battle with 100 Energy.
  • The energy cost of each move or command is listed in the NDA.
    • Energy is expended even if the move fails.
  • If a Pokemon's energy drops to zero or below, it faints immediately.
    • Unless otherwise stated, a Pokemon can still use move even if it results in zero or less energy.
  • Moves with energy costs dependent on unknown conditions (e.g Protect) pay an initial energy cost, and then pay additional costs as the variables are calculated or changed.
  • If a move is used on consecutive actions, it costs an additional 4 energy. This additional cost stacks, and carries over between rounds.
  • If a move shares a type with its user, it costs one energy less.
  • Each Pokemon can use an action to use the Chill command, which restores 12 energy.
    • Energy can never exceed 100.
  • Energy costs are rounded to the nearest whole number.
[Items]
Item are owned by the trainer and equipped when each Pokemon is sent out.
[Universal Item Rules]
  • If an item alters a move's Base Attack Power, that change is inserted into the BAP Modifier Field of the damage formula.
  • If an item alter's a move's Damage, that change is inserted into the Additional Damage Field of the damage formula .
[Attachments]
  • Attachments are special items that allow a Pokemon to use different forms (e.g. Rotom Appliances, Pikachu Costumes, Reveal Glass).
  • A Pokemon can equip an attachment in addition to any items allowed in the battle's rules.
  • Attachments can not be removed or nullified in any way.
  • If a Pokemon has an attachment and no other item, it is considered unequipped.
  • Only one attachment can be equipped at a time
[Consumable Items]
  • Consumable Items are used when certain conditions are met, and have a finite number of uses.
  • Unless otherwise stated, a trainer keeps any consumables regardless of whether they were used.
[Training Items]
  • Exp. Share, Amulet Coin, and Luck Incense are considered Training Items.
  • If a match allows for multiple items to be equipped, training items do not grant any counters.
[Targeting]
Although rarely relevant in singles battles, Targeting is crucial to doubles and triples matches. Each move or command has a Target Type which determines what and how many Pokemon it can target.
  • User: The move only targets the user.
  • Ally: The move can target any ally, but not the user.
  • User or Ally: The move can either target the user or an ally.
  • Any Single Target: The move can target any Pokemon, other than the user.
  • Up to 3 Targets: The move targets exactly three Opponents. You can only select fewer that three targets if there are less than three valid targets. Otherwise, if not enough targets are named, the referee randomly assigns them. If the move has more than one target, its Base Attack Power is multiplied by 0.75.
  • Up to 3 Allies: The move targetd exactly three Pokemon from among the user and allies. You can only select fewer that three targets if there are less than three valid targets. Otherwise, if not enough targets are named, the referee randomly assigns them.
  • All Allies: The move targets the user and all allies.
  • All Foes: The move targets all foes.
  • All Targets: The move targets all Pokemon is play other than the user. If the move has more than one target, its Base Attack Power is multiplied by 0.75. Moves in the all Targets Category can be synchronized.
  • Entire Battle: The move doesn't necessarily target any Pokemon, but instead has effects that cover the entire battlefield.
[Status]
[Major Status Conditions]
Major status conditions are effects inflicted by certain items, moves, and abilities. They are not removed when the Pokemon is benched, but a benched Pokemon will not be affected by them while on the bench.
[Burn]
  • Reduces the base attack power of physical moves by 3.
  • Deals two damage at the end of each action.
[Poison]
  • Poison (Regular): Deals two damage at the end of each action.
  • Badly Poisoned: Deals one damage at the end of each action. At the end of each round the Damage per Action increases by one.
    • Badly poisoned overwrites poison. If this happens the Damage per Action starts at 2.
    • Damage Per action is reset if the poisoned Pokemon is benched.
[Paralysis]
  • Reduces speed by * 0.5.
  • The Pokemon has a chance of being fully paralyzed. If the Pokemon is fully paralyzed it is unable to use any moves or commands that action, and the chance of being fully paralyzed is reduced by 10%.
  • The initial chance of a Pokemon being fully paralyzed is determined by the source of that paralysis.
    • 25%: Freeze Shock, Bolt Strike, all moves with a 100% chance of inflicting paralysis.
    • 20%: Static, all other moves with a 30% chance of inflicting paralysis.
    • 15%: Effect Spore, Tri Attack, all moves with a 10% of inflicting paralysis.
  • At the end of each round, the chance of being fully paralyzed is reduced by 5%.
  • If the chance of being fully paralyzed is at or below 0%, the paralysis immediately ends.
[Sleep]
  • The Pokemon is unable to perform most moves or commands.
  • Sleep's duration is tracked by sleep counters. The initial number of counters is determined upon infliction.
    • There is a 2/3 chance that 1 counter is assigned, otherwise 2 are.
    • If Sleep ends while a Pokemon still has sleep counters, all sleep counters are removed.
  • At the beginning of the Pokemon's action, or if the Pokemon receives 16 or more damage from a single attack, a sleep counter is removed.
  • If a Pokemon begins its turn of an action without any sleep counters, the sleep ends.
[Freeze]
  • The Pokemon is unable to perform most actions or commands.
  • Freeze's duration is tracked by freeze counters. The initial number of counters is determined upon infliction.
    • 0, 1, or 2 counters can be assigned, with a 1/3 chance of each.
    • If freeze ends while a Pokemon still has freeze counters, all freeze counters are removed.
  • Freeze ends immediately, regardless of freeze counters, if one of the following conditions are met:
    • The Pokemon is hit by a Fire Type move or Scald.
    • The Pokemon uses Blast Burn, Blue Flare, Eruption, Flame Charge, Flame Wheel, Flare Blitz, Fusion Flare, Inferno, Lava Plume, Magma Storm, Overheat, Sacred Fire, Scald, Searing Shot or V-Create.
    • The weather condition is Sunny.
  • At the beginning of the Pokemon's action a Freeze counter is removed.
  • If a Pokemon begins its turn of an action without any Freeze counters, the freeze ends.
[Minor Status Conditions]
Minor status conditions are effects inflicted by certain items, moves, and abilities. They are removed when the Pokemon is benched. Some minor conditions that are inflicted by a single source are not listed in the Handbook, but instead in the description of their source.
[Confusion]
  • There is a 1/3 chance the Pokemon hits itself with a 4 BAP typeless physical attack, costing 3 energy, instead of performing the ordered move or command.
    • This attack can not miss or score a critical hit.
  • Confusion's duration is tracked by confusion counters. The initial number of counters is determined upon infliction.
    • 2, 3, or 4 counters can be assigned, with a 1/3 chance of each.
    • If Confusion ends while a Pokemon still has confusion counters, all confusion counters are removed.
  • At the beginning of the Pokemon's action, or if the Pokemon receives 16 or more damage from a single attack, a Confusion counter is removed.
  • If a Pokemon begins its turn of an action without any Confusion counters, the confusion ends.
[Infatuation]
  • There is a 1/2 chance the Pokemon does not perform any move or command.
  • Infatuation's duration is tracked by love counters. The initial number of counters is determined upon infliction.
    • 2, 3, or 4 counters can be assigned, with a 1/3 chance of each.
    • If Infatuation ends while a Pokemon still has love counters, all love counters are removed.
  • For the purposes of ASB, male is considered the opposite of female and genderless has no opposite.
  • At the beginning of the Pokemon's action, or if the Pokemon receives 16 or more damage from a single attack, a love counter is removed.
  • If a Pokemon begins its turn of an action without any love counters, the Infatuation ends.
[Trapping and Partial Trapping]
  • The Pokemon can not switch out during switch phases.
  • Trapping effects typically last indefinitely, while partial trapping effects have duration's listed in their description
  • If the user of a trapping or partial trapping effect faints or becomes benched, the effect ends.
    • The trapping effect only ends after any switch phases are completed.
[Hovering]
  • The Pokemon is immune to Bulldoze, Earthquake, Fissure, and Magnitude.
  • Earth Power's BAP is reduced by 3.
  • Dig and Dive will miss unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
[Grounded]
  • Immunities to any Ground-type moves and all effects of the Hovering status are nullified.
  • The moves Bounce, Fly, High Jump Kick, Jump Kick, Magnet Rise, Sky Drop, and Splash fail when used.
[Sluggish]
  • The Pokemon can not use damaging moves that cost more than 5 energy or non damaging moves that cost more than 8 energy.
    • Moves tagged as #P/E can't be used.
    • Any modifiers to energy cost are not applied for determining if a move can be used while sluggish, with the exception of Technician and Skill Link.
  • Sluggish lasts for one action.
  • Sluggish does not end the action a Pokemon does a cooldown.
[Cooldown]
  • The Pokemon can not use any moves or commands.
  • Consecutive energy cost does not reset during a cooldown.
  • Cooldowns last for one action.
  • Cooldown does not end if the Pokemon is Frozen.
[Combat Changes]
Each stat can be boosted or lowered to various effect, while some of this was touched on damage calculation, the full rules are detailed below.
  • Attack, Defense, Special Attack, and Special Defense: Changes to these stats are covered in the Damage Calculation section.
  • Speed: Speed is multiplied by (1 + (0.75 * Stage Increase)) if positive, and divided by that value if negative. Alternatively, apply the multipliers from the table below.
  • Accuracy and Evasion: If the Accuracy stage is greater than the Evasion stage, multiply the move's Accuracy by ((3 + Accuracy stage - Evasion stage) / 3). If the Evasive stage is greater than the Accuracy Stage, multiply the move's accuracy by (3 / (3 + Evasion stage - Accuracy stage)). Alternatively, apply the Accuracy and Evasion multipliers from the table below.
    • Moves with an Accuracy of -- hit regardless of Accuracy or Evasion stage.
  • A stat's stage can not exceed +6 or be less than -6.
  • At the end of each round, if a stat's stage has not been changed it, that stat moves one stage closer to its Natural Stage.
    • The Natural Stage of each stat is 0 at default, but can be altered by specific items, moves, or abilities.
Code:
Stage    Speed        Accuracy    Evasion
+6        * 5.5       * 3         / 3
+5        * 4.75      * 2.76      / 2.76
+4        * 4         * 2.33      / 2.33
+3        * 3.25      * 2         / 2
+2        * 2.5       * 1.67      / 1.67
+1        * 1.75      * 1.33      / 1.33
0         * 1         * 1         * 1
-1        / 1.75      / 1.33      * 1.33
-2        / 2.5       / 1.67      * 1.67
-3        / 3.25      / 2         * 2
-4        / 4         / 2.33      * 2.33
-5        / 4.75      / 2.76      * 2.76
-6        / 5.5       / 3         * 3
[Miscellaneous Effects]
[Weather]
Some moves, abilities, or arena conditions cause weather conditions that cover the entire battlefield. Only one weather can be active at a time.
[Fog]
  • All moves have their accuracy lowered by one stage.
[Terrain]
Some moves, abilities, or arena conditions charge the entire battlefield. Terrain does not effect Flying type Pokemon or Pokemon with the Hover status. Only one terrain can be active at a time.
[Multi Hit Moves]
Multi-hit moves have a BAP per hit, which is multiplied the number of hits before being inserted into the damage formula. They come in two varieties.
[Fixed Hit Moves]
  • Fixed Hit moves are moves that always hit twice.
    • Triple Hit counts as a fixed hit move.
  • Each hit of a fixed hit move can score a critical hit. 2 per critical hit is inserted into the Critical Hit field of the damage formula.
[Variable Hit Moves]
  • Variable hit moves hit 2-5 times, with the number of hits assigned randomly.
    • Two Hits: 1/3 chance.
    • Three Hits: 1/3 chance.
    • Four Hits: 1/6 chance.
    • Five Hits: 1/6 chance.
  • Add one hit to the number of hits for each Accuracy stage boost of the user. Reduce the number of hits by one for each accuracy stage reduction.
  • The number of hits on a variable hit move can not exceed 5 or be less than 2.
  • Each hit of a variable hit move can score a critical hit. 1 per critical hit is inserted into the Critical Hit field of the damage formula
[Synchronized Moves]
If two allied Pokemon, consecutively in the same action, use a move in the All Targets category that shares a name the two moves can be synchronized. The users of synchronized moves do not deal damage to each other.
[Move Restriction]
Some effects prevent a move from being ordered or executed. If a status condition preventing a move in inflicted the same action the move was ordered, the move fails and no energy is spent. Otherwise if any status and arena conditions preventing an ordered move result in an Illegal action.
[Tags]
Some moves have tags for allow for effects to refer to a group of specific moves without naming them individually. Examples include the #Punch tag which refers to all moves that receive a BAP adjustment from Iron Fist and benefit from the Combo Tech on Pound, or the #Ballistic tag which refers to all moves prevented by Bulletproof. Tags have no mechanical properties beyond grouping moves together.
[Combinations]
A combination is when two component moves are combined into a single move that is often stronger than the sum of its parts. While powerful, combos are very risky since the user will need to Cooldown the following action. Remember, using one of the combo's component moves the action after a Cooldown will still incur the consecutive penalty. For the purposes of determining consecutive energy costs, a same move combo counts as using the component move twice. Combinations can be disrupted by effects like flinching or paralysis, so it's useful to specify in parenthesis which component move to use on the Cooldown action in the event the combo is disrupted (e.g.: Gust + Twister ~ Cooldown (Twister))

[Combo Requirements]
  • Base Energy Cost: a combo fails and its user faints if the user doesn't have the energy to use one move followed by the other, factoring in STAB Energy Cost Reduction and Consecutive Energy Cost.
    • If one or more moves in the combo state they require the full energy cost, the combo's base energy cost becomes the full cost of the combo.
  • Feasibility: Some moves can't be flavorfully combined with each other. This is generally at referee discretion, so if you're unsure ask your referee before ordering.
    • If a combo is deemed infeasible, the user will use the first move followed by the second.
  • Combo Type: Moves with a Combo Type of None can not be used in combos.
[Same Move Combinations]
  • Base Attack Power: 2.25 * move's BAP.
    • Fixed damage moves (e.g. sonic boom, Final Gambit, etc.) double the damage dealt. Damage caps are also doubled.
    • Counter, Mirror Coat, and Metal Burst apply their multiplier twice.
  • Energy Cost: 3.5 * (move's EN cost + 2).
    • Consecutive Energy Cost is applied as part of the component move's energy cost.
    • STAB energy cost reduction is applied after the combo's energy cost is calculated.
  • Accuracy: Move's Accuracy * Move's Accuracy.
    • Accuracy is in percentages (e.g. 90% * 90% is 81%).
  • Secondary Effect Chance: Move's Effect Chance * 2.
  • Priority: (Move's Priority * 2).
    • If 0 ≥ (Move's Priority * 2) then reduce priority by 2.
    • The charge stage of charge up moves retain their normal priority
    • The evasive stage of damaging evasive moves keep the same distance from their strike phase.
    • Priority cannot exceed +6 or be less than -7.
  • All stat changes caused by the combo are doubled.
  • Recoil percentages are multiplied by 1.5.
[Different Move Combinations]
  • Base Attack Power: Move A's BAP + Move B's BAP.
    • Fixed damage moves apply their damage after all other steps of the damage calculation.
    • If only one move is Multi-hit, determine its BAP before adding the two move's BAP together.
      • If both moves are Multi-hit, add the two move's BAP per hit together then determine the number of hits.
    • If one move has a priority greater than 0, half that move's BAP.
      • If both moves have a priority greater than zero, half the BAP of the move with the lower BAP (in the event of a tie, select a move at random to half).
  • Energy Cost: 1.5 * (Move A's EN cost + Move B's EN Cost).
    • Consecutive Energy Cost is applied as part of the component move's energy cost.
    • STAB energy cost reduction is applied after the combo's energy cost is calculated.
  • Accuracy: (Move A's Accuracy + Move B's Accuracy)/2.
    • if one move has perfect accuracy, the whole combo has perfect accuracy.
  • Damage Category: If a special and physical move are combine, the move is both. The user's Attack and Special attack rank bonuses as well as the defender's Defense and Special Defense rank bonuses are all used in the damage calculation in addition to all relevant stat changes and effects that influence special or physical attacks specifically.
  • Secondary Effects: The combo has the same secondary effects as each of its component moves.
    • If the component moves have the same secondary effect, the chance is added together.
    • If the component moves cause the same stat to be changed, add the changes together.
  • Priority: (Move A's Priority + Move B's Priority).
    • If 0 ≥ (Move A's Priority + Move B's Priority) and neither component move has priority greater than one, then reduce priority by 2.
    • The charge stage of charge up moves retain their normal priority
      • If a damaging stage is greater than the strike stage, the combo is automatically infeasible.
    • The evasive stage of damaging evasive moves keep the same distance from their damaging stage.
      • If a damaging evasive move is combined with a priority move, do not reduce the priority of the damaging stage by 2.
      • if two damaging evasive moves are combined, add the distances between stages together.
    • Priority cannot exceed +6 or be less than -7.
  • Properties: If one move has a special property (e.g. makes contact, increased critical hit rate, tags, recoil, etc.) the entire combo has that property.
    • Increased critical hit rates do not stack.
    • If one move causes the Pokemon to take recoil damage, the recoil percentage is halved in the combo. If both moves inflict recoil damage, the recoil percentages are added together.
  • Targets: If the moves hit different numbers of targets, go with the higher number to determine how many targets the combo hits.
  • Type: Each component move has type priority. If the component moves do not share a type, the combo's type is the same as that of the move with the highest type priority.
    • If the two moves share type priority, the move with the highest BAP determines the combo's type.
      • For the purposed of determining combo type, the BAP of multi-hit moves is equal to their BAP per hit.
    • If two move share type priority and BAP, the combo becomes the type of the move that shares a type with its user.
      • If neither or both moves share a type with their user, the combo becomes typeless.
  • Combo Type Priority:
    1. Set: Typing is such a fixed part of this attack it will override all other types.
    2. Force: Typing defines the attack to such an extent it will override elements.
    3. Elemental: Typing defines the attack as imbued with an elemental property.
    4. Passive: Typing is part of the attack but is not definitive in its use.
    5. Deferring: This attack is easily redefined by the qualities of other attacks.
    6. None: This attack cannot be used in a combo.
  • Legality: If a component move is prevented by any effect such as Torment, Gravity, or Arena Restrictions, the entire combo is illegal.
    • If at least one component move deals direct damage, restrictions from Taunt are ignored.
[Z-Moves]
Z-Moves are powerful moves that can only be used by linking another move to a held Z Crystal. Z Crystals can not be removed or Nullified in any way, and are not consumed on use. Most battles have limits on how many Z-Moves can used.
[Damaging Z-Moves]
  • Base Attack Power: Z-BAP of the Linked move.
  • Energy Cost: EN cost of the Linked move.
  • The Z Move can be physical or special depending on the linked move
  • If blocked by a protective move (Protect, Detect, etc), multiply the the Final Damage by 0.25.
    • Multiply the original final damage by 0.75 for the purposes of determining the Energy Cost of the protective move.
  • Barrier, Acid Armor, and Evasive moves are ignored entirely.
[Status Z-Moves]
  • Status Z-Moves function identically to the Linked move, but add the Z-Move effect in their description before their normal effect.
[Signature Z-Moves]
  • Signature Z-Crystals allow the listed Pokemon to Link the move named in their description to use the Z-Move in said description.
    • They do not allow the use of any other Z-Move.
  • Signature Z-moves ignore all properties of the linked move, instead using information in their own description.
  • Damage Dealing signature Z-Moves have all other properties of Damaging Z-Moves.
[Effect Timing]

With the numerous additional effects in BBP, you may have a situation in which many of these effects are present at once and the order in which they are resolved can make all the difference. Here are the many effects in BBP sorted into when in the action or round they occur. If multiple effects occur on the same line, resolve the one with the earliest start first.
[Start of Round]
The following effects occur before the first action of the round is even touched:
  1. Healing Wish and Lunar Dance restore HP.
  2. Entry hazards like Stealth Rock take effect in the order they were set up.
  3. Trigger abilities that automatically activate when the Pokemon enters play activate.
  4. Toggle abilities toggle. If Zen Mode is toggled to the default effect while Darmanitan has less than 50% of its HP left, Darmanitan reverts to its normal form.
[Start of Action]
The following effects occur before the current action is resolved:
  1. Any Chance Clause Substitutions that are not explicitly written otherwise are checked to see if said Substitutions should be triggered.
  2. Turn order is decided.
[Start of Turn]
The following effects occur on a Pokemon at the start of its turn in the action:
  1. Check if the remaining duration of the Pokemon's sleep, freeze, confusion or infatuation is at 0, and end the status if it is.
  2. Activation of Rage Candy Bar (list future similar items here when agreed) as ordered by the user.
  3. Roll for infatuation, paralysis and confusion (in that order), but only on the Pokemon's first turn in that action.
[End of Turn]
The following effects occur on a Pokemon after it has taken its turn in the action:
  1. If the Pokemon knocked out a Pokemon that used Destiny Bond, Destiny Bond deals damage.
  2. All ongoing effects on the Pokemon with a duration given in actions that are not specified elsewhere have their remaining duration lowered by 1.
  3. If the Pokemon hit itself in confusion, confusion duration is lowered by an additional 1.
  4. If the Pokemon failed to act due to infatuation, infatuation duration is lowered by an additional 1.
  5. If the Pokemon was fully paralyzed, paralysis stage drops to the next lowest level, and paralysis is cured if it reaches 0%.
  6. If the Pokemon used Reflect, Light Screen, regular Mist, Tailwind, Lucky Chant or the second of two different Pledge moves, the remaining duration of these effects is reduced by 1 on all affected Pokemon.
  7. If the Pokemon dealt sufficient damage to a sleeping Pokemon, the sleeping Pokemon's remaining sleep duration is reduced by 1 or the sleeping Pokemon wakes up.
  8. If the Pokemon dealt sufficient damage to a confused Pokemon, the confused Pokemon's remaining confusion duration drops to 0.
  9. If the Pokemon dealt sufficient damage to an infatuated Pokemon, the infatuated Pokemon's remaining infatuation duration is reduced by 1.
  10. If the Pokemon has Zen Mode toggled and a form change is warranted, the form change happens.
[End of Action]
The following effects occur after all Pokemon have taken their turns in the action:
  1. Rest's healing occurs and its remaining duration is lowered by 1.
  2. All weather-based damage and healing occurs.
  3. Future Sight and Doom Desire deal damage.
  4. Wish restores HP.
  5. Damage from the combination of Fire Pledge and Grass Pledge occurs.
  6. Leftovers and Black Sludge restore HP or deal damage.
  7. Aqua Ring and Ingrain restore HP.
  8. Leech Seed deals damage and restores HP and its remaining duration is lowered by 1.
  9. Poison and burn damage occurs as does Poison Heal's HP restoration.
  10. Nightmare deals damage and drains energy.
  11. Damage from Ghost Curse occurs.
  12. Damage from partial trapping moves like Wrap occurs.
  13. Yawn's drowsiness converts to sleep. Determine sleep duration at this point.
  14. Bad Dreams deals damage and drains energy.
  15. Sticky Barb's damage occurs.
[End of Round]
The following effects occur after the last action of the round:
  1. Weather duration (other than Fog) is lowered by 1.
  2. Status effect removal due to Shed Skin and Healer occurs.
  3. Perish Song counter decreases by 1 and any Pokemon with a Perish Song counter of 0 are knocked out.
  4. All ongoing effects with a duration given in rounds that are not specified elsewhere have their remaining duration lowered by 1.
  5. Paralysis stage on all Pokemon drops to the next lowest level, and paralysis is cured on all Pokemon whose paralysis stage drops to 0%.
  6. Stat boosts and drops that are due to decay do so.
  7. Speed Boost, Harvest and Moody activate.
  8. Toxic Orb and Flame Orb activate.
[Speed Ties]
When two Pokemon have the same speed stat and both use a move in the same priority bracket, the turn order is decided based on the following rules:
  • If one move has a lower energy cost than the other, the user of the lower energy move acts first.
  • If both moves share an energy cost, but one move shares a type with its user, while the other does not, the user of the move that shares a type with its user acts first.
  • If neither of the above conditions are met, the turn order is decided randomly.
[Capture Mechanics]
In certain Roleplays you are able to capture Pokemon, The Legend Run is most notable for this. To capture a Pokemon you throw Pokeballs at it to reduce its Capture HP (or CHP) to zero or below.
  • Pokeball Damage Formula: (Ball Strength - Target's Capture Resistance) * Major Status Modifier - Each Ally's Capture Resistance
  • Ball Strength: varies depending on type of Pokeball used.
  • Capture Resistance: 10% of Pokemon's current HP. Increase by 10 if energy is at 100.
  • Major Status Modifier: Varies depending on target's status.
    • Frozen: 2.5.
    • Asleep, and not frozen: 2.
    • Burned, Frozen, or Paralyzed, and not Frozen or Asleep: 1.5.
    • No major status: 1.
  • If a Pokeball is thrown and the target is not captured, the target regains 12 Energy. If the target is already at 100 Energy, it gets a round of attacks.
 
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[Posting and Accepting Battles]
Most battles are posted on the Battle Tower Thread. Here users can create, join, or volunteer to referee matches. A match's rules can bend the rules of BBP in almost any way except for altering rewards. The most common types of match conditions are described in the first post of the Battle Tower Thread. Sometimes battles, called Flash Matches, are arranged on the BBP Discord Channel instead of using the Battle Tower.
[Match Seeker]
The User who posts the battle does the following:
  • Chooses Number of Pokemon per side.
  • Chooses Match Type (Singles/Doubles/Triples).
  • Chooses Actions per Round
  • Chooses Disqualification (DQ) Time.
  • Chooses Number of Permitted Substitutions.
  • Chooses Restricted Moves.
  • Chooses Number of Mega Evolutions and Z Moves.
  • Chooses Arena.
    • If the seeker doesn't specify an arena, the challenger may instead. The challenger sends out Pokemon first if they do.
  • Sends Out Pokemon First.
[Match Challenger]
The User who accepts the battle does the following:
  • Chooses the switch method (Switch = OK or Switch = KO).
  • Chooses the ability method (No Abilities, One Ability, All Abilities).
  • Chooses the item method (Items Off, Items On, Training Items On).
  • Attacks First.
[Battle Conditions]
  • Number of Pokemon and Match Type: The Standard Battling format of BBP is considered 3vs3 Singles; however, any battle format can be selected, including multi-trainer melees.
  • Actions per Round: Generall
  • Disqualification (DQ) Time: The time expected between the posting of attacks and the ref's interpretation of the battle. Refs are expected to post within the DQ period. Opponents who do not post within the DQ period are disqualified and the match goes to whichever player posted last. If extenuating circumstances come up, PM the ref and your opponent for a suspension. The standard DQ time is usually between 3-7 days to account for the ref and battlers schedules.
  • Restricted Moves: Standard restrictions are Two uses of recovery moves and 5 chills. Other moves may be restricted at the Seeker's discretion however, or mutually agreed upon by both sides.
    • Recovery moves are tagged as #Recovery in the NDA.
  • Arenas: Arenas have the most far-reaching consequences for a match and can have any attribute the designer wishes, including structural move restrictions. It is assumed that when a Challenger accepts a Seeker's challenge, they agree to the Arena and any of its inherent traits/restrictions/effects. Arenas can be simple or complex.
  • Switch Method:
    • Switch = KO: Pokemon cannot be switched out during battle.
      • Moves that would initiate a switch effect on either side do not activate that effect. Instead they have been given descriptions for what they do in a non-switching battle on each Attack.
    • Switch = OK: At the end of each round, a trainer may switch their Pokémon. If they do, the Pokémon they send out must issue attacks first if their opponent does not switch in response.
      • The same trainer cannot initiate a switch phase on consecutive rounds unless an Attack like U-turn, Volt Switch, or Teleport is used.
      • Trainers whose Pokémon are returned through the effects of moves like Dragon Tail, Circle Throw, Roar, and Whirlwind do not have to move first the next round.
  • Ability Methods:
    • No Abilities: No Abilities will be active in a match. Note that this does not prevent Pokemon who naturally Levitate from doing so; common physics still apply.
    • One Ability: The trainers select one Ability that their Pokemon will use for the entirety of the match upon release. Mega Evolved Pokemon have the ability they would in cartridge.
    • All Abilities: All of the Pokemon's Abilities are active at once.
  • Item Methods:
    • Items Off: Hold Items will not be allowed in battle.
    • Items On: Pokemon are equipped with Hold Items upon release.
    • Training Items On: Pokemon are equipped with Training Items upon release.
[Ordering]
Once the Referee has posted the Match's thread the seeker selects their first Pokemon, the challenger selects their Pokemon and orders for the round, followed by the seeker's orders. Each round the Participants alternate between ordering first. If a move forces a Pokemon to switch, that Pokemon's trainer orders first next round.
[Order Syntax]
Each Pokemon gets two to three actions each round, for each Pokemon list what move or command they will use each action. In addition to orders each Pokemon is permitted a number of substitutions decided in the battle's rules, list these beneath each Pokemon's orders. If an order is illegal, the Pokemon will use struggle instead of the Illegal order. If a substitution would cause an Illegal order, the substitution is ignored.
[Mega Evolution]
Certain Pokemon are able to Mega Evolve if equipped with the corresponding Mega Stone. Mega Stones can not be nullified or removed in any way. A Pokemon can only mega evolve at the beginning of a round, doing so does not cost energy or use an action.
[Substitutions]
I'm not touching this section.
[Battle Rewards]
After a battle each Participant is compensated with counters. In addition, participating Pokemon are able to evolve afterwards.
[Counters]
  • Move Counters (MC): Five Move Counters are awarded to each participating Pokemon. A Pokemon's MC can be exchanged for new moves.
    • Level-up moves and "Pledge" moves cost one MC.
    • All other moves cost two MC.
    • MC can only be spent on moves for the Pokemon the MC was awarded to.
  • Currency Counters (CC): Currency counters are awarded to the battlers. They can be spent to purchase new Pokemon or Items. Prices for Pokemon and Items can be found on the NDA or using the %asbstats or %asbitem commands respectively.
    • Four CC can be exchanged for one UC.
    • If a Pokemon knows all its potential moves, its owner is awarded (Movepool Size/15) CC instead.
  • KO Counters (KOC): When a Pokemon scores a KO on an opponent, it is awarded one KOC. After a match, KOC can not be stockpiled, and must be redeemed as either CC or MC.
    • If a pokemon is KO'd by residual damage or by running out of HP, the last Pokemon to deal damage to that Pokemon is awarded the KOC.
    • KOC can only be exchanged for MC on the Pokemon the KOC was originally awarded to.
  • Universal Counters (UC): Universal Counters are awarded to Referees. Universal counters can be spent as though they were MC for any Pokemon or CC. Additionally 5 UC can be spent to unlock a Pokemon's Hidden Adility.
[Counter Payout Rates]
  • CC Formula: ((total mons per side)/(active mons per side)) + 1
    • Active Mons per side reflects the Match Type (e.g Singles = 1, Doubles = 2, etc.)
    • If a match ends in a player getting disqualified, the disqualified player is not awarded any counters
  • UC Formula: ((Total mons per side) * 6 * (1 + (0.25 * (active mons per side - 1)) + Bonus UC)
    • Active Mons per side reflects the Match Type (e.g Singles = 1, Doubles = 2, etc.)
    • Bonus UC Formula (Number of Rounds)-(3*(total mons per side)/(active mons per side))
      • If the result is negative, the Bonus UC field is zero.
    • If the Subref is requested by the original referee, or a post in Leave of Absence necessitates a subref, the original referee and subref receive UC based on how much of the battle they refereed.
      • Subref Payout formula: Total UC payout (Included Bonus UC) * (Rounds this ref reffed / Rounds in the entire battle)
      • If neither of the above criteria are met, the subref receives all UC for the battle.
    • UC awards are capped at 100. In matches involving more than two players, UC awards are capped at 50.
 
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[Parts of a Pokemon]
[Type]
  • Each Pokemon has no more than two types.
  • Each type caries with it weaknesses, resistances, and immunities to moves of other types. This is covered in the appendix.
  • Each types carries with it assorted perks, this is found in the NDA or with the %asbtype command on Discord.
[Abilities]
  • Each Pokemon naturally has one to three abilities, and many also have a Hidden ability.
  • Each Pokemon's Hidden Ability starts off locked and unusable, and can be unlocked by spending either 5 UC or 20 CC.
  • Hidden Abilities come in several Categories:
    • Passive: This ability is always active, unless nullified or replaced by another effect or battle rule.
    • Trait: This ability is always active, and can not be nullified or replaced in any way (including battle rules).
    • Trigger: This ability can be manually activated. Many can be activated when a Pokemon with the ability is sent out.
    • Toggle: This ability can either be turned off, or has two different modes. Ability can only be toggles when the Pokemon is sent out, or the Pokemon's controller is ordering first.
[Stats Ranks]
  • Each Pokemon's in game stats, other than speed, are translated into ranks, according to the tables below. Alternatively each Pokemon's stat ranks can be found in the NDA or with the %asbstats command on discord.
Rich (BB code):
True Stat Range      Rank     HP
1   -  25            1        70
26  -  55            2        80
56  -  95            3        90
96  - 115            4        100
116 - 135            5        110
136 - 150            6        115
151 - 170            7        120
171 - 185            8        125
186 - 200            9        130
201+                 10       135
[Natures]
  • When a Pokemon is purchased, its owner picks one of 25 Natures. Each nature raises a specific stat rank by one, while decreasing another stat rank by one.
    • Speed boosting natures multiply the Pokemon's speed by 1.15 and increase the accuracy of its moves by (Adjusted Speed ^ 2 / (870 * current evolutionary stage / total evolutionary stages))
    • Speed lowering natures divide the Pokemon's speed by 1.15 and increase the accuracy of moves targeting it by 0.1.
    • If a nature boosts and reduced the same stat, there is no change.
  • A Pokemon's Nature can be changed for 4CC.
Code:
Nature    Boosted Stat    Reduced Stat
Hardy     Attack          Attack
Lonely    Attack          Defense
Adamant   Attack          Special Attack
Naughty   Attack          Special Defense
Brave     Attack          Speed
Bold      Defense         Attack
Docile    Defense         Defense
Impish    Defense         Special Attack
Lax       Defense         Special Defense
Relaxed   Defense         Speed
Modest    Special Attack  Attack
Mild      Special Attack  Defense
Bashful   Special Attack  Special Attack
Rash      Special Attack  Special Defense
Quiet     Special Attack  Speed
Calm      Special Defense Attack
Gentle    Special Defense Defense
Careful   Special Defense  Special Attack
Quirky    Special Defense  Special Defense
Sassy     Special Defense  Speed
Timid     Speed            Attack
Hasty     Speed            Defense
Jolly     Speed            Special Attack
Naive     Speed            Special Defense
Serious   Speed            Speed
[Size and Weight Class]
  • Some Items, Abilities, Moves, and Commands refer to size and weight classes. These are based on the Pokemon's height and weight according to it Pokedex entry compared to the tables below. Each Pokemon's size and weight class can be found in the NDA or with the %ASBstats command in discord.
Code:
Size Class    Height Range (Quadruped)    Height Range (Serpentine)    Height Range (Other)
1             0.0m - 0.8m                 0.0m - 0.8m                  0.0m - 0.8m
2             0.8m - 1.2m                 0.8m - 2.0m                  0.8m - 1.2m
3             1.0m - 1.5m                 2.1m - 3.5m                  1.2m - 2.0m
4             1.5m - 2.5m                 3.6m - 5.0m                  2.0m - 2.3m
5             2.6m - 3.0m                 5.1m - 6.4m                  2.4m - 3.4m
6             3.1m - 5.9m                 6.5m - 7.9m                  3.5m - 5.9m
7             6.0m +                      8.0m +                       6.0m +
Code:
Weight Class    Weight Range
1               0.0kg   -   9.9kg
2               10.0kg  -  25.0kg
3               25.1kg  -  50.0kg
4               50.1kg  - 100.0kg
5               100.1kg - 200.0kg
6               200.1kg - 274.9kg
7               275.0kg - 349.9kg
8               350.0kg - 449.9kg
9               450.0kg - 599.9kg
10              600.0kg - 749.9kg
11              750.0kg - 949.9kg
12              950.0kg +
[Moves]
  • Each Pokemon is able to learn all moves it is able to learn in the main series games, as well as all moves its pre-evolutions can learn. This includes Event exclusive moves and move erroneously used in the Pokemon Anime or the Pokemon Special manga.
    • Alolan forms with non-alolan form pre-evolutions (Exeggutor, Marowak, and Raichu), can learn moves from their pre-evolutions regardless of whether they can in the Main Series games.
    • A Pokemon's Event and Anime exclusive moves can be found in the NDA or with the %ASBstats command in Discord.
  • Moves can be learned by spending 1 MC.
  • There is no limit to how many moves a Pokemon can know at once.
[Starting Moves]
  • Each Pokemon begins with the following moves from across all generations:
    • All Level-Up moves learned before level 26.
      • When a Pokemon evolves, it receives all moves that meet this criteria.
    • Up to five Egg moves.
      • If a Pokemon receives fewer than five egg moves, it may begin with a number of Tutor moves equal to that difference.
    • Up to five TM/HM moves.
[Pokemon that do not get TM or Egg Moves]
  • Some Pokemon do not have TM/HM or Egg moves, they instead begin with tutor and event moves. If fewer than 10 moves qualify, the Pokemon begins with a number of MC equal to the difference. Refer to the table below to see how much MC these Pokemon begin with.
Code:
Pokemon     Qualifying Moves    Starting MC
Caterpie    2                   8
Weedle      1                   9
Wurmple     2                   8
Kricketot   5                   5
Burmy       3                   7
Combee      8                   2
Scatterbug  2                   8
Magikarp    7                   3
Tynamo      1                   9
Beldum      5                   5
[Unique Pokemon]
[Unown]
  • To make up for its tiny movepool, Unown has a unique version of Hidden Power.
  • When Unown uses Hidden Power select a Type and a Base Attack Power from 4 to 7. The energy cost to use Hidden Power is 3 less than the Base Attack Power.
    • STAB Energy Cost Reduction does not apply to Hidden Power when used by Unown.
    • Each type of hidden power is treated as a different move for the purposes of the consecutive energy cost penalty, as well as moves like Torment or Imprison
    • Each type has a secondary effect, shown in the table below.
  • If Unown uses Hidden Power in a combo, the damage is calculated like a Same Move combo, using the higher BAP as the base, and the energy cost is calculated like a Different move combo.
    • All other properties of the combo are calculated like a different move combo, meaning the combo gets the secondary effect of both Hidden Powers.
    • Remember, this means the Hidden Power with the higher BAP determines the type of the combo.
Code:
Hidden Power Type    Additional Effect
Bug                  Restores HP equal to 50% of the damage dealt
Dark                 Taunts the target for 6 actions
Dragon               Forces the target to switch out (or equivalent if Switch = KO)
Electric             30% chance of inflicting paralysis, targets all adjacent Pokemon
Fairy                20% chance of lowering Attack by 1 stage
Fighting             Calculates damage using Defense, 20% chance of lowering Defense by 1 stage
Fire                 30% chance of inflicting burn, targets all Pokemon except Unown
Flying               High critical hit chance, hits 3 adjacent opponents
Ghost                20% chance of lowering Special Defense by 1 stage
Grass                20% chance of inflicting sleep
Ground               20% chance of lowering Accuracy by 1 stage
Ice                  20% chance of inflicting freeze, hits 3 adjacent opponents
Poison               30% chance of inflicting bad poison
Psychic              20% chance of inflicting confusion
Rock                 20% chance of inflicting flinch, hits 3 adjacent opponents
Steel                20% chance of lowering Special Attack by 1 stage
Water                20% chance of lowering Speed by 1 stage, douses the target for 3 actions
[Smeargle and Necturine/Necturna]
  • Smeargle begins with 17 instances of Sketch, and 13 MC. It can learn Sketch for 1 MC with no upper limit to the number of sketch uses or sketched moves.
  • Necturine and Necturna can have exactly one instance of Sketch or Sketched move (but not both). It can pay 1 MC to replace the Sketched move with an instance of Sketch.
  • Sketch can only copy moves that are in the movepool of a trainer's Pokemon or copied via Mimic.
    • Sketch fails if it targets a move used via arena effect.
    • If Sketch is used on a move called through Metronome, Sleep Talk, Assist, Mirror Move, etc. it will instead copy the move that did such calling.
    • Sketch fails if it targets a move used by a ref controlled Pokemon in an RP.
  • 1 MC and one usage of Sketch can be spent to copy a move known by a Pokemon you own.
[Shedinja]
  • When a Nincada evolves, its owner receives both a Ninjask and a Shedinja.
  • Both the Ninjask and Shedinja receive the same Nature, Moves, and Counters from the Nincada.
  • For the purposes of determining movepool, Shedinja is considered an evolution of Ninjask
[Rotom]
  • Rotom is purchased as an Electric and Ghost type, to access its other forms its owner must have the corresponding appliance item.
  • Rotom can use the Enter Appliance and Exit Appliance Commands to change form.
    • If sent out with an Appliance attachment, Rotom begins already entered in it.
    • Rotom can only enter or exit the appliance it was sent out in, or appliances available via arena effect.
[Battle Bond]
  • Greninja with Battle Bond is considered a separate form from Greninja without battle bond.
  • Greninja with Battle Bond is not considered an evolution of Froakie or Frogadier, does not learn any egg moves, and can't learn any moves Greninja can only learn in Gen 6. It can not be Purchased on the Prize Claiming Thread.
  • Greninja without battle bond is obtained through evolving a Frogadier.
[Oricorio]
  • Trainers are able to chose which form of Oricorio they wish to use when they first send it out each battle. Oricorio can not change forms in battle.
[Zygarde]
  • Trainers are able to chose whether they wish to use Zygarde 10% or 50% when they first send it out each battle. Zygarde can not change forms in battle except through the use of the Power Construct Ability.
  • All Zygarde have both Aura Break and Power Construct.
[Registering, Prize Claim, and Profiles]
When you first create your profile by posting a thread in the Registration Center, the first post should be a Trainer Profile (sample template below). The next post will be the Profiles of your starting Pokemon (again, sample templates below). Each user begins with an Exp. Share, an Amulet Coin, and six CC.
[Trainer Profile Template]
This is a sample template of a trainer profile, feel free to modify the formatting however you choose so long as all the information is intact. Sample A is the sample format while Sample B is an example of getting more creative.
Code:
[B]Trainer Name:[/B] Name. This can be your username, your name in real life, or some fancy name like Trogdor the Burninator.
[B]Pokemon Team:[/B] The species of each of your Pokemon.
[B]W/L/T:[/B] Wins/Losses/Ties. This is optional.

[B]Currency Counters:[/B] Number of CC you currently have. You start with 6 to get your first two or three Pokemon with.
[B]Universal Counters:[/B] Number of UC you currently have. This will always start at 0.

[B]Current Battles:[/B]
A list of all the battles you are currently in, which will obviously be none when you start.
You can only be in up to three friendly matches at a time.

[B]Battle History:[/B]
A list of all the battles you have won, lost and tied in. You may arrange these however you like.

[B]Items:[/B]
A list of all the items you have. You start with 1 Amulet Coin and 1 Exp. Share.
As you battle more and earn more counters, you can obtain even more items.
When this happens, you may want to separate items into categories like Berries, Other Consumables and Training Items.

[B]Key Items:[/B]
A list of special items like gym badges, raid items, and any other item that one does not simply purchase whenever they like.

[B]Prize Claims:[/B]
Links to all approved prize claims since the opening of the Registration and Prize Claiming forum.
Trainer Name: They
Pokemon Team: Happiny, Baltoy, Nincada
W/L/T: 0/1/0

Currency Counters: 0
Universal Counters: 0

Current Battles:
Congress Has One Week Left To Keep The Government Running Past September

Battle History:
Silver nerds... Silver nerds... It's Agender time in Lucario City!

Items:
Amulet Coin
Lucky Egg

Key Items:
None

Prize Claims:
Claim #01
Pokemon Team:
Rare:

Uncommon:

Common :
Bag:



Coin Case:
A case for holding counters.
Currency Counters: 10
Universal Counters: 0
Vs. Seeker:
A device that indicates trainers who want to battle.
  1. (Empty)
  2. (Empty)
  3. (Empty)
Vs. Recorder: An amazing device that can record battles.
Travel Trunk:
A light and yet incredibly effective trunk, which can contain numerous battle items.
Teachy TV: A television shaped case that is filled with items for novice Trainers.
x1
Amulet Coin: If this Pokemon is sent out holding this item, then it's owner gains one (1) additional CC for that battle.
x2
Exp Share: If this Pokemon is sent out holding this item in battle, then it gains one (1) additional MC for that battle.
Fashion Case: A lovely case to store specialized items for individual Pokémon.
x1

Lucky Punch: Guarantees all attacks score a critical hit. Increases Attack Rank by one (1).
x1

Moth Dust: Increases the holder's Special Attack by two (2) ranks. Combinations involving Gust and a move which doubles the Base Attack Power of the combo (e.g. Silver Wind) do not incur Cooldown, instead incurring Sluggish. |
x1

Deep Sea Tooth: Doubles (x2) Special Attack rank.
x1

Empty Shell: Increases the Pokémon's Attack by two (2) Ranks. Increases the Base Attack Power of Bug-type and Ghost-type attacks by one (1). Confers Run Away and Filter to the holder if it does not have the abilities.
x1

Stick: Guarantees all attacks score a critical hit. Triggers Defiant upon sendout. sIncreases Attack Rank by one (1).
Prop Case: A lovely case to store items for a wide variety of Pokemon.
x1
Binding Band: Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool have their BAP increased by four (4) and inflict Double (2x) damage at the end of each of the target Pokemon's actions.
Berry Pouch:
A pouch for carrying Berries.
Empty
Poffin Case:
A case for storing food and consumable items.
Empty
Mega Charm: This charm contains an untold power that somehow enables Pokémon carrying Mega Stones to Mega Evolve in battle.
x1

Pinsirite: Allows Pinsir to Mega-Evolve into Mega Pinsir.
Z-Ring: A mysterious ring that enables Pokémon to use Z-Power.
Empty
Journal:
A notebook that keeps a day-to-day record of your adventure so far.
[Pokemon Profile Templates]
Below are two sample template of a trainer profile, some flexibility is allowed in formatting and layout but for the most part you shouldn't stray too far from a template.
[Basic Profile Template]
This template is perfect for starting trainers, and doesn't require much upkeep beyond adding in new moves. It's simple, effective, and shouldn't cause problems for anybody.
Code:
[HIDE=Nickname the Pokemon]
[IMG]A sprite of the Pokemon that should be no larger than 96 x 96 pixels[/IMG]
Pokemon [Nickname] (Gender)
[B]Types:[/B] Type 1/Type 2

[B]Abilities:[/B]:
Ability 1 / Ability 2 / Ability (H or UNLOCKED)

[B]Nature:[/B] Nature (+Boosted stat, -Reduced stat)

[B]Stats:[/B]
HP: Value
Atk: Rank
Def: Rank
SpA: Rank
SpD: Rank
Spe: Value (Accuracy boost or evasion drop if Speed-adjusting nature)
Size Class: #
Weight Class: #
Base Rank Total: HP Rank + ATK Rank + DEF Rank + SPA Rank + SPD Rank + SPE Rank

[B]EC:[/B] 0/X
[B]MC:[/B] 0
[B]AC:[/B] 0/5

[B]Attacks (Current move total):[/B]

[B]Level Up[/B]
All moves it learns up to and including level 25 in any generation

[B]Egg[/B]
Any Gen Egg Move
Any Gen Egg Move
Any Gen Egg Move
Any Gen Egg Move
Any Gen Egg Move

[B]TM/HM[/B]
Current Gen TM/HM Move
Current Gen TM/HM Move
Current Gen TM/HM Move
Current Gen TM/HM Move
Current Gen TM/HM Move

[B]Tutor[/B]

[B]Other[/B][/HIDE]
[Streamlined Profile Template]
This is a more visually streamlined and stylish template, but does require more care with the layout and BBcode compared to the above. It's not particularly difficult to maintain, but you can accidentally throw off the formatting when evolving a Pokemon.
Code:
[hide=Nickname | Species]
[IMG]A sprite of the Pokemon that should be no larger than 96 x 96 pixels[/IMG][IMG]https://magic.wizards.com/sites/mtg/files/images/featured/INV_SetIcon.png[/IMG]
[SIZE=6][B]Nickname[/B] |[/SIZE][SIZE=4] Species[/SIZE][SIZE=7] (Gender)[/SIZE]
[SIZE=4][B][Type][/B][/SIZE]
[INDENT]Type A | Type B[/INDENT]

[SIZE=4][B][Abilities][/B][/SIZE]
[INDENT]Ability A | Ability B | Hidden Ability (Locked/Unlocked)[/INDENT]

[SIZE=4][B][Nature][/B][/SIZE]
[INDENT]Nature (+Stat Boost, -Stat Reduction)[/INDENT]

[SIZE=4][B][Stats][/B][/SIZE]
[INDENT]HP: Value[/INDENT]
[INDENT]Atk: Rank[/INDENT]
[INDENT]Def: Rank[/INDENT]
[INDENT]SpA: Rank[/INDENT]
[INDENT]SpD: Rank[/INDENT]
[INDENT]Spe: Value (Accuracy boost or evasion drop if Speed-adjusting nature)[/INDENT]
[INDENT]Size Class: #[/INDENT]
[INDENT]Weight Class: #[/INDENT]
[INDENT]Base Rank Total: HP Rank + ATK Rank + DEF Rank + SPA Rank + SPD Rank + SPE Rank[/INDENT]

[SIZE=4][B][Counters][/B][/SIZE]
[INDENT]MC: 0[/INDENT]

[SIZE=4][B][Learned Moves][/B][/SIZE]
[INDENT][(Current move total)|(Maximum Potential Moves)][/INDENT]

[INDENT][Level-Up][/INDENT]
[INDENT]All moves it learns up to and including level 25 in any generation[/INDENT]

[INDENT][Egg][/INDENT]
[INDENT]Any Gen Egg Move[/INDENT]
[INDENT]Any Gen Egg Move[/INDENT]
[INDENT]Any Gen Egg Move[/INDENT]
[INDENT]Any Gen Egg Move[/INDENT]
[INDENT]Any Gen Egg Move[/INDENT]

[INDENT][Tutor][/INDENT]

[INDENT][TM/HM][/INDENT]
[INDENT]Any Gen TM/HM Move[/INDENT]
[INDENT]Any Gen TM/HM Move[/INDENT]
[INDENT]Any Gen TM/HM Move[/INDENT]
[INDENT]Any Gen TM/HM Move[/INDENT]
[INDENT]Any Gen TM/HM Move[/INDENT]

[INDENT][Event/Error][/INDENT]
[/hide]
[Sample Profiles]
The first sample is an example of the Basic template, the second sample is an example of the Streamlined template, and the third sample is an example of someone putting way too much effort into their profiles but an example of some of the liberties you can take as well as an example of handling an Alternate form.

Bidoof [Bidoofus] (Male)
Types: Normal

Abilities:
Simple / Unaware / Moody (H)

Nature: Jolly (+4 Spe, -SpA)

Stats:
HP: 90
Atk: 2
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 35 (+5 Acc)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

MC: 0

Attacks (Current move total):

Level Up
Tackle
Growl
Defense Curl
Rollout
Headbutt
Hyper Fang
Yawn

Egg
Aqua Tail
Endure
Fury Swipes
Quick Attack
Skull Bash

TM/HM
Dig
Grass Knot
Protect
Return
Taunt

Tutor

Other

Rith | Exeggcute (F)
[Type]
Grass | Psychic​

[Abilities]
Chlorophyll | Harvest (L)​

[Nature]
Brave (+1 Atk, -6 Spe, -10% Evasion)​

[Stats]
HP: 100​
Atk: 3 (+)​
Def: 3​
SpA: 3​
SpD: 2​
Spe: 34 (-)​
Size Class: 1​
Weight Class: 1​
Base Rank Total: 15​
[Counters]
MC: 0​

[Learned Moves]
[20|??]​

[Level-Up]​
Barrage​
Uproar​
Hypnosis​
Reflect​
Leech Seed​
Confusion​
Bullet Seed​
Stun Spore​
Poison Powder​
Sleep Powder​

[Egg]​
Giga Drain​
Grassy Terrain​
Leaf Storm​
Moonlight​
Skill Swap​

[TM/HM]​
Bide​
Endure​
Infestation​
Protect​
Sludge Bomb​

Tiro | Pinsir (M)
[Type]

[Abilities]
Hyper Cutter | Mold Breaker | Moxie (Unlocked)​

[Nature]
Adamant (+ 1 Atk, - 1 SpA)​

[Stats]
HP: 90​
Atk: 6 (+)​
Def: 4​
SpA: 1 (-)​
SpD: 3​
Spe: 85​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 20​

Tiro | Mega Pinsir (M)
[Type]
|
[Abilities]
Hyper Cutter | Mold Breaker | Moxie (L) | Aerilate​
[Stats]
HP: 90​
Atk: 8 (+)​
Def: 5​
SpA: 2 (-)​
SpD: 3​
Spe: 105​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 25​
[Counters]
MC: 0​
AC: 0/5 (Locked)​

[Learned Moves]
[19|84]
[16|53]​
Brick Break
Brutal Swing
Bug Bite
Bind
Close Combat
Dig
Double Hit
Earthquake
Feint
Flail
Revenge
Rock Slide
Quick Attack
Seismic Toss
Vice Grip
Vital Throw
[0|6]​
[3|25]​
Harden
Focus Energy
Protect
[Prize Claiming]
Claiming prizes is simple, just create a post in the prize claiming thread with a link to a completed battle you participated in then specify how you want to use the rewards of that match, then wait for an Approver to evaluate your claims before adding them to your profile. UNDER NO CIRCUMSTANCES SHOULD YOU APPLY A PRIZE CLAIM TO YOUR PROFILE WITHOUT AN APPROVER APPROVING IT FIRST.
  • If claiming a new Pokemon, or evolving a Pokemon post the Pokemon's new profile in prize claiming.
  • If changing a Pokemon's nature, include both the old and new profiles.
  • Keep links to each of your prize claiming posts on your profile.
 
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