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- BATTLES.
- In this Quest, Pokémon Battles consist of two main aspects.
- >COMMANDS.
- >MOVES.
- In combat there 6 main COMMANDS you can choose from during each turn:
- ATTACK:
- DEFEND:
- EVADE
- SWITCH OUT:
- USE ITEM:
- OTHER:
- >ATTACK: focus solely on attacking, Increasing ACCURACY, the DAMAGE output will be BOOSTED
- >DEFEND: Tank the hit, reduce your damage, make your opponent tired, can prepare a counterattack
- >EVADE: Try to evade completely your opponent's attack, close or make the distance between you and your rival. If you fail the attack hits you with full force, the difficulty of its DC is determined, by your Pokémon and your opponent's speed.
- >ITEM: According to the Official Battling Regulations, the use of one Item per Pokémon is allowed during battle, regardless of held items.
- >SWITCH OUT: Change Pokémon but take the hit
- >OTHER: Think outside the box. You are not limited to just using moves in a traditional manner. Any strategy is viable as long as its doable.
- For every command, there’s an established DC, 3 rolls. It usually works like this but the results can change depending on the goal of the action.
- 0 passes: CRIT FAIL
- 1 pass: Semi-pass (The MOVE is used but without a BOOST in DAMAGE or the possibility of DEFENDING or EVADING )
- 2 Passes: Everything goes as planned
- 3 Passes: CRIT!
- Depending on the type of attack, a STATUS CONDITION (FREEZE, POISON, BURN, PARALYSIS) can be caused, this is decided by your highest roll and the success of the MOVE.
- MOVES:
- They are the same as in the core game, but there's no limit to the moves a Pokémon can learn, either for you or your opponents. More powerful moves and moves with lower accuracy will have a higher DC.
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