## General

- Make sure to confirm the type of battle you want to have. Only Single Battles and Double Battles (This includes Tag Battles) are allowed.
- Single Battle: 3 Pokémon each.
- Double Battle: 4 Pokémon each.
- Tag Battle: 2 Pokémon each.

- You have to request a referee for your battle. You can do so in the chatroom, or personally request a user on their Message Wall.
- The referee will randomly select the weather condition here.
- During battle, the referee is to mention:
- The order in which Pokémon will be able to use a move.
- If an ability has been activated.
- If the move misses or is avoided.
- How much damage a Pokémon receives.
- If the move was super effective or not very effective.
- If any stat changes.
- If any status conditions takes place.
- If the wielder's held item has been activated.
- If a Pokémon has fainted.

- You are allowed to use dialogue during your battle, as long as it is appropriate and mentions the move you'll have your Pokémon use, and if the target is optional, who the target will be.
- Your Pokémon should only know a max of 4 moves.
- Your Pokémon will have access to any moves learnt up to that level.
- Your Pokémon can have moves learned through TMs. However, with the exception of Explosion, and moves with a varied base power, a Pokémon can only have those moves based on its level and the move's base power.

Level | Power |
---|---|

15 | 60 or lower |

30 | 75 or lower |

45 | 90 or lower |

60 | 95 or higher |

- Mega Evolution can only occur after a turn has passed.

## Weather

- The types of weather are:
- Normal:
- Causes Moonlight, Morning Sun, Shore Up, and Synthesis to restore the user's HP by up to the amount equal to ½ of its max HP.

- Sunny:
- Boosts the power of
**Fire**-type moves by 50%. - Lowers the power of
**Water**-type moves by 50%. - Allows Solar Beam and Solar Blade to be used without charging.
- Changes Weather Ball to
**Fire**-type move and double its power. - Changes the accuracy of Hurricane and Thunder to 50%.
- Causes Moonlight, Morning Sun and Synthesis to restore the user's HP by up to the amount equal to ⅔ of its max HP
- Prevents Pokémon from being frozen.
- Activates the following abilities: Chlorophyll, Dry Skin, Flower Gift, Forecast, Leaf Guard, and Solar Power.

- Boosts the power of
- Sandstorm:
- Raises the Special Defense of all
**Rock**-type Pokémon by 50% once. - Changes Weather Ball to
**Rock**-type move and doubles its power. - Halves the power of Solar Beam and Solar Blade.
- Causes Moonlight, Morning Sun, and Synthesis to restore the user's HP by up to the amount equal to ¼ of its max HP.
- Causes Shore Up to restore the user's HP by up to the amount equal to ⅔ of its max HP.
- Activates the following abilities: Sand Force, Sand Rush, and Sand Veil.
- Deals damage at the end of every turn to all Pokémon that are not
**Ground**,**Rock**,**Steel**type, or do not have Sand Force, Sand Rush, Sand Veil, Magic Guard as their ability by what equals^{1}/_{16}their max HP.

- Raises the Special Defense of all
- Rainy:
- Boosts the power of
**Water**-type moves by 50%. - Lowers the power of
**Fire**-type moves by 50%. - Changes Weather Ball to
**Water**-type move and doubles its power. - Allows Hurricane and Thunder to hit all the time.
- Halves the power of Solar Beam and Solar Blade.
- Causes Moonlight, Morning Sun, and Synthesis to restore the user's HP by up to the amount equal to ¼ of its max HP.
- Causes Shore Up to restore the user's HP by up to the amount equal to ½ of its max HP.
- Activates the following abilities: Dry Skin, Forecast, Hydration, Rain Dash, and Swift Swim.

- Boosts the power of
- Hailing:
- Halves the power of Solar Beam and Solar Blade.
- Changes Weather Ball into a
**Ice**-type move and doubles its power. - Causes Moonlight, Morning Sun, and Synthesis to restore the user's HP by up to the amount equal to ¼ of its max HP.
- Causes Shore Up to restore the user's HP by up to the amount equal to ½ of its max HP.
- Allows Blizzard to never miss.
- Activates the following abilities: Forecast, Ice Body, Slush Rush, and Snow Cloak.
- Deals damage at the end of every turn to all Pokémon that are not
**Ice**type, or have Ice Body, Magic Guard, Overcoat, Slush Rush, or Snow Cloak as their ability by what equals^{1}/_{16}their max HP.

- Foggy:
- Lowers the accuracy of all Pokémon who do not have Keen Eye or White Smoke as their ability by 10%.
- Doubles the power of Weather Ball.
- Halves the power of Solar Beam.
- Causes Shore Up to restore the user's HP by up to the amount equal to ½ of its max HP.

- Normal:

## Moves

- A Pokémon can only know 4 moves at a time.
- If your Pokémon is going to use an increased priority move or a decreased priority move, you have to mention this in parenthesis when you first send out your Pokémon if you will use it the first turn, or a turn before.
- If your Pokémon uses Metronome, the referee is to click on the random move button on the top page.
- If a move burns a target, it will be inflicted with damage that is equal to 1/16 its max HP at the end every turn. The target will also have its Attack halved.

## Statistics

- The wiki will only use IVs and EVs for the HP of a Pokémon, thus maxing out their HP. Instructions on how to calculate the amount of HP by level can be found below. All Pokémon will follow this system, with the exception of Shedinja. If the overall total is equal to a decimal number, round down.
- First, you multiply the user's base HP by 2.
- Second, you add to the total with 94, which equals the IV and EV when combined.
- Third, you multiply the total by the user's level.
- Fourth, you divide the total by 100.
- Fifth, you add the total with what equals the user's level plus 10.

- If Pokémon are tied in Speed, the referee will have to go [ here] and list the Pokémon, spin the wheel and mention the order in which the Pokémon will go in.
- All Pokémon will start off with an evasiveness of 25%. This will only come into play if the move doesn't have an accuracy of 100% or doesn't abide by accuracy.
- The normal chance to get a critical hit is 15%. For moves that have a high critical-hit ratio, it is 30%. If the Pokémon is holding a Lansat Berry, it is 30%. If the user holds the Lansat Berry while using a high critical hit move, the chance of landing a critical hit will be 60%.
- A Pokémon will have a 50% chance to use a move when paralyzed, snap out of confusion, and wake up after being put to sleep by another Pokémon.
- A stat and critical-hit ratio can be increased or decreased a max of 6 stages. The rate at which this can be achieved follows as.
- 1 stage: Increases a stat by 15% each or decreases a stat by 10% each.
- 2 stages: Increases a stat by 30% each or decreases a stat by 20% each.
- 3 stages: Increases a stat by 45% each or decreases a stat by 30% each.

- The links in the chart here will be used to determine if a move hits, if a move will be a critical hit, if a move will be avoided, if a stat will be modified, or if a status effect will occur, based on the percentage.
- To calculate how much experience a Pokémon will get in order to level up, you multiply the target's base experience by its level, then divide the total by 5. The only stat they will change due to leveling up, will be the Pokémon's HP. Whatever difference its HP would have at its next level will be added onto its current HP. If there are more than one Pokémon that faced the fainted Pokémon, the experience will have to be split evenly.

## Power and Damage

- The following are guidelines to calculating the total power of a move. There will be two parts to this formula. Once you gain the total of part A, you multiply all the factors of part B. After each part together The overall total will be a decimal number, so round down.
- Part A:
- First, you multiply the user's level by 2.
- Second, you divide the total by 5.
- Third, you add 5 to the total.
- Fourth, you multiply the total by the base power of the move.
- Fifth, you multiply the total by the quotient of one of the user's offensive stats and one of the target's defensive stats. If the user's offensive stats are the same as the target's defensive stats, you don't apply to the formula.
- Sixth, you divide the total by 50.

- Part B: Multiplication will be used to solve this equation using the following factors.
- Constant: 0.85 will always be calculated into the equation.
- Targets: 0.75 if the move is to hit more than one target in a turn. 1 otherwise.
- Weather: 1.5 if a
**Water**-type move is used during rain or a**Fire**-type move is used during sunny weather. 0.5 if a**Fire**-type move is used during rain or a**Water**-type move is used during sunny weather. 1 otherwise. - Critical: 1.5 if the move will be a critical hit. 1 otherwise.
- STAB: 1.5 if the user's type matches the move's type (2 if the user also has Adaptability as its ability). 1 otherwise.
- Type effectiveness: 0 if the target is immune to the type. 0.25 or 0.5 depending on how not very effective the type is to the target. 2 or 4 depending on how super effective the type is to the target. 1 otherwise.
- Burn: 0.5 if the user is burned and is using a physical move. 1 otherwise.
- Other: If there any other factors that can affect the damage, apply them.

- Part A:
- You then subtract the total from the target's HP.