Post by Ash K. on Mar 1, 2015 20:14:42 GMT -5
FFA
XY Private
Hit all-hit one
Perish Song, Sleep moves (other than Rest), Encore, Intimidate fail
Redirects On
No Holds
Moves that can target an ally can target others (such as Helping Hand); Moves that affect your whole team (excluding Reflect/Light Screen) (such as Heal Bell) affect all Pokémon who vote the same way you do that turn
Evasion/OHKO Clauses
Illusion = random from Pokédex
Not sending is a KO at the end of turn, but you'll place as if KO'd before turn starts
Topsy-Turvy fails (its interactions with this rule are way too complicated)
Psych Up fails (it is likewise complicated and occasionally OP)
Special Rule: Will of the council – After each turn with three or more people left, an effect will be rolled from the following list. With each send, each trainer also sends a Pokémon. Each Pokémon with the most votes or tied for the most votes gets the effect. All effects come into play at priority+∞ unless otherwise stated. Effects that are based upon when the Pokémon attack occur immediately before the attack. All stats are capped at ±6. Temporary stat modifications given by the rule are overriden by permanent stat modifications (if it would cause excess of the cap, the permanent stat mod stays after the temporary one wears off). Any effect which gives Infiltrator also prevents it from being copied, exchanged, or stolen.
1. Indestructible (if this Pokémon would faint this turn, it doesn't. It remains at 1 HP.)
2. Regenerate (if this Pokémon would faint for the first time this turn, it doesn't. It is restored to full HP. If it hasn't yet moved, it flinches.)
3. Undying (if this Pokémon would faint this turn while it has no stat rises, it comes back at full HP and Att/Def/SpAtt/SpDef+1.)
4. Persist (if this Pokémon would faint this turn while it has no stat drops, it comes back at full HP and Att/Def/SpAtt/SpDef-1.)
5. Vigilance (all veto tiers are ignored for this Pokémon, it moves regardless of any effect. The send must have been a legal send at the beginning of the turn.)
6. Flying (This Pokémon gains Flying type until end of turn. If it attacks a Pokémon that isn't Flying or Levitating, it gains Infiltrator for that attack.)
7. Protection from everything (This Pokémon can't be dealt damage this turn. Any move targeted at it, including its own if applicable, fails. Field affecting moves, such as weather, work. Non-stat modifiers such as (but not limited to) Aqua Ring, Reflect, Focus Energy, or Leech Seed (if it is the one seeded) on this Pokémon ends. If it attacks this turn, it gains Infiltrator for that attack.)
8. Protection from <type> (Roll a type. This Pokémon can't be dealt damage by a move of that type or effect caused by a move of that type. If a move of that type is targeted at it, including its own if applicable, the move fails. Field affecting moves, such as weather, work. Non-stat modifiers such as Aqua Ring, Reflect, Focus Energy, or Leech Seed (if it is the one seeded) on this Pokémon caused by a move of that type end. If it attacks a Pokémon of that type this turn, it gains Infiltrator for that attack.)
9. Populate (If this Pokémon has a Substitute, it gets a second Substitute with the same current health. If it has two or more already, it will be the same health as the highest among them (this should only occur due to the same effect happening twice). The new one gets hit first and Substitute will fail while either is still there.)
10. +2/+2 until end of turn (This Pokémon's Att/Def/SpAtt/SpDef stats are treated as though they were two stages higher this turn.)
11. -2/-2 until end of turn (This Pokémon's Att/Def/SpAtt/SpDef stats are treated as though they were two stages lower this turn.)
12. Proliferate (Every non-zero stat stage on this Pokémon is taken one farther from zero. Every rise is increased and every drop is decreased.)
13. Shroud (All moves targeted at this Pokémon this turn fail, including its own if applicable.)
14. Hexproof (All moves targeted at this Pokémon by others this turn fail.)
15. Annihilator 1 (If this Pokémon attacks another Pokémon with a Substitute, the Substitute breaks before the attack occurs.)
16. Double Strike (This Pokémon uses its move twice, at normal priority and one higher priority.)
17. First Strike (This Pokémon's move's priority is increased by one.)
18. Lifelink (This Pokémon heals equal to the damage it deals.)
19. Bushido 1 (This Pokémon gets Att/Def/SpAtt/SpDef+1 if and when it hits a Substitute or has its Substitute attacked. Boosts stack but wear off at the end of turn.)
20. Exalted (If this Pokémon is the only Pokémon to attack its target, it gains Att/Def/SpAtt/SpDef+1 until end of turn when it attacks. Applies based on who targeted it with aggressive moves, regardless of if the move is successful.)
21. Reach (This Pokémon resists Flying this turn, even if it normally weak to Flying. If it is already resistant to Flying, this does not change Flying's effectiveness. Flying type moves used on it cannot bypass Substitute, Light Screen, Reflect, Mist, or Safeguard (Defog works normally). The effectiveness change applies before any of the Pokémon's abilities which may affect it, then they apply if still relevant.)
22. Extort (Whenever this Pokemon uses a status move on another Pokemon this turn, its target loses 10% of its Max HP (rounded down) and the user gains the same amount of health.)
23. Battle Cry (If this Pokémon attacks another Pokémon, all other Pokémon attacking that Pokémon gain Att/SpAtt+1 until end of turn. The boost is applied at the beginning of the turn and applies to anything targeting it with an aggressive move.)
24. Flashback (This Pokémon's move is used twice in a row. Afterwards, that move's PP becomes 0.)
25. Phasing (This Pokémon vanishes instantly in a semi-invulnerable state. Next turn, the chosen move is executed (basically the move becomes like Shadow Force).)
26. Suspend 3 (This Pokemon does not act this turn. It Suspends its move with a counter of three. At priority+∞ (after the Will of the Council), the counter is reduced by one. When it hits 0, the move occurs (basically, the move becomes like Future Sight).)
27. Cascade (When this Pokemon uses a move, roll a move with more maximum PP than the move used (Sleep Talk style). The second move is used as well as the first. The rolled move occurs first.)
28. Devour 1 (If and when this Pokemon uses an offensive move this turn and has a Substitute, the user's Substitute is destroyed and the Pokemon gains Att/Def/SpAtt/SpDef+1.)
29. Frenzy 1 (If and when this Pokémon attacks an opponent that is not attacking it, it gains Att/Def/SpAtt/SpDef+1 until end of turn.)
30. Poisonous 1 (If this Pokémon deals damage to an opponent this turn, that Pokémon becomes Poisoned. If it's already Poisoned, it becomes Badly Poisoned (starting at Tox0). If it's already Badly Poisoned, the counter is increased by one.)
31. Epic (If this Pokémon uses an aggressive move, that move is repeated each turn afterwards with a selectable target in addition to another move. The copied move occurs first. No other aggressive moves can be used. That move can't run out of PP.)
32. Echo (This Pokémon is Encored into its previous move for this turn only.)
33. Trample (Excess damage done by this Pokémon's attacks after breaking a Substitute is dealt to the Pokémon this turn.)
34. Absorb 50 (All damage done to this Pokémon this turn is reduced by 50. This applies to each hit of a move such as Water Shuriken. Damage done to this Pokémon's Substitute is not reduced. Negative damage cannot be caused.)
35. Intimidate (If this Pokémon attacks a Pokémon which does not share a type with it, it gains Infiltrator for that attack.)
36. Defender (This Pokémon is anti-Taunted this turn.)
37. Dethrone (If and when this Pokémon attacks the Pokémon with the highest percent health or tied for the highest, it gains a permanent Att/Def/SpAtt/SpDef+1.)
38. Wither (If and when this Pokémon would cause damage to a Pokémon, instead that Pokémon gets Att/Def/SpAtt/SpDef-1 for every 100 damage that would have been dealt, rounded up. Effects that care how much damage is dealt are applied based on how much damage would otherwise have been dealt.)
39. Radiance – If this Pokémon deals damage to a Pokémon, all Pokémon that share a type with that Pokémon take damage equal to one fourth the amount it took. This does not cause itself to trigger again.
40. Shadow (This Pokémon gains Ghost type until end of turn. If it attacks a non-Ghost, it gains Infiltrator for the attack. If a non-Ghost attacks it, that Pokémon gains Infiltrator for the attack.)
41. Flanking (If and when this Pokémon attacks a Pokémon without Flanking, that Pokémon gets Att/Def/SpAtt/SpDef-1 until end of turn. Drops stack if it gets attacked by multiple Flankers.)
42. Morph (All Pokémon who gain this effect simultaneously morph to nameless entities that have 200 for Att/Def/SpAtt/SpDef/Speed, before applying modifiers. Speed ties will be rolled privately while any Pokémon remain morphed and morphed Pokémon will not be named when they attack. Morphed Pokémon lose their ability and become typeless. When a Pokémon unmorphs, it gains back its initial ability (Gastro Acid stays in effect). All Pokémon may unmorph (return to normal) any point after that turn, with the same mechanics as Mega Evolution.)
43. Changeling (This Pokémon becomes every type until end of turn.)
44. Horsemanship (If this Pokémon attacks a Pokémon without Horsemanship, it gains Infiltrator for that attack.)
45. Ripple 2 (Whenever this Pokémon attacks this turn, it rolls two dice equal to the number of moves it knows. For each 1, it uses the same move again. This process is repeatable but limited by the move's PP (and only works if it succeeds in using that move again).)
46. Gravestorm (This Pokémon's move is repeated for each Pokémon already KO'd this turn (before it first uses it).)
47. Detain (This Pokémon flinches.)
48. Morbid – After all end of turn effects, if a Pokémon was KO'd this turn, this Pokémon gains the effect of a Full Restore.
49. Tempting Offer – When this Pokémon moves, each opponent has the choice to also use that move (decided simultaneously when the move is announced with a target if applicable, occur in speed order after the initial usage). For each opponent who does, this Pokémon uses it again (after all other usages, may choose new (independent) targets but must choose all at once).
50. Fateful Hour – If this Pokémon is at 5% health or less, prevent all damage done to it this turn.
XY Private
Hit all-hit one
Perish Song, Sleep moves (other than Rest), Encore, Intimidate fail
Redirects On
No Holds
Moves that can target an ally can target others (such as Helping Hand); Moves that affect your whole team (excluding Reflect/Light Screen) (such as Heal Bell) affect all Pokémon who vote the same way you do that turn
Evasion/OHKO Clauses
Illusion = random from Pokédex
Not sending is a KO at the end of turn, but you'll place as if KO'd before turn starts
Topsy-Turvy fails (its interactions with this rule are way too complicated)
Psych Up fails (it is likewise complicated and occasionally OP)
Special Rule: Will of the council – After each turn with three or more people left, an effect will be rolled from the following list. With each send, each trainer also sends a Pokémon. Each Pokémon with the most votes or tied for the most votes gets the effect. All effects come into play at priority+∞ unless otherwise stated. Effects that are based upon when the Pokémon attack occur immediately before the attack. All stats are capped at ±6. Temporary stat modifications given by the rule are overriden by permanent stat modifications (if it would cause excess of the cap, the permanent stat mod stays after the temporary one wears off). Any effect which gives Infiltrator also prevents it from being copied, exchanged, or stolen.
1. Indestructible (if this Pokémon would faint this turn, it doesn't. It remains at 1 HP.)
2. Regenerate (if this Pokémon would faint for the first time this turn, it doesn't. It is restored to full HP. If it hasn't yet moved, it flinches.)
3. Undying (if this Pokémon would faint this turn while it has no stat rises, it comes back at full HP and Att/Def/SpAtt/SpDef+1.)
4. Persist (if this Pokémon would faint this turn while it has no stat drops, it comes back at full HP and Att/Def/SpAtt/SpDef-1.)
5. Vigilance (all veto tiers are ignored for this Pokémon, it moves regardless of any effect. The send must have been a legal send at the beginning of the turn.)
6. Flying (This Pokémon gains Flying type until end of turn. If it attacks a Pokémon that isn't Flying or Levitating, it gains Infiltrator for that attack.)
7. Protection from everything (This Pokémon can't be dealt damage this turn. Any move targeted at it, including its own if applicable, fails. Field affecting moves, such as weather, work. Non-stat modifiers such as (but not limited to) Aqua Ring, Reflect, Focus Energy, or Leech Seed (if it is the one seeded) on this Pokémon ends. If it attacks this turn, it gains Infiltrator for that attack.)
8. Protection from <type> (Roll a type. This Pokémon can't be dealt damage by a move of that type or effect caused by a move of that type. If a move of that type is targeted at it, including its own if applicable, the move fails. Field affecting moves, such as weather, work. Non-stat modifiers such as Aqua Ring, Reflect, Focus Energy, or Leech Seed (if it is the one seeded) on this Pokémon caused by a move of that type end. If it attacks a Pokémon of that type this turn, it gains Infiltrator for that attack.)
9. Populate (If this Pokémon has a Substitute, it gets a second Substitute with the same current health. If it has two or more already, it will be the same health as the highest among them (this should only occur due to the same effect happening twice). The new one gets hit first and Substitute will fail while either is still there.)
10. +2/+2 until end of turn (This Pokémon's Att/Def/SpAtt/SpDef stats are treated as though they were two stages higher this turn.)
11. -2/-2 until end of turn (This Pokémon's Att/Def/SpAtt/SpDef stats are treated as though they were two stages lower this turn.)
12. Proliferate (Every non-zero stat stage on this Pokémon is taken one farther from zero. Every rise is increased and every drop is decreased.)
13. Shroud (All moves targeted at this Pokémon this turn fail, including its own if applicable.)
14. Hexproof (All moves targeted at this Pokémon by others this turn fail.)
15. Annihilator 1 (If this Pokémon attacks another Pokémon with a Substitute, the Substitute breaks before the attack occurs.)
16. Double Strike (This Pokémon uses its move twice, at normal priority and one higher priority.)
17. First Strike (This Pokémon's move's priority is increased by one.)
18. Lifelink (This Pokémon heals equal to the damage it deals.)
19. Bushido 1 (This Pokémon gets Att/Def/SpAtt/SpDef+1 if and when it hits a Substitute or has its Substitute attacked. Boosts stack but wear off at the end of turn.)
20. Exalted (If this Pokémon is the only Pokémon to attack its target, it gains Att/Def/SpAtt/SpDef+1 until end of turn when it attacks. Applies based on who targeted it with aggressive moves, regardless of if the move is successful.)
21. Reach (This Pokémon resists Flying this turn, even if it normally weak to Flying. If it is already resistant to Flying, this does not change Flying's effectiveness. Flying type moves used on it cannot bypass Substitute, Light Screen, Reflect, Mist, or Safeguard (Defog works normally). The effectiveness change applies before any of the Pokémon's abilities which may affect it, then they apply if still relevant.)
22. Extort (Whenever this Pokemon uses a status move on another Pokemon this turn, its target loses 10% of its Max HP (rounded down) and the user gains the same amount of health.)
23. Battle Cry (If this Pokémon attacks another Pokémon, all other Pokémon attacking that Pokémon gain Att/SpAtt+1 until end of turn. The boost is applied at the beginning of the turn and applies to anything targeting it with an aggressive move.)
24. Flashback (This Pokémon's move is used twice in a row. Afterwards, that move's PP becomes 0.)
25. Phasing (This Pokémon vanishes instantly in a semi-invulnerable state. Next turn, the chosen move is executed (basically the move becomes like Shadow Force).)
26. Suspend 3 (This Pokemon does not act this turn. It Suspends its move with a counter of three. At priority+∞ (after the Will of the Council), the counter is reduced by one. When it hits 0, the move occurs (basically, the move becomes like Future Sight).)
27. Cascade (When this Pokemon uses a move, roll a move with more maximum PP than the move used (Sleep Talk style). The second move is used as well as the first. The rolled move occurs first.)
28. Devour 1 (If and when this Pokemon uses an offensive move this turn and has a Substitute, the user's Substitute is destroyed and the Pokemon gains Att/Def/SpAtt/SpDef+1.)
29. Frenzy 1 (If and when this Pokémon attacks an opponent that is not attacking it, it gains Att/Def/SpAtt/SpDef+1 until end of turn.)
30. Poisonous 1 (If this Pokémon deals damage to an opponent this turn, that Pokémon becomes Poisoned. If it's already Poisoned, it becomes Badly Poisoned (starting at Tox0). If it's already Badly Poisoned, the counter is increased by one.)
31. Epic (If this Pokémon uses an aggressive move, that move is repeated each turn afterwards with a selectable target in addition to another move. The copied move occurs first. No other aggressive moves can be used. That move can't run out of PP.)
32. Echo (This Pokémon is Encored into its previous move for this turn only.)
33. Trample (Excess damage done by this Pokémon's attacks after breaking a Substitute is dealt to the Pokémon this turn.)
34. Absorb 50 (All damage done to this Pokémon this turn is reduced by 50. This applies to each hit of a move such as Water Shuriken. Damage done to this Pokémon's Substitute is not reduced. Negative damage cannot be caused.)
35. Intimidate (If this Pokémon attacks a Pokémon which does not share a type with it, it gains Infiltrator for that attack.)
36. Defender (This Pokémon is anti-Taunted this turn.)
37. Dethrone (If and when this Pokémon attacks the Pokémon with the highest percent health or tied for the highest, it gains a permanent Att/Def/SpAtt/SpDef+1.)
38. Wither (If and when this Pokémon would cause damage to a Pokémon, instead that Pokémon gets Att/Def/SpAtt/SpDef-1 for every 100 damage that would have been dealt, rounded up. Effects that care how much damage is dealt are applied based on how much damage would otherwise have been dealt.)
39. Radiance – If this Pokémon deals damage to a Pokémon, all Pokémon that share a type with that Pokémon take damage equal to one fourth the amount it took. This does not cause itself to trigger again.
40. Shadow (This Pokémon gains Ghost type until end of turn. If it attacks a non-Ghost, it gains Infiltrator for the attack. If a non-Ghost attacks it, that Pokémon gains Infiltrator for the attack.)
41. Flanking (If and when this Pokémon attacks a Pokémon without Flanking, that Pokémon gets Att/Def/SpAtt/SpDef-1 until end of turn. Drops stack if it gets attacked by multiple Flankers.)
42. Morph (All Pokémon who gain this effect simultaneously morph to nameless entities that have 200 for Att/Def/SpAtt/SpDef/Speed, before applying modifiers. Speed ties will be rolled privately while any Pokémon remain morphed and morphed Pokémon will not be named when they attack. Morphed Pokémon lose their ability and become typeless. When a Pokémon unmorphs, it gains back its initial ability (Gastro Acid stays in effect). All Pokémon may unmorph (return to normal) any point after that turn, with the same mechanics as Mega Evolution.)
43. Changeling (This Pokémon becomes every type until end of turn.)
44. Horsemanship (If this Pokémon attacks a Pokémon without Horsemanship, it gains Infiltrator for that attack.)
45. Ripple 2 (Whenever this Pokémon attacks this turn, it rolls two dice equal to the number of moves it knows. For each 1, it uses the same move again. This process is repeatable but limited by the move's PP (and only works if it succeeds in using that move again).)
46. Gravestorm (This Pokémon's move is repeated for each Pokémon already KO'd this turn (before it first uses it).)
47. Detain (This Pokémon flinches.)
48. Morbid – After all end of turn effects, if a Pokémon was KO'd this turn, this Pokémon gains the effect of a Full Restore.
49. Tempting Offer – When this Pokémon moves, each opponent has the choice to also use that move (decided simultaneously when the move is announced with a target if applicable, occur in speed order after the initial usage). For each opponent who does, this Pokémon uses it again (after all other usages, may choose new (independent) targets but must choose all at once).
50. Fateful Hour – If this Pokémon is at 5% health or less, prevent all damage done to it this turn.