Post by Ash K. on Aug 15, 2014 19:52:35 GMT -5
Knitty, you should be able to see this and can use these rules if you feel like it, as long as I'm in the FFA. Of course you don't have to.
FFA
Revolution
Hit all-hit one
Perish Song, Sleep moves (other than Rest), Encore, Intimidate fail
No redirects
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 before people KO'd during the turn
Topsy-Turvy fails (its interactions with this rule are way too complicated)
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.
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. Infiltrator gained this way can't be copied, exchanged, or stolen.)
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. Field affecting moves, such as weather, work. Non-stat modifiers such as Aqua Ring, Reflect, Focus Energy, or Leech Seed on this Pokémon ends.)
8. Protection from itself (This Pokémon can't be dealt damage by itself this turn. If it uses a self targeted move, that move fails.)
9. 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 on this Pokémon caused by a move of that type end.)
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. Can't be raised above +6 by this effect. If it was at +4 or higher and is raised by another effect, that effect will take priority and remain active after the turn ends.)
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. Can't be dropped below -6 by this effect. If it was at -4 or lower and is reduced by another effect, that effect will take priority and remain active after the turn ends.)
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. Both are still capped at ±6.)
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 rest of 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 it hits a Sub or has its Sub attacked. Boosts stack but wear off at the end of turn. Capped at +6.)
20. Exalted (If this Pokémon is the only Pokémon to attack its target, the attack deals double. 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).)
22. Extort (Whenever this Pokemon uses a status move on another Pokemon, its target loses 10% of its Max HP and the user gains the same amount.)
23. Battle Cry (If this Pokémon attacks another Pokémon, it and 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. Capped at +6.)
24. Flashback (This Pokémon's move is used twice in a row. After this turn, it can no longer use that move.)
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 2 (This Pokemon does not act this turn. 2 turns later, its move is used at the end of turn (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.)
28. Devour 1 (If this Pokemon uses an offensive move this turn and has a Substitute, the Substitute is destroyed and the Pokemon gains Att/Def/SpAtt/SpDef+1.)
29. Frenzy 1 (If 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. 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 after breaking a Substitute is dealt to the Pokémon.)
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. Infiltrator gained this way cannot be copied, exchanged, or stolen.
36. Defender (This Pokémon is anti-Taunted this turn.)
37. Dethrone (If this Pokémon attacks the Pokémon with the highest percent health or tied for the highest, it gains a permanent Att/Def/SpAtt/SpDef+1. It is capped at +6.)
38. Wither (If this Pokémon would cause damage to a Pokémon, instead that Pokémon gets Att/Def/SpAtt/SpDef-1 for every 50 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.)
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. Infiltrator gained this way cannot be copied, exchanged, or stolen.)
FFA
Revolution
Hit all-hit one
Perish Song, Sleep moves (other than Rest), Encore, Intimidate fail
No redirects
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 before people KO'd during the turn
Topsy-Turvy fails (its interactions with this rule are way too complicated)
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.
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. Infiltrator gained this way can't be copied, exchanged, or stolen.)
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. Field affecting moves, such as weather, work. Non-stat modifiers such as Aqua Ring, Reflect, Focus Energy, or Leech Seed on this Pokémon ends.)
8. Protection from itself (This Pokémon can't be dealt damage by itself this turn. If it uses a self targeted move, that move fails.)
9. 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 on this Pokémon caused by a move of that type end.)
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. Can't be raised above +6 by this effect. If it was at +4 or higher and is raised by another effect, that effect will take priority and remain active after the turn ends.)
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. Can't be dropped below -6 by this effect. If it was at -4 or lower and is reduced by another effect, that effect will take priority and remain active after the turn ends.)
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. Both are still capped at ±6.)
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 rest of 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 it hits a Sub or has its Sub attacked. Boosts stack but wear off at the end of turn. Capped at +6.)
20. Exalted (If this Pokémon is the only Pokémon to attack its target, the attack deals double. 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).)
22. Extort (Whenever this Pokemon uses a status move on another Pokemon, its target loses 10% of its Max HP and the user gains the same amount.)
23. Battle Cry (If this Pokémon attacks another Pokémon, it and 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. Capped at +6.)
24. Flashback (This Pokémon's move is used twice in a row. After this turn, it can no longer use that move.)
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 2 (This Pokemon does not act this turn. 2 turns later, its move is used at the end of turn (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.)
28. Devour 1 (If this Pokemon uses an offensive move this turn and has a Substitute, the Substitute is destroyed and the Pokemon gains Att/Def/SpAtt/SpDef+1.)
29. Frenzy 1 (If 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. 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 after breaking a Substitute is dealt to the Pokémon.)
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. Infiltrator gained this way cannot be copied, exchanged, or stolen.
36. Defender (This Pokémon is anti-Taunted this turn.)
37. Dethrone (If this Pokémon attacks the Pokémon with the highest percent health or tied for the highest, it gains a permanent Att/Def/SpAtt/SpDef+1. It is capped at +6.)
38. Wither (If this Pokémon would cause damage to a Pokémon, instead that Pokémon gets Att/Def/SpAtt/SpDef-1 for every 50 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.)
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. Infiltrator gained this way cannot be copied, exchanged, or stolen.)