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Old 01-08-2020, 09:07 PM   #1
Sandaa
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Aegislash Gym & Raid Battle Rules and Guidelines

Fizzytopian Pokemon Gym League

Throughout the ages of Fizzytopian history, there have been legends told of distinguished Pokemon masters who specialized in specific types of Pokemon and together with their partners rose to the top of their respective fields. Whether those masters served to protect their homes, conquer and explore new territory, or apply their research to further advance civilization, they all became unquestioned leaders all across the land. Over time, as the land of Fizzytopia unified into what it is today, these experts banded together and formed a league of friendly competition; to serve as a beacon for all aspiring Pokemon trainers to rise up and overcome. The mantle of leadership has passed down from generation to generation, ranging from the indomitable strength of inherited bloodlines to the clout of foreign challengers who have proven themselves worthy to usurp the title.

A number of mysterious Power Spots have been discovered throughout the land of Fizzytopia, and it’s time for the league of Pokemon masters to rise once more to organize, research, and defend the region from danger! These Power Spots have been observed to react to very specific Pokemon types, so a number of gyms have been built around them to serve as both a sparring ground and defensive strong hold to fend off attacks through raid battles. To give a better understanding of how Raid Battles work, here is a list of rules and guidelines:
Quote:
Dynamax Raid Rules & Guidelines
  • Trainers may enroll in a raid battles twice a month with only one Pokemon each raid. Switching Pokemon mid-battle is prohibited. Trainers may also only partake in one Gigantamax Raid per month.
  • During each round of combat, trainers are permitted to offer either one attack from their Pokemon’s movepool OR use one item from their inventory. Pokeballs will not work during combat.
  • When issuing an attack, please state the attack's un-buffed Base Power (BP). If a hold item or ability’s effect is activated in the present round as a result of the previous round’s damage calculation or the present round’s orders, please state it clearly in your response.
  • In order to streamline the action and reduce the number of delays in this battle mode, trainers are not required to roleplay their responses each turn. However, they are still welcome to roleplay if they desire, and additionally collect $250 for posts of 250 words or greater and +1 Bond per 250-word post for only the Pokemon that is in combat.
  • Trainer’s Pokemon will enter combat with a set amount of health, and will begin combat with even more if they are lv.30 or greater, and additionally if they are lv.60 or greater. If a trainer’s Pokemon reaches 0 health during combat, they will be rendered unconscious for the duration of one turn. The trainer must sit out the following turn before their Pokemon is automatically revived at full health. If a specific number of Pokemon are rendered unconscious throughout the duration of the raid battle, then the battle is lost.
  • During Raid Battle combat, the participating trainers will be randomized into a queue in which they are permitted to Dynamax their Pokemon. If a trainer does not Dynamax their Pokemon, the opportunity will fall to the next person on the queue the following turn. While Dynamaxed, Pokemon will gain an increase to their maximum HP and will only be allowed to use Max moves corresponding to specific types of attacks from their movepool, as well as Max Guard for status moves. Dynamax Status lasts for 3 rounds.
  • Opposed to the objective nature of standard FB updates, damage in Dynamax raid battles will be calculated using a specific formula that includes attack Base Power and type effectiveness. In large raid battles, attacks that have a wide range of effect will have their range reduced, and in battles with more than 8 trainers, raid bosses’ single-target attacks will hit 2 Pokemon instead. Raid boss attacks and targets are selected at random.
  • Dynamax raid bosses will have a predetermined health gauge, number of attacks it uses per turn, and number of shields that it will employ once it crosses certain health thresholds. These values are determined by both the number of challengers and the difficulty rating of the raid battle.
  • Dynamax raid bosses will generally have a 3 or 4 star difficulty rating while Gigantamax raid bosses will have a 5 star rating. Individual gyms may only launch 2 Gigantamax raids in a calendar year, and must be six months apart. However, raid challengers may use Wishing Pieces to summon Gigantamax Raids of their selection from the gym of the corresponding type. Gigantamax Raids from Wishing Pieces do not count towards this bi-yearly limit.
  • Raid bosses are immune to the effects of Sleep, Flinch, & Infatuation, and additionally Status & Secondary Effects while shields are employed. Some moves (found here) such as Destiny Bond and Perish Song, as well as CM Guardian Terrain, will not work in raid battles. For now, moves such as Disable are prohibited as their intended effects require re-balancing.
  • The use of Z-Move Crystals and Mega Evolution Stones are prohibited during Dynamax Raid battles.
  • If a trainer does not offer an action on a turn where their Pokemon has not fainted, then their turn is forfeit and they may draw the focus of the raid boss’s attacks. In order to ensure fairness to active trainers, if the same trainer misses more than one turn, then they will be removed from the raid with no reward, and the boss’s health will be deducted by the inactive trainer’s Pokemon’s remaining health.
  • If a trainer's Pokemon is knocked out, they have the option of cheering. Cheering can be used to either heal an ally by 50% of their health, or to break a boss's shield (assuming the shields are active).
At the helm of these defensive stations are none other than the Gym Leaders. They have been appointed due to recognition of rising to the pinnacle of their particular fields and have proven themselves worthy of organizing and leading a defense against the Power Spot of each of their respective typing. A level of responsibility and expectation has fallen on their shoulders to remain proactive and steadfast in their duties and maintaining the upkeep of their selected gyms. Here are a list of duties that Gym Leaders are responsible for, and the expectations that they are meant to uphold:
Quote:
Gym Leader Rules & Responsibilities
  • Trainers may become a Gym Leader only if they possess Six Pokemon of the primary typing.
  • Gym Leaders may select a secondary typing that is unoccupied for their Gym but they must have Three Pokemon of the Secondary type. New Gym Leaders may pick from any open type or they may also choose a taken secondary typing. The Gym Leader which had that secondary typing gets first choice of a new second type.
  • Gym Leaders must remain active. If there is no activity during a Bi-Monthly period, the leader forfeits their title. Gym Leaders may appoint a Deputy Gym Leader to assist them. The Deputy Gym Leader would be in charge of the Gym if the leader has a busy period. Deputy Gym Leaders must possess Four Pokemon of the Gym’s Primary Typing and Two Pokemon of the Gym’s Secondary typing to be considered for the position.
  • Gym Leaders have the ability to host/update a Dynamax/Gigantamax Raid Battle of their Primary or Secondary typing once per calendar month. Gigantamax raids may only be done bi-yearly, as in twice every calendar year. You must wait six months between each Gigantamax Raid. If a Raid Battle carries over into the next month, the Gym Leader may not launch a new raid until the previous one is completed. Gigantamax Raids from Wishing Pieces do not count towards this bi-yearly limit.
  • Gym Leaders must be familiar with the calculations needed to host Dynamax/Gigantamax Raids. A rundown will be given following the application period that includes a small test.
  • Gym Leaders are in control of their own Gyms, meaning that they can design the challenges and choose the Dynamax/Gigantamax Pokemon for raids (within reason. Each Gym Leader will be in close contact with the moderation team).
As Gym Leaders are considered to be the forefront of their respective fields, a rigorous application process was put in place by the league officials in order to ensure that only the best were selected to wear the helm of a leader. Heavy expectations await those who decide to apply.
Gym Leader Applications:
Quote:
  • Username: [insert]
  • Primary Type: [insert – also provide a link to your trainer profile, as well as which Pokemon (minimum six) you have that fit this typing)]
  • Secondary Type Preference: (*This may shift depending on the wants of others for primary gyms)
  • Why you believe you would make a good Gym Leader: [insert]
  • Do you have prior leadership experience?: [insert]
  • Are you comfortable doing math equations to calculate raid battles?: [insert]
Current Gyms:
Sandaa: Typhon's Depths Gym [Water/Dragon]
TheKnightsFury: NeoKnight Gym [Steel/Rock]
Lil'Twick: Saccharine Sweets Gym [Fairy/Normal]
Raves: Loch Bygone Gym [Ground/Ghost]
Sneaze: Fizzy Power Co. Gym [Electric/Fire]
Connor: Slumbering Wilds Gym [Grass/Poison]
Defunct Gyms:
Spoiler: show
Naru: Twisted Roots Gym [Grass/Dark]
Ironthunder: Zephyr Valley Gym [Flying/Bug]

Last edited by Sandaa; 09-16-2020 at 11:20 PM.
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Old 03-12-2020, 01:03 PM   #2
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The following is a list of attacks that have effects and mechanics altered to maintain a fair and balanced level of play within the Raid Battle game mode.

Aurora Veil (Ice, Status)
Old Effect: Reduces the Physical and Special damage dealt to the user and all allies by a third for 5 turns. Only used during Hail.
New Effect: Raises the Physical and Special Defense of the user and all allies by one stage for 5 turns, independent of individual stat buffs. Only used during Hail. Effects of Reflect and Light Screen do not stack; stronger effect is applied.

Electro Ball (Electric, Special -- BP)
Old Effect: User deals damage proportionate to how faster it is than the target.
New Effect: User deals damage based on their species’ base speed stat and Speed stat boosts.
0-50 Speed: 40 BP
50-100 Speed: 70 BP
100+ Speed: 100 BP
Gains +1 Sp.Atk bonus for each Speed stat boost and -1 Sp.Atk for each Speed stat drop.

Endeavor (Normal, Physical -- BP)
Old Effect: Target's Min. Health matches the user's current health.
New Effect: Flat damage is dealt to the target proportional to half of the health the user has lost from their max health.

Expanding Force (Psychic, Special 80 BP)
Old Effect: If user is under effects of Psychic Terrain, deals 1.5x damage in addition to terrain boost and becomes spread damage.
New Effect: If user is under effects of Psychic Terrain, attack damage becomes spread damage.

G-Max Depletion (Dragon, Varies -- BP)
Old Effect: Reduces the PP of the attack last used by the target.
New Effect: The last attack used by the target is disabled for 1 turn.

Gyro Ball (Steel, Physical -- BP)
Old Effect: User deals damage proportionate to how slower it is than the target.
New Effect: User deals damage based on their species’ base speed stat and Speed stat boosts.
0-50 Speed: 100 BP
50-100 Speed: 70 BP
100+ Speed: 40 BP
Gains +1 Atk bonus for each Speed stat drop and -1 Atk for each Speed stat boost.

Ice Ball (Ice, Physical 30 BP)
Old Effect: Move doubles in power with each consecutive round. Ends after 5 rounds.
New Effect: Move’s power is increased by the original Base Power (30 BP) with each consecutive round. Ends after 5 rounds.

Leech Seed (Grass, Status)
Old Effect: Health drained from target equivalent to 1/8 of target’s max health.
New Effect: Health drained from target equivalent to 1/16 of target’s max health.

Light Screen (Psychic, Status)
Old Effect: Reduces the Special damage dealt to the user and all allies by half for 5 turns.
New Effect: Raises the Special Defense of the user and all allies by two stages for 5 turns, independent of individual stat buffs.

Psywave (Psychic, Special -- BP)
Old Effect: User deals flat damage varying between 1 HP and 1.5x the user’s level.
New Effect: User deals flat damage varying between 50 HP and 150 HP.

Reflect (Psychic, Status)
Old Effect: Reduces the Physical damage dealt to the user and all allies by half for 5 turns.
New Effect: Raises the Physical Defense of the user and all allies by two stages for 5 turns, independent of individual stat buffs.

Rising Voltage (Electric, Special 70 BP)
Old Effect: If target is under effects of Electric Terrain, attack base power is doubled in addition to terrain boost.
New Effect: If target is under effects of Electric Terrain, attack base power is doubled.

Rollout (Rock, Physical 30 BP)
Old Effect: Move doubles in power with each consecutive round. Ends after 5 rounds.
New Effect: Move’s power is increased by the original Base Power (30 BP) with each consecutive round. Ends after 5 rounds.

Spite (Ghost, Status)
Old Effect: Reduces the PP of the attack last used by the target.
New Effect: The last attack used by the target is disabled for 1 turn.

Last edited by Sandaa; 09-15-2020 at 07:20 PM.
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