Data Audit Spreadsheet
Resource Compendium
Discord Server
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]
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.
Item are owned by the trainer and equipped when each Pokemon is sent out.
[Universal Item Rules]
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.
[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.
[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.
[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.
[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]
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]
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]
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]
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:
The following effects occur before the current action is resolved:
The following effects occur on a Pokemon at the start of its turn in the action:
The following effects occur on a Pokemon after it has taken its turn in the action:
The following effects occur after all Pokemon have taken their turns in the action:
The following effects occur after the last action of the round:
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:
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.
Resource Compendium
Discord Server
- 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
- Major Status Conditions
- 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
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
- 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.
- If a move shares a type with the user, this value is 3. Otherwise it is 0.
- 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.
- ((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.
- Any effects that add or subtract BAP are applied here (e.g. Burn, Life Orb, Iron Fist, etc.).
- (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.
- 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.
- Any effects that add or subtract to a move's damage dealt are applied here. (e.g. Soft Sand, Icium Z, Bug Memory, etc.)
- 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.
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 Data Audit.
- 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.
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 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 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.
- Exp. Share, Amulet Coin, Heart Scale, and Luck Incense are considered Training Items.
- If a match allows for multiple items to be equipped, training items do not grant any counters.
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.
[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 (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.
- 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.
- 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.
- 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 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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
[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.
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, but hits three times.
- 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 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
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.
- 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.
- 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.
- If the two moves share type priority, the move with the highest BAP determines the combo's type.
- Combo Type Priority:
- Set: Typing is such a fixed part of this attack it will override all other types.
- Force: Typing defines the attack to such an extent it will override elements.
- Elemental: Typing defines the attack as imbued with an elemental property.
- Passive: Typing is part of the attack but is not definitive in its use.
- Deferring: This attack is easily redefined by the qualities of other attacks.
- 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 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 function identically to the Linked move, but add the Z-Move effect in their description before their normal effect.
- 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.
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:
- Healing Wish and Lunar Dance restore HP.
- Entry hazards like Stealth Rock take effect in the order they were set up.
- Trigger abilities that automatically activate when the Pokemon enters play activate.
- 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.
The following effects occur before the current action is resolved:
- Any Chance Clause Substitutions that are not explicitly written otherwise are checked to see if said Substitutions should be triggered.
- Turn order is decided.
- Activation of Rage Candy Bar (list future similar items here when agreed) as ordered by the user.
The following effects occur on a Pokemon at the start of its turn in the action:
- Check if the remaining duration of the Pokemon's sleep, freeze, confusion or infatuation is at 0, and end the status if it is.
- Roll for infatuation, paralysis and confusion (in that order), but only on the Pokemon's first turn in that action.
The following effects occur on a Pokemon after it has taken its turn in the action:
- If the Pokemon knocked out a Pokemon that used Destiny Bond, Destiny Bond deals damage.
- All ongoing effects on the Pokemon with a duration given in actions that are not specified elsewhere have their remaining duration lowered by 1.
- If the Pokemon hit itself in confusion, confusion duration is lowered by an additional 1.
- If the Pokemon failed to act due to infatuation, infatuation duration is lowered by an additional 1.
- If the Pokemon was fully paralyzed, paralysis stage drops to the next lowest level, and paralysis is cured if it reaches 0%.
- 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.
- 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.
- If the Pokemon dealt sufficient damage to a confused Pokemon, the confused Pokemon's remaining confusion duration drops to 0.
- If the Pokemon dealt sufficient damage to an infatuated Pokemon, the infatuated Pokemon's remaining infatuation duration is reduced by 1.
- If the Pokemon has Zen Mode toggled and a form change is warranted, the form change happens.
The following effects occur after all Pokemon have taken their turns in the action:
- Rest's healing occurs and its remaining duration is lowered by 1.
- All weather-based damage and healing occurs.
- Future Sight and Doom Desire deal damage.
- Wish restores HP.
- Damage from the combination of Fire Pledge and Grass Pledge occurs.
- Leftovers and Black Sludge restore HP or deal damage.
- Aqua Ring and Ingrain restore HP.
- Leech Seed deals damage and restores HP and its remaining duration is lowered by 1.
- Poison and burn damage occurs as does Poison Heal's HP restoration.
- Nightmare deals damage and drains energy.
- Damage from Ghost Curse occurs.
- Damage from partial trapping moves like Wrap occurs.
- Yawn's drowsiness converts to sleep. Determine sleep duration at this point.
- Bad Dreams deals damage and drains energy.
- Sticky Barb's damage occurs.
The following effects occur after the last action of the round:
- Weather duration (other than Fog) is lowered by 1.
- Status effect removal due to Shed Skin and Healer occurs.
- Perish Song counter decreases by 1 and any Pokemon with a Perish Song counter of 0 are knocked out.
- All ongoing effects with a duration given in rounds that are not specified elsewhere have their remaining duration lowered by 1.
- Paralysis stage on all Pokemon drops to the next lowest level, and paralysis is cured on all Pokemon whose paralysis stage drops to 0%.
- Stat boosts and drops that are due to decay do so.
- Speed Boost, Harvest and Moody activate.
- Toxic Orb and Flame Orb activate.
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.
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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