Pokemon Gakuen Elementum
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Pokemon Gakuen Elementum

You are a skillful Pokemon trainer, who has arrived on a small island to battle.
 
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 Battle Rules (Edited 11/21/12)

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AuthorMessage
Jay
Admin
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BP : [Shiloh - 10] [Lark - 10] [Rena - 10]
Slot 1 : [Shiloh - Flygon/50/18] [Lark - Pidgeot/50/18] [Rena - Skarmory/50/18]
Slot 2 : [Shiloh - Dragonair/50/18] [Lark - Altaria/50/18] [Rena - Empoleon/50/18]
Slot 3 : [Shiloh - Seadra/47/15] [Lark - Unfezant/50/18] [Rena - Escavalier/49/15]
Slot 4 : [Shiloh - Ferrothorn/49/15] [Lark - Ursaringergwsgwillfinishlater][Rena - Magneton/48/14]
Posts : 232
Join date : 2012-10-29
Age : 20
Location : Philadelphia, Pennsylvania

PostSubject: Battle Rules (Edited 11/21/12)   Mon Oct 29, 2012 3:21 pm

Copy and pasted from my previous site.

Here are battle rules. Follow them, please! Ask an admin or senior member for help if you do not understand.

Hit Points

This is your Pokemon's health. It is measured by Level. Every level, add three points to your Pokemon's HP.

Level 30: 110 HP
Level 31: 113 HP
Level 32: 116 HP
Level 33: 119 HP
Level 34: 122 HP
Level 35: 125 HP
Level 36: 128 HP
Level 37: 131 HP
Level 38: 134 HP
Level 39: 137 HP
Level 40: 140 HP
Level 41: 143 HP
Level 42: 146 HP
Level 43: 149 HP
Level 44: 152 HP
Level 45: 155 HP
Level 46: 158 HP
Level 47: 161 HP
Level 48: 164 HP
Level 49: 167 HP
Level 50: 170 HP

And so on...

Training

Training is having your Pokemon reach certain levels so that they can surpass other trainers and the Pokemon League.
It is done by posts. However many posts you do during battles tell you how many levels you grow. If it takes multiple battles, keep track in your signature or something next to your Pokemon.

______________________________________
Ex.
Sawsbuck
Level 42
8 more posts until Level 43
_______________________________________
Level 30 - Take 9 posts to level up
Levels 31-40 - Take 12 posts to level up
Levels 41-50 - Take 15 posts to level up
Levels 51-60 - Take 18 posts to level up
Levels 61-70 - Take 21 posts to level up
Levels 71-80 - Take 24 posts to level up
Levels 81-90 - Take 27 posts to level up
Levels 91-100 - Take 30 posts to level up

The longer the battle, the more likely you are to level up. If a Pokemon faints, the posts it accumulated still count. This makes it easier to grind.

Non-Battle posts DO NOT count as training posts.

If a Pokemon winsa against another Pokemon, it may gain 3 extra post values.

Damage

Damage is the amount of Hit Points you deduct from a Pokemon with each move. This can get complicated, so bear with me.
It matters on the level and power of the move how much damage is done. Find power by searching the move and checking a site like Bulbapedia or something.

p=Power
HP=Hit Points deducted from opponent

Level 30:
10p - 6 HP
15p - 8 HP
20p - 10 HP
25p - 12 HP
30p - 14 HP
35p - 16 HP
40p - 18 HP
45p - 20 HP
50p - 22 HP
55p - 24 HP
60p - 26 HP
65p - 28 HP
70p - 30 HP
75p - 32 HP
80p - 34 HP
85p - 36 HP
90p - 38 HP
95p - 40 HP
100p - 42 HP
Anything Higher - 72 HP

Levels 31-40:
10p - 8 HP
15p - 10 HP
20p - 12 HP
25p - 14 HP
30p - 16 HP
35p - 18 HP
40p - 20 HP
45p - 22 HP
50p - 24 HP
55p - 26 HP
60p - 28 HP
65p - 30 HP
70p - 32 HP
75p - 34 HP
80p - 36 HP
85p - 38 HP
90p - 40 HP
95p - 42 HP
100p - 44 HP
Anything Higher - 74 HP

Levels 41-50:
10p - 10 HP
15p - 12 HP
20p - 14 HP
25p - 16 HP
30p - 18 HP
35p - 20 HP
40p - 22 HP
45p - 24 HP
50p - 26 HP
55p - 28 HP
60p - 30 HP
65p - 32 HP
70p - 34 HP
75p - 36 HP
80p - 38 HP
85p - 40 HP
90p - 42 HP
95p - 44 HP
100p - 46 HP
Anything Higher - 76 HP

Levels 51-60:
10p - 12 HP
15p - 14 HP
20p - 16 HP
25p - 18 HP
30p - 20 HP
35p - 22 HP
40p - 24 HP
45p - 26 HP
50p - 28 HP
55p - 30 HP
60p - 32 HP
65p - 34 HP
70p - 36 HP
75p - 38 HP
80p - 40 HP
85p - 42 HP
90p - 44 HP
95p - 46 HP
100p - 48 HP
Anything Higher - 78 HP

Level 61-70:
10p - 14 HP
15p - 16 HP
20p - 18 HP
25p - 20 HP
30p - 22 HP
35p - 24 HP
40p - 26 HP
45p - 28 HP
50p - 30 HP
55p - 32 HP
60p - 34 HP
65p - 36 HP
70p - 38 HP
75p - 40 HP
80p - 42 HP
85p - 44 HP
90p - 46 HP
95p - 48 HP
100 - 50 HP
Anything Higher - 80 HP

Level 71-80:
10p - 16 HP
15p - 18 HP
20p - 20 HP
25p - 22 HP
30p - 24 HP
35p - 26 HP
40p - 28 HP
45p - 30 HP
50p - 32 HP
55p - 34 HP
60p - 36 HP
65p - 38 HP
70p - 40 HP
75p - 42 HP
80p - 44 HP
85p - 46 HP
90p - 48 HP
95p - 50 HP
100p - 52 HP
Anything Higher - 82 HP

Levels 81-90:
10p - 18 HP
15p - 20 HP
20p - 22 HP
25p - 24 HP
30p - 26 HP
35p - 28 HP
40p - 30 HP
45p - 32 HP
50p - 34 HP
55p - 36 HP
60p - 38 HP
65p - 40 HP
70p - 42 HP
75p - 44 HP
80p - 46 HP
85p - 48 HP
90p - 50 HP
95p - 52 HP
100p - 54 HP
Anything Higher - 84 HP

Levels 91-100:
10p - 20 HP
15p - 22 HP
20p - 24 HP
25p - 26 HP
30p - 28 HP
35p - 30 HP
40p - 32 HP
45p - 34 HP
50p - 36 HP
55p - 38 HP
60p - 40 HP
65p - 42 HP
70p - 44 HP
75p - 46 HP
80p - 48 HP
85p - 50 HP
90p - 52 HP
95p - 54 HP
100p - 56 HP
Anything Higher - 86 HP

Make sure to know the Power Points of each move, as well as limits. (recoil, next turn restraints, etc.)

IMPORTANT: Look at your Pokemon's Bulbapedia or Pokemon wiki page for the moves they learn by leveling up, as well as egg moves if they were hatched!

Type Advantages and Disadvantages

Type advantages add 5 HP deduction to an attack at first, and climb 5 more each 10 levels.

HP=HP lost by opponent

Levels 30-34 - +15 HP
Levels 35-40 - +20 HP
Levels 41-50 - +25 HP
Levels 51-60 - +30 HP
Levels 61-70 - +35 HP
Levels 71-80 - +40 HP
Levels 81-90 - +45 HP
Levels 91-100 - +50 HP

Type disadvantages are the same, except it weakens the attack by as much shown above.

Recoil

Some of the moves in Pokemon inflict damage on the one who uses the move. Here they are:

Flare Blitz - 1/10 HP
Take Down - 1/14 HP
Double Edge - 1/12HP
Brave Bird - 1/12 HP
Wild Charge - 1/14 HP
Volt Tackle - 1/10 HP
Wood Hammer - 1/10 HP
Head Smash - 1/10 HP
Head Charge - 1/12 HP
Struggle - 1/8 HP
Submission - 1/10 HP

Statuses

If someone inflicts a status onto you, it is usually bad. Here they are:

Burn: Every turn, 10 HP is deducted from the burned Pokemon.

Sleep: You are asleep for 3 turns, and cannot attack.

Paralyzed: Flip the status dice. If you flip a 1, you attack. If you flip a 2, you are immobilized and cannot attack in that turn.

Confusion: Flip the status dice. If you flip a 1, you attack. If you flip a 2, you inflict half the damage of the attack you were going to use.

Poison: Every turn, 10 HP is deducted from the poisoned Pokemon.

Bad Poison: Unless your Pokemon recovers damage, it will always faint in 8 turns. In other words, you'll take off 1/18th of your max HP every turn.

The "Frozen" status will not be included, because there is no move that just freezes you. It is a luck thing, and there is not a way to incorporate it.

The move Leech Seed takes 15 HP from the opponent and gives the user 15 HP during each turn. Even if the user faints, it still stays in effect.

Healing Moves

Healing moves all restore 40 HP. Synthesis, however, can vary. If it is sunny, it restores 60 HP. If raining, hailing, or a sandstorm, it restores 20 HP.

The item Leftovers restores 5 HP after each turn.

Dodging Rules and Dice

Unless accuracy or evasion stats have been altered, a move can only be dodged if it has 85 accuracy or less.

If the accuracy of the move is 80-85, it will hit when the dice rolls a 4-6. If the accuracy is below 80, the move will hit only if you roll a 5-6.

One Hit KO moves will only hit if you roll a 6, regardless of accuracy.

Stat Changers

Moves like Dragon Dance and Swords Dance are used to raise attack. Light Screen and Reflect are used to raise defense. This is how you use them:

Attack and Special Attack:
  • Moves that raise attack raise the power of any move that where your Pokemon makes direct contact, and is physical. You can tell if a move is "physical" or not by looking it up on a Pokemon website.
    Moves that raise special attack raise the power of any move where your Pokemon does not make any contact, but rather hits the opponent with some projectile or beam, and is "special". You can tell is a move is "special" or not by looking it up on a Pokemon website.


1 stage - +20 damage
2 stages - +40 damage
3 stages - +60 damage
4 stages - +80 damage
You cannot raise attack any higher than four stages.

Defense and Special Defense:
  • Moves that raise defense raise the resistance to any of your opponent's moves that make direct contact, and is physical. You can tell if a move is "physical" or not by looking it up on a Pokemon website.
    Moves that raise special defense raise the resistance to any of your opponent's moves that do not make any contact, but rather hits the opponent with some projectile or beam, and is "special". You can tell is a move is "special" or not by looking it up on a Pokemon website.



1 stage - -20 damage done by opponent.
2 stages - -40 damage done by opponent.
3 stages - -60 damage done by opponent.
4 stages - -80 damage done by opponent.
You cannot raise defense any higher than 4 stages.

Speed:
Moves that raise Speed raise the chance of you getting the first move. They are pretty complicated, and too unimportant to really implement, so we do not suggest trying to use a move that boosts it.

1 stage - Boosts a Pokemon's base speed by 10.
2 stages - Boosts a Pokemon's base speed by 20.
3 stages - Boosts a Pokemon's base speed by 30.
You cannot raise speed any higher than 3 stages.

Accuracy and Evasiveness will be unimplemented, as they are annoying sub-stats.
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Battle Rules (Edited 11/21/12)
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