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Post by Murdoc on May 13, 2016 17:55:33 GMT -5
You must read EPOCH's policies on Pokemon Battles and our general standard for fairness within these battles before you can participate within on. On EPOCH, we stress that communication is key. Being vocal with your roleplay partner is the only real way to assure that you're both on the same page about the battle! It is worth noting that we do not condone the attitude revolving around the idea that being a Protagonist equals Automatic Victory. Additionally, we do not tolerate those that willingly exploit loopholes or rules for their own personal gain or to take advantage of members who do not know about them. Failure to participate in battles on EPOCH on a fair, open-minded level can result in a loss of board privileges.
The rules listed here will be considered the site standard. However, outside of official moderated threads, these rules can be considered a guide - members are free to deviate from them to a certain extent as long as all involved parties agree; we prefer to have these rules to make life easier, rather than forcing you to use a concrete set of rules. Official Pokemon League battles - including gym challenges and any tournaments - require the use of a battle calculator, such as The Pokemon Showdown Calculator.
You are limited to a certain number of moves per turn. A move is anything considered to be a battle action; using any Pokemon attack, dodging, or using a status move counts. Single Battles use 3 Moves per Turn Double Battles use 4 Moves per Turn Triple Battles use 6 Moves per Turn For every additional Pokemon out on the field per character, an additional two moves will be added. While moving around the field of battle is a free action, dodging is not; each dodge takes up a move slot. We will not initially limit dodging per thread; this luxury will be removed if it is abused.
While you cannot create new attacks on EPOCH, you can combine legitimate moves into singular attacks. Having your Pikachu use Thunderbolt on your Blastoise's Hydro Pump to funnel both attacks into a single opponent works; using an attack like this still takes up the appropriate number of move slots each individual attack would have used up.
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Post by Murdoc on May 13, 2016 18:03:30 GMT -5
A majority of Status Ailments are the same as they would be within the games; regardless, they will be explained here in further detail. We ask that you keep the effect status ailments would have on a Pokemon in mind during roleplay; a burned Pokemon is likely to be in pain, and a paralyzed Pokemon might not be going anywhere quickly. As with the games, you cannot stack status ailments such a Burn and Freeze on the same Pokemon; you can, however, combine non-volatile status moves with them. A Pokemon can be Burned and Confused, for example; an unfortunate one might be Paralyzed, Confused, Cursed, and more! Burn takes 1/8 of the affected Pokemon's HP per turn; additionally, the status weakens a Pokemon's offensive capabilites by half. On EPOCH, this includes both ATTACK and SPECIAL ATTACK.Freeze prevents a Pokemon from performing any action or attack. This status has no set limit to the number of turns it can last - the affected Pokemon has a 20% chance of thawing out each turn it is affected. Any Fire-type move will cure the affliction. Paralysis lowers a Pokemon's SPEED stat to 1/4 of its original value. Additionally, a Paralyzed Pokemon has a 25% chance of being unable to attack, defend, or move on their turn. Poison takes 1/8 of a Pokemon's HP per turn. Pokemon who are Badly Poisoned are subject to a different damage scale - they lose 1/16 of their HP on the first turn, then an additional 1/16th damage for each additional turn. As such, on the second turn they will take 2/16th HP damage, and on the third they take 3/16th, and so on. Sleep prevents a Pokemon from performing any action or attack. This status lasts from 1 to 3 turns, with a 50% chance for waking up each available turn.
Volatile Status conditions are ones that are removed when a Pokemon is switched out of combat. As there are multiple kinds of volatile status in the world of Pokemon, we will only cover the ones that need to be addressed here; you can find the rest here.Confusion causes the affected Pokemon to fail a move 50% of the time; instead, the Pokemon damages itself for 1/10 of its maximum HP. Confusion wears off after two turns. Flinching causes the affected Pokemon to lose one move from its turn; it only lasts for the singular move. Taunt and Torment only last for 3 posts on EPOCH. Partial Trapping moves, such as Fire Spin, have the number of turns they last rolled by the attacking player. They last from 2 to 5 turns. More Volatile status moves will be added if explanation of those conditions is found necessary.
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Post by Murdoc on May 13, 2016 18:42:42 GMT -5
On EPOCH, OHKO moves - Fissure, Guillotine, Horn Drill, and Sheer Cold - don't function as OHKO moves anymore. Instead, they are treated as having 130 base power.
Formatted and removed the old EPOCH information so we can see how it looks.
1-HIT KO MOVES On EPOCH, OHKO moves - Fissure, Guillotine, Horn Drill, and Sheer Cold - don't function as OHKO moves anymore. Instead, they are treated as having 130 base power.
Status Ailment Stacking As with the games, you cannot stack status ailments such a Burn and Freeze on the same Pokemon; you can, however, combine non-volatile status moves with them. A Pokemon can be Burned and Confused, for example; an unfortunate one might be Paralyzed, Confused, Cursed, and more!
Healing & Detect/Protect To prevent tedious battles and stall wars, healing moves are limited to a single use per turn, and can only be used a total of 3 times per battle. Healing moves always heal 50% of a Pokemon's max HP unless otherwise stated, such as Rest healing to full HP or Morning Sun being used in conjunction with Sunny Day.
Detect and Protect will be limited to two uses per battle. Protect, Detect, and other moves of that category can be used to block more than one move - however, for each move you block, you spend another move slot to do so. If you use Protect to block both a Flamethrower and Ice Beam, you used up two move slots doing so.
Charge Moves Bounce, Dig, Dive, Fly, Razor Wind, Skull Bash, Sky Attack and Solarbeam all take up 3 move slots to use; two move slots to charge the attack, and one slot to use the attack. This may be spread out among two posts; you may use two slots to Dig into the ground, and then pop out to attack on your next post.
Likewise, Giga Impact, Rock Wrecker, Hyper Beam, Blast Burn, Frenzy Plant, Hydro Cannon, Roar of Time will take up 3 move slots; the first slot to attack, and then two slots to recharge.
Problematic Moves Some moves don't translate very well to forum roleplay, or just cause problems based on their move descriptions.
Aerial Ace itself is, by definition, "An extremely fast attack against one target. It can’t be evaded." This should not be taken as a god-play, fast and undodgeble ninja attack. While the move will be considered near-impossible to dodge, it can be blocked or intercepted. Additionally, priority moves such as Quick Attack will always outpace the Aerial Ace attack. Keep fair play in mind!
Additional moves will be listed as they are brought to our attention.
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Post by Murdoc on May 13, 2016 18:52:54 GMT -5
Some abilities and moves don't translate from the itemized battle system of Pokemon and the more freeform roleplay here at EPOCH.
Additional abilities and moves will be added as they are brought to our attention.
ABILITIES Pick Up - As long as this Pokemon is in your party, you get one additional item roll at any viable location. Harvest - As long as this Pokemon is in your party, you get one additional item roll at any viable location. Sticky Hold - Only has RP applications. Klutz - Only has RP applications. Pickpocket - Only has RP applications. Unnerve - Only has RP applications. Magician - Only has RP applications. Symbiosis - Only has RP applications.
MOVES Acrobatics - This move now has a set base power of 75. Thief - This move now has a set base power of 60. Trick - This move now prevents the opponent from using one of their move slots next turn. Knock Off - This move now has a set base power of 65. Covet - This move now has a set base power of 60. Recyle - This move only has RP applications. Embargo - Prevents Pokemon from switching or fleeing. Ghost-type Pokemon are not affected. Fling - This move now has a base power of 40. Switcheroo - Switches out the user for another party member; a non-damaging U-turn. Magic Room - Items such as Poke Balls cannot be used while in effect. Bestow - Now transfers status ailments to the opponent. Belch - Now has a set base power of 80. Hidden Power - When this move is learned by the Pokemon, roll for type. Natural Gift - Now has a set base power of 60. Before each use in battle, roll for type.
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Post by Murdoc on May 13, 2016 18:55:25 GMT -5
How does Snatch/Me First work?
Snatch/Me First must be used prior to the move you are trying to steal. For example.
Post one: Pokemon used Snatch Post two: Pokemon used a Snatch-able move
Your Pokemon would be able to Snatch the move. But it does not work if Snatch was used after. For example.
Post one: Pokemon used a Snatch-able move Post two: Pokemon used Snatch
Your Pokemon would not be able to Snatch the move.
The ability Pressure disables all moves with a base power of eighty or higher after they've been used once. This disable ends once the Pressure user is recalled or faints.
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Non-attacking healing moves (i.e. Recover or Slack Off) can only be used three times per battle. Attacking healing moves such as Giga Drain may be continually used.
Mind Reader Pokemon can read minds, but they can only use it for a brief moment in battle to get a feel for where the opponent will be.
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Ditto is a unique Pokemon with a few special rulings. Ditto can transform into objects such as rocks during battle if the move Transform had not yet been used. Once it uses the move Transform, however, it is stuck in that form until the battles ends or the Ditto is switched out.
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Post by Murdoc on Aug 26, 2016 21:16:29 GMT -5
Battle Coach information goes here.
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