da raid z0ne
The Raid Frontier
( Data Thread | Cheat Sheet and Vocations | Rewards )
Competitive battling sees trainers coaching their partners to the very pinnacle of their might, wielding such power as might scar the earth in the pursuit of greater self-mastery. However, there exists another type of battle, far-flung from the rules and regulations of civilized sport circuits. A battle where nurture contends with nature, where more than mere trophies hangs in the balance, and where true and unfettered power can be let loose!
The Raid Frontier tasks trainers to bring forth their partners both great and small, to form a greater whole and together topple mighty Boss Pokemon! Here, even the most niche ally can be a link in the chain of victory!
The Raid Frontier
( Data Thread | Cheat Sheet and Vocations | Rewards )
Competitive battling sees trainers coaching their partners to the very pinnacle of their might, wielding such power as might scar the earth in the pursuit of greater self-mastery. However, there exists another type of battle, far-flung from the rules and regulations of civilized sport circuits. A battle where nurture contends with nature, where more than mere trophies hangs in the balance, and where true and unfettered power can be let loose!
The Raid Frontier tasks trainers to bring forth their partners both great and small, to form a greater whole and together topple mighty Boss Pokemon! Here, even the most niche ally can be a link in the chain of victory!
Under Renovation: We're currently implementing changes from the Season 9.3 Major Update, so stay tuned!
For Entry
- Players and referees must be T.Lv2 or higher.
- Challenging the Raid Frontier costs JC, depending on the Level of the Raid challenged.
- Level 1: 5JC.
- Level 2: 7JC.
- Level 3: 10JC.
- Pinnacle: 16JC.
The Raid Frontier refers to a collective of utterly remote, far-flung locations where trainers can seek extremely powerful singular opponents known as Raid Bosses. These opponents will have hundreds of HP, multiple actions per turn, special resistances, and overwhelming additional effects. To break through these titanic foes, the challenger will need to have a tightly-synergized team with complementary strengths.
The challenger will field three Pokemon and assign each a Role: Protector, Supporter, and Aggressor. This specializes one each into defense, utility, or offense. If the challenger has defeated any Raids prior, they will have Vocations to enhance the performance of each of their Pokemon in their roles. Only by emphasizing their team's greatest strengths, and minimizing their weaknesses, will the challenger be able to prove victorious.
Default Format
bXp3 Triples vs. Raid Battle
Player Hours: 72 round/72 battle
Ref Hours: 72 round/120 battle
Step Count: 1
Battle Level: Raid-dependent
Substitutions: 1
Switching: Off
Tech: Battle Level - 1.
Backpack Size: Raid-dependent
Some Raids overwrite parts of this Format.
Contents
- Patch History
- Raid Processing
- Raid Modifiers
- Starting a Raid
- Ending a Raid
- Challenge Form
- Cheat Sheet and Vocation Lists
- Rewards
- 2025-Jan-21: Largely overhauled
- Raid referees now place the Raid Pokemon's indicators on the player's Raiders.
- Players can now more freely switch, and may now optionally role swap.
- Seven new Raid-specific commands have been added to allow the Bosses to better oppose the player.
- All raids have been versioned, in the Raid Data Thread mk ii.
- 2023-Sep-20: Prepared for third-wave testing:
- Reduced Step Count to 1, from 2.
- Reduced most opponents' HP, to account for less steps.
- Increased the multiple turns of most enemies, to threaten a bit more damage than second-wave tests.
- Adjusted the test vocations for performance.
- Pugilist changed to "Your attacks are Physical", from "Your attacks are x1.5 super-effective."
- Revised several other vocations, but the above is the most notable.
- Added three new testing vocations: Martyr, Rearguard, and Blackguard
- 2023-Aug-26: Heavily revised the raid "Vs. The Spectacular Spore-verlord".
- Now features a set of three discrete phases, with adds paired with each raider.
- 2023-Aug-24: Prepared for preliminary testing.
Raid Battles work much like a typical Triples battle, except that the amount and power of the opposing team can vary greatly.
[RVC]
Raiding VocationsThe challenger must assign each of their three Pokemon, said to be "raiders", to a unique Raid Role that specializes their performance within the Raid. Every raid party must sign up with one Pokemon assigned to each Role.
The roles are as follows:
Protector —
Protectors soak at least half of the Boss' Attention Points each round; putting themselves in the line of greatest harm. The Protector should be able to weather attacks using a combination of their typing, bulk, defensive boosts, and/or recovery.
Supporter —
The raid party's Supporter has three (3) Substitutions, unlike the other roles, who have only one (1). This positions them as the party's primary line of defense against the Boss's setup and disruptive moves, and it will be spending much of their time using utility actions to weaken or disrupt the Boss.
Aggressor —
The raid party's Aggressor deals triple (yes, x3!) final damage with hits to Bosses and other Raid Pokemon. This gives the raid party the damage necessary to push through massive Bosses, some of whom can have upwards of a thousand HP, within their strict Enrage timers. The other two roles will spend much of their time protecting the Aggressor, allowing them to work uninterrupted to win the Raid!
Additionally, challengers may assign a Vocation to each of their raiders, out of the Vocations they've earned from prior Raids. Each Vocation has a powerful special effect that helps raiders overcome increasingly stronger bosses. Vocations are sorted into roles, and each can only be assigned to a raider of the correct role.[SWT]
Switching and Role SwapWhen the player sends out a Pokemon to replace another Raider in the Raid Zone for any reason, the replaced Pokemon's role, Vocation, and indicators will be passed to the replacement.
Raids allow players to Role Swap, or exchange the role, Vocation, and indicators (below) of two Pokemon in play. This is declared in the Switching Phase's Declaration Step and occurs in the Replacement Step, like a switch would, except that the two swapping Pokemon don't need to be eligible to switch and don't leave or enter play by Role Swapping.
Some Raids allow players to bring more than three Pokemon, and thus allow traditional switching as well.
Each Switching Phase in a Raid, players can either Role Swap once, or manually withdraw one Pokemon (if eligible), but not both.
[PHS]
PhasesSome Raids have multiple sections, called "Raid Phases". (Not to be confused with 2.1 "Phases of a Battle") Raids will spell out their Phase Progression in their data, underneath the profiles for Raid opponents. Raid Phases typically progress from the first listed Phase to the last listed Phase, in order. Some Raids offer conditionally-branching Phases.
Phases change at the end of the round's Switching Phase, if each Raid opponent has 0 or less remaining HP. When moving to a new Phase, all Raid opponents are returned to the Bench, and then the Raid opponents specified in the Phase data are set to their maximum HP (for that Phase, if specified) and put into play.
The player's victory condition is typically to reach the end of the Raid's Phase Progression. (Or one of the ends, as the case may be.)
Raid Opponents will often have Phase-dependent data in their profiles, such as different stats or Behavior Sets for different Raid Phases. If a Raid opponent with missing data for the current Raid Phase ends up in play, something is terribly wrong (and a moderator should correct the Raid info).
[ATP]
Attention Points and IndicatorsRaid Pokemon follow a special behavior logic that the referee follows to pilot those Pokemon, rather than battling normally. Each round, the referee is given Attention Points ("AP") to spend on indicators, special objects that forewarn of the Raid Pokemon's possible actions.
The referee places indicators at the start of the Switching Phase each round, before the Declaration Step.
Then later, in the Ordering Phase after the player has done their switching and their ordering, the referee will order for the Raid Pokemon, based on the indicators they placed.
Each step, Raid Pokemon will take one turn for each indicator placed from them. If more than one of the Raid Pokemon's turns would "tie" in Speed and priority, those turns are taken in the sequence the referee chose to place those indicators.
Raid Pokemon for whom no indicators were placed that round will take an "empty" turn, much like when a Pokemon delivers an item during battle.
While any Protectors are present, at least half of any AP spent from a given pool AP must be spent placing indicators on Protectors, rounded up. If multiple Pokemon each have their own AP, those Pokemon must each spend half or more of that round's spending on Protectors.
A Raid Pokemon's behavior block looks like this:
Action Points: 7 <- [ This is how much AP the Raid Pokemon gains at the start of each Switching Phase, to spend on indicators. ]
Limit 1 of each indicator.
Spend all AP. <-^- [ These are instructions for the referee on how to spend that AP. ]
Phase 2 BehaviorAction Points: 11
Repeat indicators OK.
Up to 3 unspent AP rolls over to later rounds. <- [ Means the referee can save AP for later rounds. Very dangerous. ]
2 AP: [Foul air...] | 2 AP: [It inhales...] | 3 AP: [It glares...] | 4 AP: [Vines whip...] | Scr: [It stood up-!] |
---|---|---|---|---|
Sleep Powder Toxic Leech Seed Sweet Scent | Acid Spray Worry Seed Growth Defog | Aim Purge Crush Shear Expose | Power Whip Knock Off Sludge Bomb Stomping Tantrum Venoshock | Earthquake Frenzy Plant Sludge Wave Raging Fury |
In this example, [Foul air...] is the name of the indicator, and that indicator has the moves Sleep Powder, Toxic, Leech Seed, and Sweet Scent. In phase 2, the referee could spend the Boss' 11 AP like this:
SU - [Foul air...]
PR - [It inhales...]
PR - [It inhales...]
PR - [Foul air...]
AG - [Foul air...]
Placing these indicators costs the referee 3 + 2 + 2 + 2 + 2 = 11 AP. The player will have to decide how they're going to defend against possible Sleep Powder, multiple possible Acid Sprays on Goodra-Hisui, and still deal good damage.
Some Raids will have indicators that say "Scr:" (Scripted) instead of an AP cost. These can't be placed for AP; instead, the raid will tell the referee when and how to place them.
Example: "Every odd-numbered round, place the indicator [You're next!] on the raider with the least remaining HP."
Referees gain the listed amount of AP to spend every round, even if they had some AP left over from the previous round.
Most Raid Opponents use Raid-specific commands, including Purge, Shear, Crush, Expose, and more. These can be found in the "Moves" tab of the Data Audit.
[STG]
Stage LimitsStat stage changes are limited in certain ways while playing in the Raid Frontier.
The raiders' stat stages can only be raised half as high as normal and the stat stages of Bosses (not Minions) can only be lowered half as low as normal.
(Round normally, if the result is somehow not an integer.)
Typically, this limits raiders to at most +1 Accuracy/Evasion and +3 other stats; and the Bosses to at least -1 Accuracy/Evasion and -3 other stats.
In addition, if an effect would change a Raid Pokemon's stage (for good or ill), for a duration measured in turns; instead, that duration is that many steps. This is because Raid Pokemon can take several turns in one step.
Raid Opponent Behavior
Each round, the referee will determine the opponents' orders using their predetermined behavior patterns, rather than piloting them directly. Opponents have sets of actions called "Behavior Sets", from which random actions will be rolled.
Actions in these Behavior Sets are often modified with special Behavior Modifiers. You can find a list here.
When rolling orders for raid Pokemon, only roll from among actions they could attempt. If a Pokemon has a pool of five actions, but can't attempt two of them, roll from among the remaining three. If no actions in the pool can be attempted, roll nothing and order nothing. (This typically results in Struggle.) Once the raid Pokemon's orders are rolled, their ability to attempt the rolled orders may change mid-round, just like a regular Pokemon's orders.
Raid Phases
Some Raids have multiple sections, called "Raid Phases". (Not to be confused with 2.1 "Phases of a Battle") Raids will spell out their Phase Progression in their data, underneath the profiles for Raid opponents. Raid Phases typically progress from the first listed Phase to the last listed Phase, in order. Some Raids offer conditionally-branching Phases.
Phases change at the end of the round's Switching Phase, if each Raid opponent has 0 or less remaining HP. When moving to a new Phase, all Raid opponents are returned to the Bench, and then the Raid opponents specified in the Phase data are set to their maximum HP (for that Phase, if specified) and put into play.
The player's victory condition is to reach the end of the Raid's Phase Progression. (Or one of the ends, as the case may be.)
Of course, some Raids will overwrite all or part of this behavior, depending on their needs.
Raid Opponents will often have Phase-dependant data in their profiles, such as different stats or Behavior Sets for different Raid Phases. If a Raid opponent with missing data for the current Raid Phase ends up in play, something is terribly wrong.
Putting It All Together
At first glance, the extra parameters on each Raid, and the slew of additional arena effects, can make Raids seem more complex than they really are. Find an example Raid, with descriptive annotation, within.
Each round, the referee will determine the opponents' orders using their predetermined behavior patterns, rather than piloting them directly. Opponents have sets of actions called "Behavior Sets", from which random actions will be rolled.
Actions in these Behavior Sets are often modified with special Behavior Modifiers. You can find a list here.
When rolling orders for raid Pokemon, only roll from among actions they could attempt. If a Pokemon has a pool of five actions, but can't attempt two of them, roll from among the remaining three. If no actions in the pool can be attempted, roll nothing and order nothing. (This typically results in Struggle.) Once the raid Pokemon's orders are rolled, their ability to attempt the rolled orders may change mid-round, just like a regular Pokemon's orders.
Raid Phases
Some Raids have multiple sections, called "Raid Phases". (Not to be confused with 2.1 "Phases of a Battle") Raids will spell out their Phase Progression in their data, underneath the profiles for Raid opponents. Raid Phases typically progress from the first listed Phase to the last listed Phase, in order. Some Raids offer conditionally-branching Phases.
Phases change at the end of the round's Switching Phase, if each Raid opponent has 0 or less remaining HP. When moving to a new Phase, all Raid opponents are returned to the Bench, and then the Raid opponents specified in the Phase data are set to their maximum HP (for that Phase, if specified) and put into play.
The player's victory condition is to reach the end of the Raid's Phase Progression. (Or one of the ends, as the case may be.)
Of course, some Raids will overwrite all or part of this behavior, depending on their needs.
Raid Opponents will often have Phase-dependant data in their profiles, such as different stats or Behavior Sets for different Raid Phases. If a Raid opponent with missing data for the current Raid Phase ends up in play, something is terribly wrong.
Putting It All Together
At first glance, the extra parameters on each Raid, and the slew of additional arena effects, can make Raids seem more complex than they really are. Find an example Raid, with descriptive annotation, within.
Vs. The Exasperated Example, the Bored Bufonidae!
Venusaur
Typing: Grass/Poison
Abilities: Overgrow, Chlorophyll, Solar Power
Trait: Always Dynamaxed.
Phase 1 HP: 420
Phase 2 HP: 690
Attack: 6
Defen.: 6
Sp.Atk: 7
Sp.Def: 7
Speed: 80
Size: 40
Weight: 40
Phase 1
Phase 2
Phase 2 Substitution Behavior
Initial Setup:
1x Venusaur
Raid Arena
Fuchsia Marsh
While looking like a jungle, the Fuchsia Marsh, located within the Safari Zone of Fuchsia City, is definitely not one. Low-laying vegetation and muddy pools of water are very common here, which makes for a somewhat hostile environment. Large flowers can be seen here and there, releasing a very odd aroma.
Jungle Heat
Rewards
Player Progress: Venusaur's missing HP / Venusaur's maximum HP
Referee Progress: Number of rounds reffed / Total Rounds reffed
Raid Modifiers
Raid Battles are modified in a variety of ways compared to ordinary battles; and Raid opponents, especially Bosses, are modified compared to ordinary battlers.
Condition Limit
Stage Limit
HP Filter
Other Filters
Venusaur
Typing: Grass/Poison
Abilities: Overgrow, Chlorophyll, Solar Power
Trait: Always Dynamaxed.
Some opponents may feature non-standard abilities or custom traits, so be sure to review their information.
Phase 1 HP: 420
Phase 2 HP: 690
Attack: 6
Defen.: 6
Sp.Atk: 7
Sp.Def: 7
Speed: 80
Size: 40
Weight: 40
Commonly, Raid opponents will have HP pools "Per Phase". Some opponents may have increased Size, or Weight, or more rarely have other increased parameters.
Phase 1
Random action, target PR | Choose both action and target | Random action and target, if the Boss HP is not full |
---|---|---|
Giga Drain x2 Sludge Bomb x2 Skull Bash +20 | Skip this turn if any Raider is Asleep. Venoshock Weather Ball Stomping Tantrum Trailblaze =10 | Piercing Sleep Powder Power Whip Sludge Bomb Double-Speed Sunny Day |
The bold header row (top) gives the ref instructions on how to order in the Ordering Phase. For example, this Venusaur's third action requires that its HP is not full when orders are given.
The non-bold body row (bottom) sometimes gives instructions to skip a turn under certain conditions. For example, this Venusaur's second action is skipped if any Raider is Asleep, when Venusaur would take their second turn.
Phase 2
Random action, target PR | Choose both action and target | Choose both action and target |
---|---|---|
These actions are each Piercing. Solar Blade x3 Sludge Wave x2 Earthquake x2 | Leech Seed Stun Spore Toxic Sunny Day | Venoshock Weather Ball Stomping Tantrum Sunny Day |
Phase 2 Substitution Behavior
At the start of your turns, IF the Weather is Sun THEN replace all instances of Sunny Day with Growth.
The raid opponent will get their orders, at random, from their behavior table. They'll take a number of turns in each round (and thus in each step), equal to the number of columns in their behavior. This example Venusaur will take 3 turns in every step.
The raid opponent may have multiple ordersets, but they rarely use more than one at a time. This Venusaur will use the upper orderset in Phase 1 and the lower orderset in Phase 2. In Phase 2, they would also additionally order with their Substitution.
When issuing orders to raid opponents, the referee will choose actions and targets as described by the column header. Often, the column will instruct the referee to roll an action randomly, and then manually select a target for the rolled action. Many other selection methods are possible, of course.
When prompted to choose, the referee should always prioritize the choice they feel most harms the challenger's odds of success.
Often as a Raid referee, you'll find all of your choices are bad—this happens with the most prepared challengers. If the choice doesn't matter, just choose at random.
In all cases, if a Raid opponent's order can't find a target, it will use default targeting. (See 8.3c "Target Legality Check")
For this Venusaur, an order post in Phase 2 could look like this:
Solar Blade (Protector), Leech Seed (Aggressor), Weather Ball (Aggressor)
At the start of your turns, IF the Weather is Sun THEN replace all instances of Sunny Day with Growth.
The Venusaur would take one turn for each of their orders, all in the same step.
1x Venusaur
The initial setup of the Raid determines the starting lineup of the opponent's team. If a Pokemon is part of the raid but only appears mid-Raid or appears conditionally, they will be listed as appearing here "x0" times.
Raid Arena
Fuchsia Marsh
While looking like a jungle, the Fuchsia Marsh, located within the Safari Zone of Fuchsia City, is definitely not one. Low-laying vegetation and muddy pools of water are very common here, which makes for a somewhat hostile environment. Large flowers can be seen here and there, releasing a very odd aroma.
TMan writes us a nice blurb of arena flavor to help bring the Raid to life. Everyone be nice to TMan!
Jungle Heat
At the end of the round: Venusaur freely executes Max Weather Ball on each raider (in role order) if there is a Weather in play; or G-Max Vine Lash on each raider (in role order) if not.
Sundown over ParadiseAt the end of the fifth round, if the Boss is not Fainted: The challenger loses the Raid.
The meat of most Raids takes place here, in the Raid's Arena effects. All Raids have some manner of effect that ends the challenge in a raider loss, said to be the Raid's "Enrage". Some Raids have "hard" (immediate) Enrages, such as the example above. Other Raids have softer, more gradual Enrages, but there's always an Enrage of some kind.
Rewards
Player Progress: Venusaur's missing HP / Venusaur's maximum HP
Progress: 7 EXP to each raider
Victory: 3 more EXP to each raider
Referee Progress: Number of rounds reffed / Total Rounds reffed
Progress: 4JC
Completion: 2more JC
Raids will typically offer rewards based on progress checkpoints through the fight. Because Raids vary so much (some Raid Bosses lack HP entirely), the breakpoints have to be defined on a per-Raid basis.
Raid Modifiers
Raid Battles are modified in a variety of ways compared to ordinary battles; and Raid opponents, especially Bosses, are modified compared to ordinary battlers.
Condition Limit
Raiders can only create the following conditions once per Raid Phase:
- Protection
- Evasive
- Helping Hand
(Effects that don't "create", "grant", or "inflict" a condition, such as Comatose and Cute Charm, never create that condition — the condition simply exists. See 3.3b "Ongoing Existence Effects".)
Bosses (but not Minions) are unaffected by Sleep, Flinching, Sluggish, Torment, and Encore.
Conditions that Raiders create on Bosses, except Major Status, have a duration of at most one round.
The Condition filter limits you to one of each limited condition per phase, not per raid. In multi-phase raids, you'll get multiple chances to create those conditions.
Action LimitRaiders can only execute the following actions once per Raid Phase, and can't execute them if any Raider executed Helping Hand in the same round:
- Instruct
The raiders' stat stages can only be raised half as high as normal.
The stat stages of Bosses (not Minions) can only be lowered half as low as normal.
(Round normally, if the result is somehow not an integer.)
Typically, this limits raiders to at most +1 Accuracy/Evasion and +3 other stats; and the Bosses to at least -1 Accuracy/Evasion and -3 other stats.
In addition, if an effect would change a Raid opponent's stage (for good or ill), for a duration measured in turns; instead, that duration is that many steps.
HP Filter
Raider's effects, or an effect of a Boss action, that would refer to the maximum HP or current HP of a Boss, instead refer to either that number or 100; whichever is lower.
Example: A raider Pokemon with 50 HP uses Pain Split on a 1200 HP Boss. The move "sees" 100 HP, so the raider Pokemon gains 25 HP and the Boss loses 25 HP.
Other Filters
Bosses' and Minions' actions in bold are executed freely. (See 8.3 "Legality Checks")
Effects can't inflict Fainting on Bosses.
Bosses and Minions don't have or require Energy.
Bosses' and Minions' actions cost nothing.
Bosses' actions automatically succeed their accuracy checks.
Starting a Raid
Players can start a Raid Frontier challenge by signing up here, in the Raid Frontier thread.
- Players post which Raid they wish to challenge and the Pokemon they intend to challenge that Raid with.
- In Raids with a Team Size of four or more (4+), the player will specify which Pokemon start in play.
- The lead Pokemon will have the Protector, Supporter, and Aggressor roles, in the sequence that they were posted.
- For each of their Pokemon, the player may assign them a role-appropriate Vocation from among the Vocations they've unlocked, if desired.
- Referees take players' challenges from this thread. Players challenging the Raid Frontier for the first time (e.g. those with no Raid Thread of their own) are prioritized over repeat challengers.
A Raid challenge ends under the following conditions:
- If any team wins the battle, the Raid ends.
- The challenger may forfeit the Raid at any time.
When signing up for the Safari Zone, copy or approximate the following template in your signup post.
Code:
[B]Name:[/B] (name)
[B]Thread:[/B] (thread)
[B]Raid:[/B] (targeted raid)
[B]Backpack:[/B]
(3 items pre-equipped to raiders, plus extra items if the raid allows)
[B]Protector Pokemon[/B] @ initial item if any
(chosen Protector vocation, if any)
(profile)
[B]Supporter Pokemon[/B] @ initial item if any
(chosen Supporter vocation, if any)
(profile)
[B]Aggressor Pokemon[/B] @ initial item if any
(chosen Aggressor vocation, if any)
(profile)
(pokemon in reserve if any, holding nothing)
(profile)
(profile)
Last edited: