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Start Here! Battle-By-Post Player Handbook - Generation 9

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It's that time again!

This patch will be effective in all future rounds, except for in competitive matches.

This might be the largest BBP patch so far. If anyone wants to rank them by size, I'd be curious to see, but I'm tired so I'm not going to bother checking.

I hope it's everyone's preference for there to be rounds of follow-up work on prior work. Is it preferred that follow-ups be always at least a certain amount of time after the first change? Is it preferred that they be made quickly after the initial work? Feel free to sound off in the usual venues.

Our radar, following this patch:

Real-Time Support:
Once Raid and Safari are open and churning out rewards, DQ work is our largest priority. Many BBP players take breaks or otherwise experience schedule disruption over the summer, leaving the League Circuit very lonely the remaining players with fewer opponents to play with and ref for. Give our radar post here here a look, and then think back to those interruptions and picture how such features would have best helped you.​
Also, we'll have to think on game-wide systems to prorate rewards for players who are DQ'd because of sudden life occurrences. Currently, it can be very punishing to lose out on weeks of progress and a JC investment for any reason, from environmental collapse to plain old fatigue.​
Z-Moves
Also once these two facilities are open and pumping out EXP, we'll be free to reward players for chasing non-EXP rewards in Realgam Tower, which means that Z-Moves as a whole will need a look-over. I expect each use of a Z-Move will cost 1 Tech, and that the contents of those moves will be balanced around that, but we'll see. Feel free to sound off in the usual venues.​
Levels 0 and 1
When the DLC drops, we'll likely have a large wave of re-approvals for Pokemon affected by the changes. This is the kind of opportunity required for us to talk about changing the Level of one or more moves, so don't miss your window! If you have any thoughts on moves that could be de-Leveled into Level 0 (especially, we'd like easy-to-understand moves that aren't just attacks or Major Status), you know what to do: Sound off in the usual venues.​
There's also a broader conversation that could be had on the necessity of Level 1 at all, compared to 0's place as a "tutorial" battle format, and Levels 2 through 4 offering meaningfully different gameplay improvements (giving them a more "real" sense of progression). I'm not dumb enough to imagine that anyone would be in favor of keeping a Level if I asked, (who wants their shiny toys later, after all) but pulling out an entire Level from the system has pretty dramatic reverberations through the entire rest of the game — facility content to rebalance for other levels, an entire Level's worth of moves to re-home, several game pieces having Level-scaling effects, and more besides.​
If we decided we wanted this, it could significantly delay other content, up to and including DLC implementation and facility releases, so with that in mind: Please sound off in the usual venues.​
Boasting and Bravado Rewards
These are on our radar!​


Minor Adjustments Log
Quite a few of these have piled up. I'll have to find a better way to get these from point A to point B, so that everyone's on the same page.

Within, find a deluge of minor changes.
Handbook Changes

[2.2] Structure of a Phase

Added the following definition:
Once this phase-beginning checklist has been completed, and all relevant effects that have triggered are finished resolving, that phase is said to be "underway", and remains so until that phase ends.​

The term "underway" is used in a few places, so this appropriates it as a game term for phases that have "finished beginning", as it were.

[2.5f] Switch Declaration Resolution
Clarified when the items are equipped when sending out Pokemon.

[2.7] Battling Phase Specified a place between "check start of turn subs" and "make the turn order", for medicines to be used. Earlier-ordered medicines go first

[2.7a] The Action Phase
Adding a line clarifying that "the last step of the round" refers to the last step of the full round, even if the round is doomed to end early. (that is, the game doesn't know that you won't reach that last step.)
"In addition, the highest-numbered step in a round is referred to as the "last" step of the round, regardless of whether or not the battle actually reaches that step. (Such as if the round ends early.)"​

[2.7b] Pokemon with Multiple Actions
Added. Describes the rules logic for Pokemon who can act more than once in a single step.

The main takeaway is that they trigger "start of turn" effects only at the start of their first turn in a step, and "end of turn" effects only at the end of their last scheduled turn. This can result in end-of-turn effects being missed if they leave play before taking their last scheduled turn.

Otherwise, this should behave mostly as would be expected.

[2.9] Post-Event Checks
Added the following check as step 9, pushing down the last two and making them steps 10 and 11.
If any triggered effects that mentions "Faint" would trigger; they do so, and are resolved in the usual order.​
This is so an effect that triggers "when the user Faints" can trigger before you lose the game for being out of Pokemon, should it ever be relevant.
(If that effect faints your last opponent, though, you'll still lose first by timestamp order.)

[3.3] Effect Instructions
Now specifies the following:
"Mentions of Pokemon (such as "Each Pokemon" or "opposing Pokemon") in effects refer to only Pokemon in play, unless they specify otherwise (such as " including inactive Pokemon")."​

As above; now specifies the following
"In the same way, mentions of Pokemon in effects refer only to Pokemon that aren't Fainted, unless they specify otherwise (such as "target a Fainted Pokemon in reserve")."​

Further clarification has been added to Fainting, to ignore the effects of Fainted Pokemon that aren't in play
(An important distinction, so that they can finish their move and leave play.)

[3.3a] Effect Shorthand Phrases
Clarified once more that "On round start" and similar effect triggers (in effect text only) is shorthand for "At the start of the Battling Phase".

[6.3a] Immutable Items
Updated to include Adamant Orb, Adamant Crystal, Lustrous Orb, and Lustrous Globe when held by their respective associated holders.

[7.1a] Modifying Durations
Added. Describes rules for adding, subtracting, multiplying, or dividing durations.

[7.6b] Stat Stage Conversion
Added a new rule that describes what happens when a stage is converted to a different stage, such as by the effect of Contrary.

Simple example:
  • You use Feather Dance on a Contrary mon
  • Contrary would say "Convert it into a positive stage"
  • You raise that stage by the specified amount instead of lowering, for the same duration.
This should match most player's intuition, but it's important to have written. (So that no one incorrectly says, "You're subtracting a negative number so I get a boost, actually")

7.6b "Ongoing Stage Changes" and further rules are pushed down by one letter.

[8.3] Legality Checks
Added tech for forcing a mon to use an action. this is mainly for raids.
"An effect can cause a Pokemon to "freely execute" an action. Freely-executed actions are executed regardless of the action's legality, and the user pays no costs for that action."​

(this is basically super-calling a move.)

[8.3c] Target Legality Check
Clarified a contradiction. This formerly said "if the action has no legal targets, the move fails to execute".

8.3c comes after the execution check (after paying costs). The line now says that the move "is executed, but does nothing" if it somehow has no legal targets.

[8.10] Damage Calculation
Added a specific mention of Fixed Damage, causing such attacks to skip most of the steps of calculation.

[9.4] Combination Moves
Removed "the user must be able to execute each component to execute the combination." The user must still be able to attempt those components. (e.g. Taunt now correctly doesn't prevent damaging combos with nondamaging components. Disable still correctly prevents the sealed move from being a legal component.)

[10.6] The Trigger Component
Added a fairly important returning action clause:
"Has executed [observed behavior] previously this [step/round/since they last entered play]."​
This is what most matchup control tools are balanced around, so it's important to have it.

[10.6b] Action Clause Observed Behavior
You can now observe for a specified medicine, any medicine, or (specified or any) medicine targeting a specific Pokemon

[11.3] Pokemon Fusion
Cleaned up the cost text. The effect allowing the fusion (typically a key item) will specify if the fusion costs Tech. This is to clean up cases where one or more of the component Pokemon, themselves, cost Tech. (being most such cases)


DAT Changes

Pokemon

Added data for Dialga-Origin, Palkia-Origin, their related held items, Walking Wake, and Iron Leaves.

Note: Adamant Crystal and Lustrous Globe are implemented, but are not purchasable or obtainable at this time. Their damage effects are clones of in-game, pending later review.

Moves
Added the "Standby" command. This is what your Pokemon does, when you use their turn to use a medicine. (or take other trainer actions, so that they don't Struggle) It's not legal for use in order sets directly.

Move Levels
Added a page dedicated to listing the Level of each move, as well as listing moves in groups by Level.

Restriction Text
Manually revised restriction texts of actions, to say whether:
  • The move can't be attempted (most actions dependent on variable factors/on your own actions)
  • The move can't be executed (most actions dependent on others' actions)
  • Removed mention of move failure for not paying alternate costs. (The rules for paying costs already handle this.)
Ember
Now lasts 3 steps, rather than three of the subject's turns.

Encore
Now correctly has this line:
"● When this condition is created: The move in the subject's current order becomes the noted move."​

Fillet Away
Now costs 20% remaining HP.

Grounded
Now causes subjects to fail to attempt (rather than execute) the listed moves

Ice Ball
No longer mentions Rollout.

Infernal Parade
Infernal Parade's BAP is equal to 6, plus 6 more for each Major Status on the defender. (from 6, or 12 with major status)

Poison Heal
Capped healing at 8.

Sketch
Added "Furthermore, if the user's original species is Smeargle, Necturine, or Necturna, and defender knows that Borrowed move as part of their movepool, the user Paints that move." to the effect that borrows moves. Clarified in 5.10 that Sketch species can permanently learn only moves that they can Paint.

Trapping and Partial Trapping
Now correctly ends when their creator leaves play.

Truant
Now triples Energy costs instead of reducing max Energy. The user's chills now restore 40 En.

Wild Charge
To work correctly with substitutions, the condition for this effect will be adjusted:
"Major Status can't prevent the user from receiving an order to use this move, or from attempting this move.​

When the user attempts this move: Remove Sleep, Confusion, and Paralysis from the user."​

Screens Work
Throughout most of their tenure in BBP, damage-mitigating Screens have... Sucked, sometimes terribly.

Some history: In ASB's inception, they reduced the BAP of incoming attacks of the specified category by half for 6 actions (steps), which was a fairly respectable way to make your opponent type Earth Power instead of Earthquake. Then they were adjusted to reduce BAP by 5, and then by 3, making a fairly pitiful way to pass time in a substitution for Protect for the rest of time, up until the end of Generation 8.

When making their Generation 9 incarnation, I fell prey to the same fallacy that plagued all work on Screens previously. We settled on halving damage for 3 steps, focusing on keeping the maximum theoretical mitigation in check. Heaven forbid someone get more than a turn and a half of value, from a utility move that only affects half of the foe's attacks. That is, in fear of offering too much theoretical value, the moves were greatly reined in.

Every version of Screens has been balanced around feast-or-famine interactions with the various users' defenses. Frankly, it seemed impossible to balance Screens around both types of users: The huge walls that best abuse additional mitigation, and the frail supporters and attackers that badly need help surviving large hits. However, large groups of Pokemon in the game are pining for some sort of defensive assistance in order to tangle with the biggest bodies of the current metagame — the exact kind of design space that Screens are intended to fill.

Changes to Screens and their ecosystem can be found within.
The answer to the question, "Should Screens be for the Pokemon that need them, or the Pokemon that can actually set them", should be "yes".

Reflect
The user raises a barrier of light that protects their team from Physical moves.

Creates a Screen field condition named Reflect on the user's team, for a number of steps equal to the user's Defense rank, with the following effect: ● While a member of the affected team is being attacked with a Physical attack: That member's Defense rank is always at least 14, minus twice (x2) the number of that team's members in play.
(12 for one member in play, 10 for two members in play, and so on.)
(Light Screen mirrors this change, of course.)

The decision-making around designing Light Screen and Reflect has always been driven by two questions. Whenever we asked ourselves, "Who are these for," the answer was always the frailest members of a team. Whenever we asked ourselves, "Who is supposed to be setting these," the best setters always seemed to be Pokemon who could afford the turn to set them. The obvious-in-hindsight solution to this apparent contradiction was to encourage the use of the main interesting use case: Passing defensive Screens from bulky teammates to frail ones.

The reminder text exists to ensure that the numeral "12" (the intended "default" value) appears somewhere in the text field, to aid in memorization. We thought it might be too easy to skim and think, "Yep, 14. That's the Number."

The numbers balance on this rework were up in the air for while. Eventually, with the power of charts, we were able to settle on a version worth using. First, a few examples of selfish screen use:
  • Users with 7 Defense, such as neutral :dragonite:Dragonite and :hydreigon:Hydreigon, or +Def :gallade:Gallade and :snorlax:Snorlax:, mitigate 5 power from physical hits, over 7 steps (if they're faster than their attacker), saving themselves 35 HP if they're hit with seven consecutive physical attacks, or 52-ish if they're seven consecutive super-effective physical attacks. Hopefully, this example illustrates how unlikely these "ideal" scenarios of maximum mitigation truly are.
  • Users with 4 Defense, such as exactly neutral :alakazam:Alakazam (and a bunch of NFEs), mitigate 8 power from physical hits over 4 steps, saving themselves about 32 or 48 HP if they're hit physically on each step.
  • Users with 10 Defense, such as neutral :forretress:Forretress or :aegislash:Aegislash-Shield, mitigate only 2 power from physical hits over 10 steps, saving themselves 20 to 30 HP if they're hit physically on each step.
So, in a vacuum, these versions of Screens would be compared to correct-weather (30 HP) Shore Up or Synthesis, netting seemingly outsized amounts of HP when used raw.

But how likely is it that the opponent will attack into Light Screen or Reflect, over multiple rounds, for the entirety of its duration? Slim to none, as experience shows. Screens have to pass Taunt, Snatch, and more to even make it to the field, and they only mitigate as much damage as forcing the opponent to hit the other Defense would save in most cases. This is before opponents spend Screen duration setting hazards, using fixed-damage or effect damage actions, boosting their stats, or even just attacking with high-critical-rate moves. This is why prior balance passes (for both Screens and for certain other game elements) have failed in the past: Focusing overmuch on ideal cases can leave a game piece ineffective in practice. Who'd have known?

Even with the reduction to 10, or 8, Defense in multi-battles, they're probably much stronger in those formats than in Singles. In a Doubles battle, the bulkier Pokemon in play can set a Screen and the frailer teammate will benefit immediately. :mr-rime:Mr. Rime's stocks are rising!

The most potent selfish users of Reflect will be the ones who get the majority of the value upfront (e.g. those with low Defenses). It remains a usable trick for messing with time-to-KO for midrange users, and it's a remarkable form of team support for bulky users looking to back up their frail allies.


Brick Break and Psychic Fangs
Another problem plaguing the viability of Screens was the ease with which they were removed. Several times, Screens were made both more potent and shorter-duration in order to design around this obstacle; which undercut their niche as defensive team-support and diluted them into being "just another short-term mitigation".

These attacks weren't escaping the "invalidates Screens" allegations this time, I'm afraid. The rule "7.1a Modifying Durations" was, in fact, added specifically so that we could make this change to these moves.

Brick Break
The user swings an appendage or weapon with stone-cracking force.

While the user is attacking with this move: Ignore the effects of Screens affecting the defender's team.

After
the user attacks with this move: Halve the duration of each Screen affecting the defender's team, rounded down.
(Psychic Fangs reflects this change, but Defog is unchanged.)

The new line of text is for preserving the current Screen-bypassing functionality. (For users from the future, Brick Break currently discards Screens when a Pokemon starts attacking with it.) This also gives these moves an added bit of utility in combos, to make up for their weakened Screen-removing effect.

Halving Screen duration, rather than subtracting, counters screen-passing the hardest, by design. We expect passing Screens to be a viable archetype of team going forward, at minimum, so having a common answer to this strategy within reach of most opponents is important for safety.


Aurora Veil
Being bound to Snow makes this move so much more safer to balance, compared to the other (very widely distributed) Screens, that it could have essentially any duration.

Aurora Veil
The user cloaks their team with a shroud of luminescent snowfall.

(If the weather isn't Snow, this move fails.)

Create a Screen field condition named Aurora Veil on the user's team until Snow ends with the following effects:
● While a member of the affected team is being attacked: That member's Defense and Special Defense ranks are each always at least 14, minus twice (x2) the number of that team's members in play.
(12 for one member in play, 10 for two members in play, and so on.)

Tying the move's duration to the Weather is a way of avoiding having to tie it to any of the user's properties. The effect to ignore the veiled team's Reflect and Light Screen can safely be discarded, now that they're redundant with each other in effect.


:light clay:Light Clay
Even though the most endowed setters can create Screens for more steps than some battles last, this item likely doesn't need immediate changes. Under our current assumptions, this can now the thought of as a screen-passing item for frail, fast Pokemon. Prior frail examples like Alakazam can selfishly gain 8 (or 12!) turns of personal mitigation by foregoing a damage-boosting item for Light Clay.

It remains to be seen if this item will prove to be problematic with particular users, so we'll wait and see.

Stage-Adjusting Move Work
The broader metagame is rife with successful strategies focused on adjusting the stat stages of Pokemon. Belly Drum, Contrary, automatic effects such as Intimidate, and stage-modifying items such as Berserk Gene all see common and relevant success in Gen 9 battles.

That's a pretty solid list of all of the types of stage-changing effects that were already good in Gen 8, however.

One of Generation 9's goals was to highlight the appeal of Pokemon who can gain offensive presence through the use of setup. The myriad of ways built into the game to fight back against stage changes; such as Phazing, Hazing, copying, snatching, Taunting, newly Attracting, and even just outright attacking are missing their shared prey: The humble, turn-investing Swords Dance and its ilk. This isn't to say that any of these elements are unused, but rather that stage-adjusting has a vast amount of counterplay, while presenting nothing much to counter.

Classically, these moves were thought to be sources of "flat damage" to help Pokemon break through foes that resist their moves. In almost every such matchup, however, a vastly better form of counterplay exists, called "switching". The idea that a Pokemon would be happy to boost up in the face of a type disadvantage, in hopes of eventually doing damage that could be called adequate, should never have been taken seriously.

The purpose of these boosting moves (except as mediocre sub-ins for Protect) is called into question by this work. The answer, as posited by the changes below, is that setting up should be higher risk and higher reward than the alternatives. The choice between assured immediate damage from simply attacking (safe), and possible greater damage later from setting up (unsafe), should be interesting; and the answer should vary from matchup to matchup and from battle to battle. This assumption much resembles the purpose of setting up in cart, further proving that game design is a circular path.

There's always been concerns that strong stat-up moves would simply be abused by Pokemon that already excel without them, such as Swords Dance from :garchomp:Garchomp or :ursaluna:Ursaluna, with reasonable arguments suggesting that they would either be overwhelming in this role, or useless compared to immediately attacking. Our thinking at this moment is that Pokemon with strong immediate offense are less incentivized to set up further offense, and that Pokemon with strong immediate defense are more incentivized to set up further defenses (due to the accelerating returns on subtracting damage), so we'll be closely monitoring users great and small to see if any troubling trends emerge.

Find changes to "pure" stage-adjusting moves, within.
First, to define the scope of this work. This work will, first, center around the following "root" moves:
  • +2 Moves: Swords Dance, Iron Defense, Nasty Plot, Amnesia, Agility, and their clones.
  • +1 Moves: Meditate, Harden, Charge, and their clones.
  • +1/+1 Moves: Bulk Up, Calm Mind, Dragon Dance, Work Up, Cosmic Power, Hone Claws, and their clones.
  • -2 Moves: Feather Dance, Screech, Eerie Impulse, Fake Tears, Scary Fance, and their clones.
Second, the work will carry through to "relatives" of the root moves. These are moves that should remain (mostly) strict upgrades of their root moves:
  • Moves adding a stat or a stage. (Bulk Up -> Coil and Victory Dance; Nasty Plot -> Tail Glow.)
  • Moves adding an additional utility effect. (Dragon Dance -> Tidy Up, Bulk Up -> Coaching.)
The intent is that any move that can be roughly described as "like X root move, but with Y" (Quiver Dance is like Calm Mind, but also boosts Speed) should improve in lock-step with their root version, so that the duration details are easy to memorize. As their lower distribution suggests, these moves are already designed to be rarer, more powerful versions of their root moves. The rest of this section will address these root moves only.

+2 Moves: These are core group most needing help, with the exception of Agility and its clones. Speed stage changes are most important for the round they're applied, to get the jump on a foe's substitution or make strong orders into the coming round's first step. Thus, they're already both powerful and specific in their application — an excellent place for any game piece's balance to be.

For the likes of Swords Dance, such moves only outperform mediocre attacks, and only in theory. This leaves their proactive use laughably bad in practice. For example, using Swords Dance, and then hitting foes with physical attacks until the duration expires, currently gains the Swords Dance user +24 (+8 per attack * 3 attacks) damage for their trouble. It's not uncommon for an item-boosted super-effective attack to deal 24 or more damage upfront, which makes that ideal usage of Swords Dance numerically worse than one of the most common interactions in all of BBP.

The imagined greater returns of consecutive Swords Dances turned out to be even less practical. The battle situation that would lead to a Pokemon getting multiple uninterrupted Swords Dances (such as repeated faulty substitution abuse) would be game-ending with any other move as payoff, and the odds of proactively boosting up twice and then landing three successful physical hits are even slimmer than the single-boost example.

Thus, the simplest solution is to widen the window in which the users may "cash in":

Swords Dance
En Cost: 7 -> 14 (x2)
The user performs a graceful but ferocious spinning war dance.

Raise the user's Attack stage by two (2) for their next five (5) turns.

Decorate, Nasty Plot, Swords Dance: 14 En, stage +2, next 5 turns.
Growth: 14 En, stage +variable amount, next 5 turns. (It is considered to be equivalent to Swords Dance.)​
Fake Tears, Metal Sound, Screech: 10 En, stage -2, next 5 turns.
Tail Glow: 14 En, stage +3, next 4 turns.

The stage-reducing variants have more available counterplay, such as Psych Up, or even just switching out; so their cost is reduced to match.

The higher-stage boosting moves are positioned as even higher risk and higher average reward than the standard root move. Landing 3 out of 4 hits under Tail Glow should be both harder, and more rewarding, than landing 3 out of 5 hits under Nasty Plot. Their theoretical maximum payoff (In this case, 48 from Tail Glow vs. 40 from Nasty Plot) is slightly higher as well, but that's less relevant than the practical case.

Under ideal conditions, this improved version of Swords Dance gives +40 whole physical damage... If you can secure it all, by attacking five times successfully and consecutively. 5 turns is almost the entire duration of a typical matchup, but an opponent looking to suffer less damage from the Swords Dance user is encouraged to try to fight over this duration, by stalling, forcing the user out, or by KOing them.

Our expectation is to start balancing set-up moves assuming that "roughly 1/3" of the value will be lost or missed out on, as a result of counter-moves, Fainting, switching out of a sour match-up, or other reasons. We assume that moves with longer durations will suffer more average loss, and shorter durations will typically suffer less.

Following this logic, the other groups of moves will get similar treatment:

Iron Defense, Amnesia, and relatives:
These moves stack multiplicatively with themselves — If 24 damage a turn KOs you in four turns, then 18 damage a turn KOs in six turns, 12 KOs in eight turns, and so on. These moves "buy back" some of the time spent setting them up, resulting in a very different situation than offensive boosts. Thus, we're giving them slightly less juice than their offensive counterparts. These moves were simply closer to being strong already.​
Acid Armor, Amnesia, Barrier, Iron Defense, Stuff Cheeks: 14 En, stage +2, next 4 turns.
Captivate, Charm, Eerie Impulse, Feather Dance: 10 En, stage -2, next 4 turns.
Cotton Guard, Shelter: 14 En, stage +3, next 3 turns.
Agility and relatives:
The most important turn of a Speed change is the first one, when it's used to gain an immediate advantage, such as by thwarding a substitution. Each additional turn matters less than the next, so there's not much reason to mess with what isn't broken. Moves hat also raise Speed (such as Dragon Dance) maybe be buffed in this section, but their distribution is carefully curated, so this isn't a huge issue.​
Their En will be changed to match other such moves for memory reasons, which is technically a nerf; but they rarely come up more than once in the same matchup, so we don't expect this to impact too many battles in the long run.​
Agility, Autotomize, Shift Gear, Rock Polish: 14 En. Otherwise unchanged.​
Bulk Up, Calm Mind, and relatives:
These moves are numerically quite close to being already good, providing up to +20 maximum damage. Also, providing -15 damage mitigation over the duration makes it slightly more realistic to actually deal more of that theoretically damage. This is still riskier than just attacking outright, so these moves are being lifted up to widen their payoff window as well.​
These also make good extenders for any of the above larger boosts, just like before. An indefinite buff duration would break effects like Baton Pass and Costar even harder, but eight turns is essentially the same thing for most selfish applications.​
Bulk Up, Calm Mind, Coaching, Curse (non-Ghost): 14 En, stage +1/+1, next 8 turns.
Tickle: 10 En, stage -1/-1, next 8 turns.
Coil, Quiver Dance, Victory Dance: 18 En, stage +1/+1/+1, next 8 turns.
The following are moves that are tagged for follow-up work, due to needing special attention to get right.
Cosmic Power and Defend Order:
Cosmic Power and Defend Order have proven somewhat difficult to place when compared to other boosting moves. The Iron Defense family are most useful for shutting down poorly-built opposing teams, or for helping to close a match when only opponents of a certain attacking category remain. That is, although they extend the match (often bad), they do so with purpose and counter play (net good).​
Stockpile itself has match progress built in to it: Swallow and Spit Up are both strong ways to move the game towards a favorable conclusion. Cosmic Power and Defend Order, on the other hand, only exist to extend the match for extension's sake. Amidst all of the other ways to do that, from debilitating status to protective moves, where do these moves sit? Pending an answer to that question, they'll be left at its current duration.​
Unique Teambuilding Moves:
In Generation 6 especially, we got a slew of moves that boost the stats of all Pokemon sharing a particular quality, such as "All grounded Grass-type Pokemon in play". These are pretty niche and outside of the scope of this work. Such moves are listed below for easy reference at a later date.​
This group includes Flower Shield, Gear Up, Magnetic Flux, and Rototiller.​
Dragon Dance, Hone Claws, Meditate, Howl, Work Up, and relatives:
This group is a pile of the various stage-increasing moves that amount to one offensive or defensive boost, with only "icing" otherwise. That is, moves that raise only one damage-calculation stat. Work Up and its relatives are in this group because you'll only ever use one of your offensive stats a time. Frankly, it's uncertain what should be done with these for the time being. These will be left alone as well.​
This group includes Aromatic Mist, Charge, Confide, Defense Curl, Dragon Dance, Growl, Harden, Leer, Meditate, Noble Roar, Tail Whip, Tearful Look, Tidy Up, Sharpen, and Work Up.​
The moves Howl and Withdraw have already been spun off into their own niche functions, but they are technically examples of this as well.​

Status Polishing Work
I don't want to oversell any of the work in this section — This is the follow-up promised in this patch note. (Goodness, it took us a while to find a reasonable mod voice.) The groundwork set by the linked post allow us to more easily balance the affected statuses below. These should be better to play with and easier to understand at a glance.

That said, this still leaves us with three different Major Statuses tracking an internal property with a quantity of named markers, each of them having a different purpose in relation to their parent status. It might be time for a conversation about streamlining that, too. After all, if Poison can simply "know" if it's regular or bad Poison, maybe these other statuses should just "know" their own numeric values. A conversation for another time, perhaps.

Within, find mostly numeric and phrasing adjustments for the affected named Statuses.
Freeze
When first revising Freeze for Generation 9, it was intended to be an method of slowing down and thereby damage-racing the biggest, meanest bruisers that plagued the prior metagame. It proved to be effective in too many various settings, especially at setting up checkmate situations against opponents who are about to order second, to maintain round control.

With time, Pokemon that were once overshadowed have found many tools in Generation 9 to leverage against the old guard, and more tools have been added as well. Which is a long-winded way of saying, we had to decide who Freeze was supposed to be for, and why.

Find the changes to Freeze and its related pieces, below.

Freeze
By default, this status lasts until subject lasts until the subject has no Frost markers. (See "Frost" below.)

The subject is Ice-type.

The effects of the subject's Ice typing are ignored.


When the subject attempts, or becomes the defender of, a Fire-type move, Hydro Steam, Scald, Scorching Sands, Steam Eruption, or Brick Break: Remove seven (7) Frost markers from the subject.

If the subject would execute an action; instead, remove seven (7) Frost markers from the subject.

Frost Marker
By default, this marker lasts until the subject leaves play.

When this marker is created, if the subject has 10 or more Frost markers and the subject isn't Frozen: Inflict Freeze on the subject.

Snow
The Defense rank of each Ice-type Pokemon in play is raised by three (3).

If an effect would put Frost markers on a Pokemon that hasn't had any placed on them during this battle; instead, put that many Frost markers plus three (+3) on that Pokemon.

Weather Ball becomes Ice-type.

Water Gun
The user sprays their target with a stream of pressurized water.

Inflict a unique condition named "Drenched" on the defender for their next three (3) turns, with the following effect:
● The subject has an additional weakness to Electric.
(Water Gun's interaction with Frost markers is removed.)

Freeze is being positioned first as a feature of Snow teams, intended to help bridge the Ice-type setters (especially Snow Warning users) with variously-typed allies. Pokemon with powerful STABs that are super-effective on Ice enjoy the additional damage, and other Pokemon with powerful Frost-applying attacks can contribute to the threat of Freezing. As may be obvious, allies of all kinds appreciate the ability of Snow-setting allies to create free turns, be it to provide chances for safe setup or just to skew the overall damage race.

Second, Freeze is being positioned as a threat posed by Pokemon with certain rare spammable STABs. This covers users of Freeze-Dry, such as :lapras:Lapras and :iron-bundle:Iron Bundle, as well as :articuno-galar:Articuno-Galar's Freezing Glare.

The overlap of these features in :vanilluxe:Vanilluxe, :aurorus:Aurorus, and :ninetales-alola:Ninetales-Alola allows them to threaten the fastest Freeze in the game. :abomasnow:Abomasnow's Mega Evolution and :slowking:Slowking's ability to set and pivot would have placed them head-and-shoulders above other setters, otherwise. Of these three; Vanilluxe deals most damage with its Frost-stacking Ice spam, Aurorus can take advantage of the Ice typing of Frozen victims, and Ninetales brings the most team utility; leaving Snow with a buffet of setters to choose from.

Frost-placing moves are as follows:
  • 3 Frost: Freezing Glare, Freeze-Dry, Powder Snow, Tri Attack
  • 2 Frost: Blizzard, Ice Beam, Ice Fang, Ice Punch
It may seem strange to have no moves placing only 1 Frost marker. When balancing how long it should take to inflict Freeze, we decided it wasn't desirable for some moves to inflict twice as much, or more, Frost as other moves.


Paralysis
While no one fondly misses the former dice-rolling version of Paralysis, it's currently too easy to "top off" Paralysis Counters and secure a backbreaking step 1 in the coming round. With these numeric adjustments, Paralysis is now more punishing to switch under, and less punishing to stay in on, making it a "soft" form of trapping available to most Pokemon.

Paralysis
By default, this status lasts until the subject faints or the battle ends.
Furthermore, any Paralysis Counters on the subject persist while Paralysis does, even if the subject leaves play. (See "Paralysis Counter" below.)

Effects can create this effect "with X counters."; in that case, that many Paralysis Counters are placed on the subject. Otherwise, the default number of counters is zero.

The subject's Speed is halved (x0.5).

At the end of each round, and when the subject leaves or enters play: Place a Paralysis Counter on the subject.

If the subject would execute an action, while it is the last step of the round and they have four (4) or more Paralysis Counters; instead, remove all Paralysis Counters from the subject.

The threshold for action loss is now 4 counters, making it harder to Inflict and fully stack Paralysis in the same round. It's doable, but involves giving up a large amount of damage, or landing very specific Paralysis-inflicting effects. In addition, Paralysis now prevents your action on the last step of a round — a label that we had to amend 2.7a "The Action Phase" to create! This eases counterplay for Paralysis victims and prevents many potential checkmate situations.

In addition, the amount of counters given by various actions have been revised. The highest amount is given by Legendary signature moves and Paralysis-focused Techs, a moderate amount is given by reliable sources of Paralysis, and the lowest amount is given by moves where Paralysis is a secondary benefit.
  • 3 Counters: Bolt Strike, Freeze Shock, G-Max Stun Shock, G-Max Volt Crash, Tri Attack, Stoked Sparksurfer, Wildbolt Storm, Gulp Missile
  • 2 Counters: Body Slam, Discharge, Dragon Breath, Fling, Force Palm, G-Max Befuddle, Glare, Lick, Nuzzle, Stun Spore, Thunder Wave, Zap Cannon, Static
  • 1 Counter: Dire Claw, Bounce, Spark, Thunder, Thunder Fang, Thunder Punch, Thunder Shock, Thunderbolt, Volt Tackle, Effect Spore
  • Add 1 Counter: Thunder Shock

Confusion
People are confused about confusion. Rather than changing how strong it is, this revision mostly targets the condition's word count. The functionality is (almost) entirely the same:

edit: everyone say thank you to city. 0 days since someone has done something fucked up to Maxim with a new patch note.

Confusion
By default, this status lasts until three (3) of the subject's turns end or until the subject leaves play.

When the subject hits another Pokemon with an attack: The user takes damage, equal to half (x0.5) of the damage dealt by the hit.

Magic Guard
The Pokemon is veiled with a barrier that is proof against any sort of trickery, magic, or the like.

The user can't take damage, except from hits and from Confusion status.

Returning damage is a function that's helpful in every match-up, which will help Pokemon like Machamp and Golurk find a unique niche in the metagame as Pokemon that win slugfests by default, but are vulnerable to set-up.

If you can manage to catch an opponent using three attacks in a row, the use of a Confusing move is better than simply attacking back. This improves compared to your attacks in matchups where you expect to be badly hurt.

The sources of Confusion are as follows:
  • 3 turns: Chatter, Confuse Ray, Flatter, Supersonic, Sweet Kiss, Teeter Dance
  • 2 turns: G-Max Smite, Magical Torque
  • 1 turn: Axe Kick, Confusion, Dizzy Punch, Dynamic Punch, Hurricane, Psybeam, Rock Climb, Signal Beam, Strange Steam, Swagger, Water Pulse
  • Indefinite: Own Tempo + Tangled Feet
As an added bit of fun, we're adding the following effect to Confusion and Dizzy Punch (totaling 101 unique FE users):

Confusion
The user projects a wave of psychic force directly at their target.

Transfer the user's Confusion status, if any, to the defender.

Effect Check: Inflict Confusion.
(Dizzy Punch mirrors this change.)

This allows a certain subset of Pokemon more freedom when attacking through Confusion.

Low-Hanging Fruit Adjustments

It just wouldn't be a monthly-ish BBP patch without a couple of riders-on for Pokemon that have come up in conversation. At the present rate, we'll have a whole two more (or so) ready by the time the SV DLC drops and throws a bunch of work in our laps all at once!

Within, find changes to various down-and-out Pokemon.
:scovillain:Spicy Extract
This change came about as a result of Stage-adjusting work, further above.

Spicy Extract
En Cost: 7 -> 10
The user spits a spicy oil at the target, energizing them into an attacking frenzy.

While performing this move: Accuracy checks for this move automatically succeed.

Raise the target's Attack stage by two (2), for their next five (5) turns if they are the user's ally, or their next two (2) turns otherwise.

Lower the target's Defense stage by two (2) for their next five (5) turns if they are the user's opponent, or their next two (2) turns otherwise.

Rather than choose between this move's offensive and support functionality when balancing it, the move will adjust itself to suit the situation.


:shedinja:Wonder Guard
Shedinja has long languished on players' list of favorite gimmick Pokemon in theory only. In reality, every Pokemon in the game already spends the majority of their time hitting their opponents super-effectively, leaving Shedinja mostly dead in the water with wretched stats, typing, and moves.

Frankly, this effect is driven by work on the Raid Frontier: When drafting one of the test raids, we realized that this Pokemon is so dreadful, that we could likely get away with simply giving it this Raid Boss-intended effect. After all of that was drafted, the Raid didn't end up using this effect after all. So here it is for your enjoyment!

Wonder Guard
The Pokemon exists in a phantasmal state and is unaffected by most material action.

While an attack is being performed, if the user is the defender and the attack isn't super-effective on the user: Treat the user as having an immunity to that attack.

(Tally the user's type effectiveness just like any other Pokemon. Then, any result other than a weakness is treated as immunity.)

When the user Faints, if their original species is Shedinja: Set the user's HP and Energy to maximum; then, discard Fainting from the user; then, place a marker on the user for the rest of the battle, with the following effect:
● The effects of the subject's Wonder Guard are ignored.

This essentially makes Shedinja's statline 130/7/4/3/3/40, which is... somewhat passable! Given their somewhat weak main STABs, Shedinja will be using their newfound longevity to support their team with utility moves. In addition to typical Ghost tricks such as Will-o-Wisp and Heal Block, Shedinja enjoys access to excellent pivoting utility in Baton Pass to make up for its own lacking damage. Their expanded HP pool, with what is effectively an HP gate halfway through, buys them much-needed time to chip away at burlier foes with their humble attacks.

The real stars of its movepool, post-revision, involve its new capacity to Faint twice. Shedinja is now the only Pokemon able to afflict two opponents in the same battle with Grudge without assistance, and likewise the only Pokemon that can be expected to use Final Gambit multiple times on a routine basis. These traits position Shedinja as a unique and adaptable utility threat who must be taken more seriously than mere setup fodder.


:sneasler:Dire Claw
Sneasler, the only natural user of Dire Claw, also already features the recently-buffed Poison Touch. This move is getting a brush-up to better synergize with its intended user.

Dire Claw
The user viciously slashes at the target with a claw coated in a potent poison.

While performing this move: The user's critical stage is increased by one (1).

Effect Check: Select and apply one of the following effects, that hasn't been selected this round, at random with equal odds:
● Inflict regular Poison on the defender with one (1) counter. Then (whether they were already Poisoned or not), double the number of Poison Counters on the defender.
● Inflict Paralysis on the defender with one (1) counter. Then (whether they were already Paralyzed or not), double the number of Paralysis Counters on the defender.
● Inflict Sleep on the defender for their next turn.
(If no effects remain to be selected, do nothing.)

The initial amounts of counters have each been toned down. The move has also been given a component to double counters on the defender on subsequent occurrences of the same effect, so that successful effect checks aren't put to waste.

Lastly, the move has been disallowed from rolling the same effect more than once per round, improving its utility when used as a main spammable STAB (It inflicts a variety of useful status more often), and worsening its utility in multi-hit combos or when used by multiple users. Be the first to pair Sneasler with :typhlosion-hisui:Typhlosion-Hisui!


:durant::dracozolt::togekiss:Hustle
This ability has proven difficult to utilize in its new form, for a relatively low payoff. Thus, it will receive a plain numeric buff. The non-Truant users will appreciate being able to more realistically access a large boost, and Durant in particular will live fast and kill faster.

Hustle
The Pokemon's preferred method of attack is to start swinging first and ask questions never.

When the user attacks with a Physical attack: The user loses Energy equal to their own original Attack rank.

The user's Attack rank is increased by three (3) for every fifth (x0.2) of their maximum Energy they are missing.
(Don't round the one-fifth portion when comparing it to missing Energy.)

The change to the energy loss is to make the ability easier for users to calc around when ordering. It also makes it harder to access lower end of the user's Energy pool, and easier for the user to stay afloat at low Energy values to leverage the boost. Durant will likely struggle to float at lower Energy values without Chilling too many times in front of opponents, but should hopefully gain enough damage for trouble for it to be worthwhile.


:salamence::buzzwole::glastrier::magearna:Fainting-triggered Abilities
This suite of abilities has been left in the dust by other abilities better-adapted to BBP. Fainting an opponent directly with the user's own hit is a much rarer occurrence in BBP than it is in cart, leaving these abilities to be rather situational, and their users who rely on them as their "main" ability rather adrift.

With abilities such as Justified or Lightning Rod simply awarding their users a free stage boost, it seems within reason for these abilities to offer similar power, with similar consistency, so long as there's a reasonable hoop to jump through.

Moxie
The Pokemon swells with confidence after an opponent is defeated.

When an opponent Faints, even while the user is inactive: Raises the user's Attack stage by one (1) for their next three (3) turns.

Beast Boost
The Pokemon is from another dimension, and grows stronger in ours with every victory.

When an opponent Faints, even while the user is inactive: Raise the user's stat stage, that corresponds to the highest of their four core stat ranks, by one (1) for their next three (3) turns.

(If multiple stat ranks are tied, prefer stats in the order "Attack > Defense > Sp. Atk > Sp. Def".)

Soul-Heart
The Pokemon's artificial heart dwells upon the residual emotions of opponents, drawing upon their strength.

When another Pokemon in play faints: Reset the user's Special Attack stage to 0 if it is negative. Then, increase the user's Special Attack stage by one (1) for their next three (3) turns.

Chilling Neigh
The user proclaims the victories of their team with a howling and frightening bellow.

When an opponent Faints, even while the user is inactive: Raises the user's Attack stage by one (1) for their next six (6) turns.
(Grim Neigh and As One reflect this change as well.)

Each of the abilities in this "set" will be given their own riff on the same general design:

Moxie and Beast Boost now respond to the success of their teammates, even before they enter play. This makes preserving teammates and playing around trapping more important when such a Pokemon is waiting in the wings.

Given their relative status as one-trick ponies, without any way to contribute to a match besides damage, Glastrier and Spectrier saw little use among players. Chilling Neigh and its variants now work like Moxie above, but grant an even longer boost. This allows the legendary steeds in particular to now hit the ground running when they face down the last surviving foe on a team, and to excel at doing the one thing they're built to do. Even with only one enemy KO, up to 24 free damage is quite a lot. Now their lack of matchup control reinforces their function as late-game cleaners, discouraging them further from entering play prematurely.

Soul-Heart has been revised to better cement Magearna's design as a revenge-killer. "Refunding" the Special Attack drop from Fleur Cannon upon defeating an enemy makes the Pokemon more threatening when they're used for this particular job. The duration of the boost is adjusted downward because, frankly, Magearna is expected to be a very good Pokemon regardless of its ability once it's available. (which is probably soon tm, rather than actually soon.)

The Safari Zone is moving into a second phase of testing!

The Safari Zone has had a rather successful (e.g. informative) first round of testing. Based on players' efforts, our findings are roughly as follows:
  • There's not enough Backpack space to both catch 6 Pokemon (the intended goal) and survive battle with them. We're increasing the Backpack Size of the test Habitats to 15.​
  • It's not likely for a player to halve a wild Pokemon's HP, status it, and meet two extra Capture Method conditions, all in one round. This is supposed to be the main way that the player saves HP — Safari is balanced around battling six half-Pokemon, using Capture to "skip" the rest of each Pokemon encountered. So, we're dropping one unique Capture Method from each wild Pokemon. With four different wild Pokemon per Trek in most cases, there should still be enough variety that you'll have to build a versatile team to meet them all.​
  • A few Balls have been adjusted in strength, and the Standard Supplier has been improved. We worry that players may have too much healing to possibly lose now — maybe strong referees can prove us wrong?​
  • We've added two new Habitats: One is Level 1, and one is Pinnacle!​
For players with ongoing Safari tests:
They're dead. Round completed battles up when determining (tower-based) test rewards, and refund 1/3 of the JC paid for entry for each Trek not started. You can sign up for second-wave testing the same way as the first (and you could spend your JC refund on it :woo:).

The less finished rounds you got to test (as a challenger) in the first round of testing, the earlier in queue you get to cut. If you got to test zero rounds (either because you had just started, or because you never signed up), congrats! You get to cut to the front. Everyone, please include your first-wave round count when signing up for second-wave testing.

Limit one second-round test per player, please.


The Raid Frontier is opening for tests!


The signup thread can be found here!


The Raid Frontier is a facility! You should test it!​
 
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October Update — The Masked Harvest Raid!

Should we name these updates? Do we name it after new Pokemon, or new content? Should we name it for the month we're leaving, or the month we're entering? Let's not dwell on any of that. We have new things!

This patch will be effective in all future rounds, except for in competitive matches.


Major Update - The Teal Mask
Now that the spoiler embargo has ended on the latest DLC for Pokemon Scarlet and Violet, please enjoy this newest patch!

This patch will be effective in all future rounds, except for in competitive matches.

:sv/ogerpon::sv/ursaluna-bloodmoon:
New Content
The Teal Mask update brings many newly-obtainable Pokemon, moves, abilities, and items to BBP!

You may find them within!
New purchasable Pokemon:
  • :dipplin:Dipplin
  • :poltchageist:Poltchageist
  • :sinistcha:Sinistcha
New reward-only Pokemon:
  • :ursaluna-bloodmoon:Ursaluna-Bloodmoon
  • :okidogi:Okidogi
  • :munkidori:Munkidori
  • :fezandipiti:Fezandipiti
  • :ogerpon:Ogerpon
/!\ New moves and abilities are introduced with their users.

New purchasable items:
  • fresh-start-mochi.png
    Fresh-Start Mochi
New reward-only items:
  • :wellspring mask:Wellspring Mask
  • :hearthflame mask:Hearthflame Mask
  • :cornerstone mask:Cornerstone Mask
  • :ability urge:Lo-EXP Record
  • :dire hit2:EXP Record
  • :x attack3:Hi-EXP Record
/!\ Mask items are introduced with their intended wielder.

fresh-start-mochi.png
Fresh-Start Mochi

A round, soft mochi patty with berries mixed in. The perfect refreshing snack after exercise.

When the user gains a Condition or marker, or when any of the user's stages change: The holder consumes this item.

On consume: Remove all Conditions and all markers from the holder, and reset each of the holder's stat stages to 0.
:ability urge:Lo-EXP Record
A compact disc containing an hour or so of footage of trainer battles, with commentary.

Consume to give a Level 1 Pokemon 10 EXP.
:dire hit2:EXP Record
A compact disc containing hours of footage of Gym Challenge battles, with helpful commentary.

Consume to give a Level 2 or lower Pokemon 10 EXP.
:x attack3:Hi-EXP Record
A compact disc stuffed to the brim with days of footage of Elite 4 and Champion battles, with detailed commentary.

Consume to give a Level 3 or lower Pokemon 10 EXP.


:sv/dipplin:
Dipplin
Typing: Grass / Dragon
Stats: 90 HP / 6 Atk / 8 Def / 7 SpA / 6 SpD / 40 Spe
1 Size / 1 Weight
Abilities: Supersweet Syrup / Gluttony / Sticky Hold (HA)

Evolves from :applin:Applin.

In-game, Dipplin responds to Eviolite! That's cool. We won't be replicating that until Dipplin gets an evolution, if and when.

New Features:
Supersweet Syrup (Ability)
The Pokemon entices foes with a cloyingly sweet syrup that they produce themselves.

When the user enters play or gains this ability: Lower the Evasion stage of each opponent to the minimum for their next six (6) turns, without extension.
Syrup Bomb (Move)
Grass | Special | Any One Target | 6 BAP | 85% Acc | 5 En | -- Eff% | 0 Prio | Non-Contact
Combo Level: Set (4) | Material / Pelleting
The user brutally barrages the target with blistering, sickly sweet syrup.

On hit: Inflict a unique status on the defender named "Syrup!!!" until they leave play, with the following effect:
● At the end of each step: Lower the subject's Attack, Special Attack, and Speed stages by one (1) for their next three (3) turns.


:sv/poltchageist:
Poltchageist
Typing: Grass / Ghost
Stats: 75 HP / 4 Atk / 4 Def / 5 SpA / 4 SpD / 50 Spe
1 Size / 1 Weight
Abilities: Hospitality / Heatproof (HA)

:sv/sinistcha:
Sinistcha
Typing: Grass / Ghost
Stats: 85 HP / 5 Atk / 8 Def / 9 SpA / 6 SpD / 70 Spe
1 Size / 1 Weight
Abilities: Hospitality / Heatproof (HA)

Evolves from :poltchageist:Poltchageist.

New Features:
Hospitality (Ability)
The Pokemon offers their teammates tea to keep their spirits up in battle.

When the user enters play: The user heals each of their teammates in play, as well as the Pokemon they replaced in play (unless that Pokemon is fainted), by 10 HP each.
Matcha Gotcha (Move)
Grass | Special | All Opponents | 8 BAP | 90% Acc | 9 En | 20 Eff% | 0 Prio | Non-Contact
Combo Level: Set (4) | Material / Beam
The user "clumsily" sloshes scalding hot tea onto their target, for their own amusement.

Effect Check: Inflict Burn on the defender.

On hit: The user heals HP equal to half (x0.5) of the HP lost by the target, to a maximum of five (5) HP.

:sv/ursaluna-bloodmoon:
Ursaluna-Bloodmoon
Typing: Normal / Ground
Stats: 100 HP / 5 Atk / 9 Def / 10 SpA / 5 SpD / 52 Spe
5 Size / 7 Weight
Ability: Mind's Eye / — (No HA)
  • This Pokemon doesn't evolve from Ursaring.
  • This Pokemon isn't purchasable. Maybe they can be found while exploring...?
New Features:
Mind's Eye (Ability)
The Pokemon has long since abandoned their physical eyesight, relying instead on their predatory intuition.

While tallying type effectiveness for the user's attack: Immunities can't be tallied from the Ghost type.

While it is the user's turn: Opponents in play are Identified.
Blood Moon(Move)
Normal | Special | Any One Target | 14 BAP | 100% Acc | 9 En | -- Eff% | 0 Prio | Non-Contact
Combo Level: Set (4) | Luminous, Witchcraft / Aetherial, Beam
The user draws power from the hunter's moon, attacking their target with a wave of fear.

(If the user executed this move last step, this move can't be attempted.)


The "Loyal Three"

:sv/okidogi:
Okidogi
Typing: Poison / Fighting
Stats: 90 HP / 9 Atk / 8 Def / 4 SpA / 6 SpD / 80 Spe
3 Size / 4 Weight
Ability: Toxic Chain / Guard Dog (HA)

:sv/munkidori:
Munkidori
Typing: Poison / Psychic
Stats: 90 HP / 6 Atk / 5 Def / 9 SpA / 7 SpD / 106 Spe
2 Size / 2 Weight
Ability: Toxic Chain / Frisk (HA)

:sv/fezandipiti:
Fezandipiti
Typing: Poison / Fairy
Stats: 90 HP / 7 Atk / 6 Def / 5 SpA / 9 SpD / 99 Spe
3 Size / 3 Weight
Ability: Toxic Chain / Technician (HA)
  • These Pokemon aren't purchasable. However, you can challenge them in the Raid Frontier right now!
  • Their signature ability, Toxic Chain, doesn't specify contact attacks. Contrast with Poison Touch.
Toxic Chain (Ability)
The Pokemon wears a toxic garment as proof of their bond with their scoundrel brethren.

When the user hits a defender with an attack: Inflict bad Poison also named "Chain Poison" on that defender with one (1) counter, and the following additional effect:
● The subject's Substitution limit is reduced by two (2).


1695980198260.png
:sv/ogerpon:
Ogerpon
Typing: Grass
Stats: 90 HP / 9 Atk / 6 Def / 5 SpA / 7 SpD / 110 Spe
2 Size / 3 Weight
Abilties: Defiant / Embody Aspect (HA)
Trait: Tera Type is always Grass.

In the source games, the singular Ogerpon has specific alternate Formes when she Terastallizes while holding a mask, which have the "Embody Aspect" ability specific to that mask.

For our players' Ogerpon in BBP, we'll simply distill that mechanic into a single Embody Aspect ability, which will be their Hidden Ability.

Forme Changes:
:sv/ogerpon-wellspring:
Ogerpon-Wellspring
Typing: Grass / Water
Stats: Same as base Forme.
Abilities: Water Absorb / Embody Aspect
Trait: Tera Type is always Water.
:sv/ogerpon-hearthflame:
Ogerpon-Hearthflame
Typing: Grass / Fire
Stats: Same as base Forme.
Abilities: Mold Breaker / Embody Aspect
Trait: Tera Type is always Fire.
:sv/ogerpon-cornerstone:
Ogerpon-Cornerstone
Typing: Grass / Rock
Stats: Same as base Forme.
Abilities: Sturdy / Embody Aspect
Trait: Tera Type is always Rock.
  • Ogerpon and their Masks are not purchasable. Where could they be found...?
  • Masks held by Ogerpon are immutible.
New Features:
Ivy Cudgel
Grass | Physicial | Any One Target | 10 BAP | 100% Acc | 7 En | -- Eff% | 0 Prio | Non-Contact
Combo Level: Set (4) | Body / Weapon
The user brandishes their favorite evil-smashing kanabo and delivers their target a crushing blow.

Ivy Cudgel's typing is equal to the user's last type. (If the user has no types, Ivy Cudgel has no types.)

While attacking with this move: The user's critical hit stage is increased by one (1).

:wellspring mask:Wellspring Mask (Item)
A sorrowful mask that depicts a morose, pensive ogre. The craftsmanship is unparalleled.

The holder can't hold other "Mask" items.

While the holder is Ogerpon: The holder becomes Ogerpon-Wellspring, and their Attack and Special Defense ranks are increased by two (2).

When the user leaves play: Return this item to its owner.
(See 6.3a "Immutable Items")

:hearthflame mask:Heartflame Mask (Item)
A frightening mask that depicts a violent, angry ogre. The craftsmanship is unparalleled.

The holder can't hold other "Mask" items.

While the holder is Ogerpon: The holder becomes Ogerpon-Hearthflame and their Attack rank is increased by three (3).

When the user leaves play: Return this item to its owner.
(See 6.3a "Immutable Items")3

:cornerstone mask:Cornerstone Mask (item)
A reassuring mask that depicts a stoic, stern ogre. The craftsmanship is unparalleled.

The holder can't hold other "Mask" items.

While the holder is Ogerpon: The holder becomes Ogerpon-Cornerstone, and their Attack and Defense ranks are increased by two (2).

When the user leaves play: Return this item to its owner.
(See 6.3a "Immutable Items")

Embody Aspect (Ability)
The holder draws upon all of the loving, sad, angering, and comforting memories in their mask, finding greater strength within.

When the user Terastallizes, or when the user enters play while Terastallized: Raise the user's stat, corresponding with their currently held "Mask" item, for their next six (6) turns without extension.
● No Masks: Attack and Speed by one (1) each.
● Wellspring Mask: Attack and Special Defense by one (1) each.
● Hearthflame Mask: Attack by two (2).
● Cornerstone Mask: Attack and Defense by one (1) each.

What a doozy of a Pokemon! Fitting for the DLC's mascot.

:ss/furret::sv/torterra::ss/shiftry:
Updated Pokemon
Many Pokemon have received new moves, due to their appearance in the Teal Mask DLC. Such Pokemon need re-approval before they can be used in battle, so they can enjoy their new moves! (In some cases, new abilities as well!)
  • :shiftry:Shifty's second ability is now Wind Rider, rather than Early Bird.
  • :empoleon:Empoleon's hidden ability is now Competitive, rather than Defiant.
In accordance with this change, we're fixing a long-standing issue with Wind Rider:

OldNew
The Pokémon is particularly adept at finding harmless currents in the wind.

The user is unaffected by attacks tagged #Wind.

After an attack tagged #Wind is executed: Raise the user's Attack stage by one (1) for their next six (6) turns.
The Pokémon is particularly adept at finding harmless currents in the wind.

The user is unaffected by attacks tagged #Wind.

After an action tagged #Wind is executed: Raise the user's Attack stage by one (1) for their next six (6) turns.

With this change, Tailwind to your heart's content!


:ss/amoonguss:
Move Level Revision, and Re-Approval
With the release of the DLC, comes new moves for about a third of the Pokedex. This means those Pokemon need to be re-approved in the Profile Update Thread. Thank you in advance for your patience! That said...

...Because Pokemon are being re-approved, this is the best chance we'll get to adjust the levels of moves for a while. So we're doing so!

Find details on move Levels within!
To improve the experience of battling at Levels 0 or 1, quite a few moves have been banished to higher Levels. To replace them, more straightforward or effective moves have been brought down from above.

The philosophy for move levels going forward will be, roughly, as follows:
  • Levels 2, 3, and 4 will be filled with moves roughly from lowest complexity (2) to highest (4), rather that power. This matches how moves are given Levels currently, so don't expect these to change very much.
  • Levels 0 and 1 will be more intentionally curated — a "condensed" version of BBP in microcosm, focusing on essential effects rather than merely simple ones. Moves deemed to provide a poor play experience will be banished to higher Levels, even if they're very niche or weak.
  • Niche or weak moves with flashy effects (Last Resort) or legacy (Hyper Beam) will trend towards higher Levels.
As an example, new players adore typing almost exactly "Double Team, Harden, Toxic" for their first BBP order set. With no frame of reference for how much HP they save for walling up, or how effective residual damage even is, players go with their gut and play with the cooler, seemingly more "clever" options.

Some easy changes include replacing niche tools with tools that actually perform as advertised. Harden in BBP is a way of extending Defense buffs from other sources, or a way of fouling certain KO thresholds. Reflect is a defensive buffer with an immediate and dramatic impact on the damage you're receiving. Which one will better deliver what a new player expects from it?

These clarifications are to help guide player suggestions as to later Move Level work, if it should ever be necessary. Feedback is welcome in all the usual places.

The Gist
Level 0 has changed:
  • Banished stalling stage moves. (Harden, Growl, etc.)
  • Added "essential" aggressive stage moves. (Bulk Up, Calm Mind, Hone Claws, Nasty Plot, Swords Dance, etc.)
  • Added Reflect and Light Screen.
    • Added Defog.
  • Banished Accuracy- and Evasion-changing moves. (Sand-Attack, Double Team, etc.)
  • Added Phazing. (Roar, etc.)
  • Added basic Priority Attacks. (Quick Attack, Bullet Punch, etc.)
  • Added Substitute. (see below)
  • Addedmost remaining "basic" Major Status moves. (Grass Whistle, Sleep Powder, etc.)
    • Added Rest, Uproar, Sleep Talk, Snore. (see below)
    • Added direct Major Status cleansing. (Refresh, Heal Bell, etc.)
    • Added most remaining "basic" Major Status moves. (Grass Whistle, Sleep Powder, etc.)
  • Added Power Gem, Wild Charge.
    • Banished Ancient Power.
    • Facade remains the "essential" Lv0 Normal STAB due to Return and Frustration being dexited for newer Pokemon, but only barely.
  • Banishedmost Legendary signature moves.
    • (They still have their signatures at low Levels, but the moves themselves should be higher for move calling/copying reasons.)
In addition to the above, Level 1 has changed:
  • Added Hazards. (Spikes, etc.)
    • Added Hazard removal. (Court Change, etc.)
    • Rapid Spin is already here.
  • Added Terrain-changing moves. (Grassy Terrain, etc.)
    • Added Terrain-destroying moves. (Ice Spinner, etc.)
  • Added Partial Trapping. (Whirlpool, etc.)
  • Added direct Recoveries. (Recover, Synthesis, etc.)
  • Added strong stage-modifying moves. (Feather Dance, etc.)
  • Added "essential" Doubles+ moves. (Helping Hand, etc.)
    • Follow Me, etc., will remain higher-Level.
  • Banished Magic Coat. (You get Substitute now.)
  • Added Pain Split. (Substitute beats this.)
  • Added Encore. (This beats Substitute.)
    • The "generic" disruption Level curve is now, in part: Encore -> Disable -> Torment -> Imprison.
  • Added most moves banished from Level 0. (Except Legendary singature moves.)
  • Banished certain gimmick attacks. (Trump Card, etc.)

Full Changes
Upshifts
To 4:
  • Magic Coat from Lv1 to Lv4
  • Trump Card from Lv1 to Lv4
  • Dark Void from Lv0 to Lv4
To 3:
  • Take Heart from Lv1 to Lv3
  • Attract from Lv0 to Lv3
  • Freezing Glare from Lv0 to Lv3
  • Land's Wrath from Lv0 to Lv3
  • Relic Song from Lv0 to Lv3
  • Revelation Dance from Lv0 to Lv3
  • Secret Sword from Lv0 to Lv3
To 2:
  • Comeuppance from Lv0 to Lv2
  • Metal Burst from Lv0 to Lv2
To 1:
  • Ancient Power from Lv0 to Lv1
  • Confide from Lv0 to Lv1
  • Counter from Lv0 to Lv1
  • Defense Curl from Lv0 to Lv1
  • Double Team from Lv0 to Lv1
  • Flash from Lv0 to Lv1
  • Flower Shield from Lv0 to Lv1
  • Growl from Lv0 to Lv1
  • Harden from Lv0 to Lv1
  • Howl from Lv0 to Lv1
  • Kinesis from Lv0 to Lv1
  • Mirror Coat from Lv0 to Lv1
  • Mud-Slap from Lv0 to Lv1
  • Play Nice from Lv0 to Lv1
  • Sand Attack from Lv0 to Lv1
Downshifts
To 2:
  • Conversion 2 from Lv4 to Lv2
To 1:
  • Conversion from Lv4 to Lv1
  • Decorate from Lv4 to Lv1
  • Helping Hand from Lv4 to Lv1
  • Pain Split from Lv4 to Lv1
  • Encore from Lv3 to Lv1
  • Tailwind from Lv3 to Lv1
  • Acid Armor from Lv2 to Lv1
  • Agility from Lv2 to Lv1
  • Amnesia from Lv2 to Lv1
  • Barrier from Lv2 to Lv1
  • Captivate from Lv2 to Lv1
  • Charm from Lv2 to Lv1
  • Cotton Spore from Lv2 to Lv1
  • Court Change from Lv2 to Lv1
  • Eerie Impulse from Lv2 to Lv1
  • Electric Terrain from Lv2 to Lv1
  • Feather Dance from Lv2 to Lv1
  • Fire Spin from Lv2 to Lv1
  • Grassy Terrain from Lv2 to Lv1
  • Heal Order from Lv2 to Lv1
  • Heal Pulse from Lv2 to Lv1
  • Ice Spinner from Lv2 to Lv1
  • Infestation from Lv2 to Lv1
  • Iron Defense from Lv2 to Lv1
  • Life Dew from Lv2 to Lv1
  • Milk Drink from Lv2 to Lv1
  • Misty Terrain from Lv2 to Lv1
  • Moonlight from Lv2 to Lv1
  • Morning Sun from Lv2 to Lv1
  • Pollen Puff from Lv2 to Lv1
  • Psychic Terrain from Lv2 to Lv1
  • Recover from Lv2 to Lv1
  • Roost from Lv2 to Lv1
  • Sand Tomb from Lv2 to Lv1
  • Scary Face from Lv2 to Lv1
  • Shore Up from Lv2 to Lv1
  • Simple Beam from Lv2 to Lv1
  • Slack Off from Lv2 to Lv1
  • Soft-Boiled from Lv2 to Lv1
  • Spikes from Lv2 to Lv1
  • Stealth Rock from Lv2 to Lv1
  • Steel Roller from Lv2 to Lv1
  • Sticky Web from Lv2 to Lv1
  • Sweet Scent from Lv2 to Lv1
  • Synthesis from Lv2 to Lv1
  • Toxic Spikes from Lv2 to Lv1
  • Whirlpool from Lv2 to Lv1
  • Wrap from Lv2 to Lv1
To 0:
  • Sleep Talk from Lv4 to Lv0
  • Substitute from Lv4 to Lv0
  • Combat Torque from Lv3 to Lv0
  • Light Screen from Lv3 to Lv0
  • Magical Torque from Lv3 to Lv0
  • Noxious Torque from Lv3 to Lv0
  • Power Gem from Lv3 to Lv0
  • Reflect from Lv3 to Lv0
  • Uproar from Lv3 to Lv0
  • Autotomize from Lv2 to Lv0
  • Fake Tears from Lv2 to Lv0
  • Heal Block from Lv2 to Lv0
  • Metal Sound from Lv2 to Lv0
  • Nasty Plot from Lv2 to Lv0
  • Rest from Lv2 to Lv0
  • Rock Polish from Lv2 to Lv0
  • Screech from Lv2 to Lv0
  • Swords Dance from Lv2 to Lv0
  • Wild Charge from Lv2 to Lv0
  • Accelerock from Lv1 to Lv0
  • Aqua Jet from Lv1 to Lv0
  • Aromatherapy from Lv1 to Lv0
  • Bulk Up from Lv1 to Lv0
  • Bullet Punch from Lv1 to Lv0
  • Calm Mind from Lv1 to Lv0
  • Circle Throw from Lv1 to Lv0
  • Defog from Lv1 to Lv0
  • Dragon Tail from Lv1 to Lv0
  • Grass Whistle from Lv1 to Lv0
  • Heal Bell from Lv1 to Lv0
  • Hone Claws from Lv1 to Lv0
  • Ice Shard from Lv1 to Lv0
  • Mach Punch from Lv1 to Lv0
  • Quick Attack from Lv1 to Lv0
  • Refresh from Lv1 to Lv0
  • Roar from Lv1 to Lv0
  • Shadow Sneak from Lv1 to Lv0
  • Sleep Powder from Lv1 to Lv0
  • Snore from Lv1 to Lv0
  • Vacuum Wave from Lv1 to Lv0
  • Whirlwind from Lv1 to Lv0
  • Will-O-Wisp from Lv1 to Lv0
  • Work Up from Lv1 to Lv0
To see lots of words on moves that were simplified (to varying degrees) for early Levels, look within!
:sv/breloom::sv/aggron:
Substitute
This move is being re-positioned as a buffer against brutal attacks for frail Pokemon, and as a safeguard against status or disruption.

As of this revision, the user pays more HP than the decoy gets, making the move net-negative in a vacuum. The upshot of the move is in beating troublesome on-hits from applicable moves (such as Bulldoze), and for walling up against status. The user is sacrificing HP efficiency in hopes of pulling ahead in action efficiency.

Because decoys only care about BAP now, they punish weak utility attacks like Rapid Spin more severely, and synergize with old standbys such as Focus Punch again. They also protect frail Pokemon just as well as they protect bulkier Pokemon — and weak attackers can break them just as easily as strong ones can.

The multi-hit interaction is simplified, too: The decoy pops on the first hit, and all remaining hits go to the defender.

Substitute (Move)
OldNew
The user weaves a decoy doll using some of their own life, to take hits in their place.

(This move costs HP, equal to 20% of the user's maximum HP rounded down.)

The user creates a Decoy, with HP equal to the amount of HP paid to use this move.
The user weaves a decoy doll using some of their own life, to take hits in their place.

(This move costs HP, equal to 20% of the user's maximum HP rounded down.)

The user creates a Decoy, with 10 HP.

Decoy (Condition)
OldNew
This condition is created with an HP value. It lasts until the condition's HP is depleted or the subject leaves play.

If another Pokemon's action would hit or affect the subject, and that action doesn't bypass Decoys; instead, specifically those hits and effects are applied to the Decoy.

Actions affect the Decoy the same way they would affect the subject (type effectiveness), with the following exceptions:
● Decoys can't have their stages changed.
● Decoys can't gain conditions or markers.
● Decoys don't have held items to drop or destroy.
● Decoys don't have abilities or types.

Calculate damage done to the decoy by attacks as if those attacks were hitting the subject.

If a multi-hit action deals more damage to a Decoy than the Decoy has HP, the remaining damage is dealt to the subject; and if they do so, they will apply on-hit effects to the subject. (Only once. Don't bother trying to calculate "how many times" the subject was hit.)

Attackers suffer no recoil from their attacks that hit only Decoys.
This condition is created with an HP value. It lasts until the condition's HP is depleted or the subject leaves play.

While a Pokemon is using an action that bypasses Decoys: The other effects of this status are ignored.

The subject is unaffected by the non-attack actions of other Pokemon.

If a single-hit attack would hit the subject; instead, ignore that hit and subtract the attack's BAP from the Decoy's HP.

If a multi-hit attack would hit the subject, instead, ignore that hit and discard this condition.
(The remaining hits' damage will be dealt to the subject normally.)


:sv/luxray::sv/pawmot:
Wild Charge
This move is being brought to Level 0 for reasons other than simplicity: There are physical Electric-type attackers who sorely need a usable STAB at early Levels.

As Rest supplants its current shaky role as "the move you use to drop Status and also make match progress", Wild Charge will need a new job. Frankly, it was never that good of a status cleanse, either: Few Pokemon are excited to use a non-STAB move of middling BAP, with recoil.

Now, Wild Charge's place is to recklessly chase damage at cost to the user. As the markers accumulate, so too will the recoil.

For the Electric-type users, look forward to "cashing in" the Charge markers on a big attack at the end of the matchup!

OldNew
The user charges themselves with static and tackles their target. The lingering electricity energizes the user.

Major Status can't prevent the user from receiving an order to use this move, or from attempting this move.
When the user attempts this move: Remove Sleep, Confusion, and Paralysis from the user.

On hit: The user takes damage, equal to one-tenth (x1/10) of the damage dealt by the hit.
The user charges themselves with static and tackles their target. The lingering electricity energizes the user.

While performing this move: The user is Penalty-Proof.

After executing this move, if the user has less than three (3) Charge markers: Put a Charge marker on the user.

While attacking with this move, while the user is Electric-type: Charge markers can't be discarded.


On hit: The user takes damage, equal to one-tenth (x1/10) of the damage dealt by the hit.


:sv/scizor::sv/cyclohm::ss/smokomodo:
Defog
This move is being simplified to just remove Field Conditions and Battle Conditions.

This is a powerful effect, but Defog already acted in this way in many scenarios. Taking a turn off or burning a combo token is a reasonable cost to reset the field.

This change should save people many trips to the DAT in the future.

OldNew
The user sends a wind across the battlefield to blow away field effects.

Lower the defender's Evasion stage by one (1) for their next three (3) turns.

Discard all Screens from the defender's team; then, discard all Field Hazards from all teams; then furthermore, discard all Weather in play.
The user sends a wind across the battlefield to blow away field effects.

Lower the defender's Evasion stage by one (1) for their next three (3) turns.

Discard all Field Conditions from all teams, and discard all Battle Conditions from the battlefield.


:sv/houndoom::sv/goodra::sv/revenankh:
Rest (and relatives)
To fight the high concentration of Major Status in early Levels, a move with high distribution that strongly punishes them must be brought down to Level 0. What moves suits the bill, other than Rest?

The current version's weird healing-over-time doesn't mesh well with any effect players expect to interact with it, such as Early Bird or Hydration. This necessitated weird stapled-on healing effects for those abilities — we're removing those, since they're no longer needed.

As far as recovery goes, a full Rest is 30 HP, but it's very Energy-intensive. Sleep Talk allows the user to function somewhat under Sleep, but it is still a rather heavy restriction for most Pokemon.

I'm also taking this moment to juice Early Bird more. Rest will heal Early Bird users for 40 HP, but the best user is :houndoom:Houndoom, so I don't think that rocks the boat very much even for :houndoom-mega:Mega Houndoom, relative to other Megas. Hopefully CAP doesn't make me regret this any time soon!

OldNew
The user bunkers down to sleep and rest, rejuvenating themselves in the midst of battle.

(If the user's HP is full, this move can't execute.)

Inflict Sleep on the user for three (3) steps (not turns); then, if the user has Recoveries remaining, they spend one Recovery to grant themselves a unique status until they are not Asleep with the following effects:
● If the subject would heal HP with the effect of Sleep; instead, they heal twice (x2) that much HP.
● At the end of the step: Remove all non-Sleep Major Status from the subject.

(If the user has no Recoveries remaining, they don't get the unique status. They can still use Rest to self-inflict Sleep.)
The user bunkers down to sleep and rest, rejuvenating themselves in the midst of battle.

(If the user's HP is full, this move can't execute.)

Inflict Sleep on the user for their next two (2) turns, with the following additional effects:
● When this condition is created: The subject heals 20 HP, as a recovery.
● Restless markers can't be placed on the subject.
● The subject is unaffected by non-Sleep Major Status.

(Sleep typically can't be created on a Pokemon that is already Asleep.)

Hydration (Ability)
OldNew
The Pokemon thrives in rainy weather and can rejuvenate themselves in it.

While the Weather is Rain: The triggered effects of the user's Rest condition don't trigger.

At the end of each step, if the Weather is Rain and the user has Rest status: Heal the user for 10 HP for each remaining step of Sleep on the user.

At the end of each step, if the Weather is Rain: Remove all Major Status from the user.
The Pokemon thrives in rainy weather and can rejuvenate themselves in it.

While the Weather is Rain: The triggered effects of the user's Rest condition don't trigger.

At the end of each step, if the Weather is Rain and the user has Rest status: Heal the user for 10 HP for each remaining step of Sleep on the user.


At the end of each step, if the Weather is Rain: Remove all Major Status from the user.

Early Bird (Ability)
OldNew
The Pokemon requires very little sleep, allowing them to hunt or forage nocturnally.

At the end of the step: Discard Sleep from the user; then, if the user had the Rest condition, the user heals 20 HP.
The Pokemon requires very little sleep, allowing them to hunt or forage nocturnally.

At the end of the step, if the user is Asleep: Discard Sleep from the user; then, if the user is not Asleep, the user heals 20 HP.

Shed Skin (Ability)
This ability is being lightly adjusted to better synergize with Rest.
OldNew
The Pokemon can shed their outer layers if they become contaminated, restoring themselves.

At the end of each step: Remove all Major Status from the user, except those that were inflicted this step.
The Pokemon can shed their outer layers if they become contaminated, restoring themselves.

At the end of each step: Remove the oldest Major Status from the user.
We'll allow you to use un-updated Pokemon until The October 2023 League Circuit matches start. Those matches will allow un-updated Pokemon — because they are played at Level 4, the Pokemon used within won't gain or lose any moves from this work.

After that date (October 4th 2023), you'll only be allowed to use updated Pokemon in your matches. Until then, you can use updated or un-updated Pokemon. (Which should be taken as an experiment that we're trying out.)

We don't foresee any insurmountable issues mixing updated and un-updated Pokemon, except that updated Pokemon will have better movepools for Levels 0 and 1. If any issues do arise, reach out to moderation.

Also, this does mean that, whenever CAP Movepool Pages are completed, we'll have to have another round of re-approvals just for them. It's never been a better time to be an approver if you like JC! Ask TheEver about becoming an approver. we could really use the help


:ss/dragonite::ss/sableye::ss/mienshao:
New Conditions (And Balance Radar!)
We're adding some game pieces that will help in a future, upcoming balance pass. We also want to share some thoughts as to where the game could use some balancing.

This is a very big update already, so you'll understand if the balance updates aren't coming this patch, but next patch instead.

The Data Audit will be updated to contain the following named conditions:

StatusDescription
HP Aid​
The subject's maximum HP is increased by 10 or increased to 100; whichever is greater.
Attack Aid​
When the subject attacks a defender: Give that attack a power bonus, equal to the defender's relevant Defense rank, minus the subject's relevant Attack rank, with a minimum of one (1) and a maximum of four (4).

(The relevant stats are the stats the attack uses for damage calculation.)
Defense Aid​
When the subject is attacked: Give that attack a power penalty, equal to the attacker's relevant Attack rank, minus the defender's relevant Defense rank, with a minimum of one (1) and a maximum of four (4).

(The relevant stats are the stats the attack uses for damage calculation.)
Bonus-Proof​
While the subject is being attacked: Power bonuses are ignored.
Penalty-Proof​
While the subject is attacking: Power penalties are ignored.

Keen-eyed observers will notice that Attack Aid resembles the current fanfiction effect of Keen Eye, which lets the user overcome enemy defenses when attacking with specific attacks. To help proliferate that effect and others like it throughout the game, we're looking to grant these Conditions to Pokemon "while attacking with specific attacks" or "while being attacked by specific Pokemon", rather than writing out the full text every time.

This resembles how we currently use the fanfiction conditions Hovering and Sealed — as keywords for certain common and similar effects. There's a lot of pieces in the game currently slated to receive this treatment. So, while no pieces are gaining these Conditions this patch, we'd like to introduce them to you now to show a slice of what we have planned.

Here's some additional balance targets we'd like to hit:
  • We have work planned to focus the "Big Three" on their specific functions.
    • We'd like them to remain powerful meta contenders (a moving target is bad for player progression goals), but even we're a little tired of them.
  • We're looking at the damage creep in over-performing offensive items: :choice band:Choice Items and :shell bell:Shell Bell in particular.
    • We believe these items are contributing to a volatile metagame where Pokemon are too often KO'd in a single round.
  • We're looking at denial items, like :ring target:Ring Target, :mirror herb:Mirror Herb, and :sticky barb:Sticky Barb, not doing their intended jobs in all cases.
    • We're also looking for healthy spaces for further denial options, to act as release valves against particular strategies.
  • We're looking at support that helps convert disruption into KOs, without stalling the game overlong.
  • We're looking to convert some of the fanfiction conditional "power penalty of one (1)" Abilities, like Pressure and Oblivious, into more interesting defensive effects, such as Bonus-Proof.
    • The perpetual-penalty Abilities, such as Sturdy, are unlikely to be revised in the same way.
  • We have support coming for a large swath of under-performing Pokemon.

:ss/unown-question:
:ss/slowpoke:
Disqualification Work
In order for disqualification to be a realistic option for our accommodating, understanding, and frankly rather hug-box community; players need to be assured that no one's time is going to waste when they pull the disqualification trigger. Otherwise, the current climate of permanently-hanging matches will continue indefinitely.

We've clarified the rules around DQing and payment, and added new tools to help players and referees to manage their availability.
  • Battles will now measure their own "Progress" to determine how many counters, and other rewards, to play players and referees.
  • Rules for DQing and requesting Subreffing are now better defined. DQ'd players are paid partial rewards, based on the Progress.
  • Two new features, Iceboxing and Referee Support, should help users avoid becoming tardy in their matches.
Battle Progress
Every battle now has a parameter called "Progress", and a maximum amount of Progress called a "Progress Quota". The fraction of Progress / Progress Quota is used when awarding players partial rewards for battles that end prematurely.​
Example: If a battle ends prematurely, and that battle's Progress is 3/7, each player and referee is paid 3/7 of the battle's Progress rewards, rounded down.
The default Progress value is "number of Pokemon fainted", and the default Quota is "number of Pokemon all teams can send, in total." (In a standard two-player 3v3, that's 6 Pokemon.) Many battles (especially in facilities) will state what their Progress is based on. Here are some examples of Progress and Quota pairs you might see:​
  • A Boss team's remaining HP / their maximum HP.
  • Number of Pokemon captured / maximum possible captures.
  • Number of rounds of battle / a maximum number of rounds.
In some battles, it may be possible to exceed the Progress Quota. This results in full rewards, not extra rewards. These battles might have lower Quotas than normal to make them more lenient to losing players.​

Reward Types
Battles, in facilities and elsewhere, already pay three kinds of reward. Now, we've named those types:​
  • Progress Rewards: These rewards are paid regardless of victory or defeat. The amount paid is multiplied by the battle's Progress Fraction, and then rounded down at the end.
    • Examples: Training Counters and Retail Counters.
  • Milestone Rewards: These rewards are paid in full if a certain amount of progress is made, and not paid at all otherwise. Milestone Rewards may be available to only some teams in a battle.
    • Examples: Academy Credits and Advanced Techniques.
  • Victory Rewards: These rewards are paid to whichever team wins the battle. These rewards are paid only if half of the battle's Progress Quota is met, and only if there is a winning team at all. These are exclusive to competitive battles.
    • Examples: Legendary Pokemon from The Legend Gauntlet.
:ss/tinkaton:
Disqualification ("DQ")
A player is considered tardy if it has been their turn to post in the battle, for more than the battle's DQ time for players. While a player is tardy, their opponents may move to disqualify, or "DQ", that player by posting their motion in the battle. If half or more of the player's opponents move to DQ them, the player is disqualified and loses the battle.​
When a player loses to disqualification, they will be paid any rewards they have earned so far, based on the battle's current Progress, in the next referee post in the battle. This may result in the player being paid early for an ongoing battle, which then goes on without them. The disqualified player isn't eligible for further rewards for that battle. (Their rewards are "locked in" at the moment of their loss.) This differs from other players that lose battles: Those players can still win further rewards if their team fights on without them.​
:ss/kangaskhan:
Substitute Reffing ("Subreffing")
A referee is considered tardy if it has been their turn to post in the battle, for more than the battle's DQ time for referees. While a referee is tardy, the players may move to request a substitute referee, or "subref", by posting their motion in the battle. If half or more of the players agree to seek a substitute referee, one of the players in the battle will post in the battle's venue (wherever the match was originally arranged) with a link to the battle to be subreffed, as well as placing their battle thread in the venue's queue, below new players and above non-subreffed challenges.​
Once a subreffing request is posted, the previous referee is relieved from reffing that battle, even if they return to activity.​
When a new referee takes a match from a queue, they should post the current battle status (Pokemon, HP, status conditions, special arena effects, and so on) for all players to inspect for accuracy. The new referee should also pay the relieved referee in this post, based on the amount of Progress the relieved referee presided over. The relieved referee's rewards are rounded down.​
When the battle finishes, the battle's current referee should be paid based on the amount of Progress they presided over, rounded up.​
It's possible for a scenario to exist where a battle is subreffed multiple times, with each referee being paid for a segment of their battle.​
Example: A battle is put up for subreffing at 2/7 Progress. The first referee is paid 2/7 of the progress rewards for referees, rounded down.
The second referee becomes tardy at 5/7 Progress, and is put up for subreffing again. The third referee pays the second referee 3/7 of the progress rewards for referees, rounded down. When the battle finishes, the third referee will pay themselves 2/7 of the progress rewards for referees, rounded up.

:ss/avalugg:
Iceboxing
For players who know they are going to be tardy for a coming post, and who know when they'll be available again, we will now offer Iceboxing — the ability for players to put a match on hold, or "Icebox" that match.​
Competitive matches can't be iceboxed, but all other match types can be.​
Players may start a motion to icebox a match by posting in the thread when it's their turn to post, indicating a motion to icebox and their expected date (and optionally, time and/or time zone) of return, called the "thawing time". Other players may post out of sequence to accept or decline the motion. Players may also post to negotiate a different thawing time. If more than half of players accept a single thawing time, the match becomes iceboxed until that specified time, at which point it "thaws". While a motion is being proposed, players are still expected to observe the DQ time. This may result in gameplay posts and motion posts being interwoven in the same thread, while players play the battle and negotiate iceboxing at the same time.​
If a motion to icebox is declined by enough players, the match does not freeze. Members of the same team (including the moving player) may not start another motion to icebox consecutively. They will be expected to play within the DQ time to the best of their ability. Once another team's motion to icebox is accepted (and the specified time arrives) or rejected, then that first moving team may start motions again if they would like.​
If a motion to icebox is accepted by enough players, the match freezes, resulting in the following:​
  • The moving player can't be disqualified from the match before the specified thawing time.
  • Players other than the moving player can't be disqualified before the specified thawing time plus the DQ time for players.
  • The referee is relieved from refereeing the match until the specified thawing time plus the DQ time. If they like, they may put the match up for subreffing, or seek a "Referee Assist" below, if they expect to be unavailable when the match thaws.
The moving player may find themselves disqualified if they planned to post right after the match thaws — there's no period of DQ grace. Moving players should specify a thawing time that arrives after they expect to be available.​
Referees can't start a motion to freeze a match, even if they're also playing a team in the battle. Referees who know they're going to be absent during or after the specified time should use "Referee Assist" below, instead.​
Your opponents aren't obligated to accept your motion to icebox the match. If they're in a clearly winning position, they may wish to get their prize and get out, as is their right.​
:ss/oranguru:
Referee Assist
Similar to iceboxing, referees have a tool at their disposal called "Referee Assist", for seeking coverage from a subreferee on their own terms.​
To seek a Referee Assist, the referee should post in the match's venue (wherever the match was originally arranged), just like how a player would seek a subref; except that the referee should include their expected return time in both their post, and in their queue entry. The Assist request should be inserted into the queue below new players and above non-subreffed challenges. (Just like other subref requests.)​
The seeking referee is agreeing to resume control of the match at that specified time. The referee should also post in the match that they are seeking an Assist, and their expected return time.​
Also, don't seek Assists from specific referees without their permission.​
I'll be out of town until the 29th. Coverage would be appreciated!
<example link to match>
Queue
Example Match (returning on the 29th)
While waiting for another referee to accept the assist, the match continues, and the seeking referee is expected to observe the DQ time for referees to the best of their ability.​
Once a referee accepts the Assist request, the assisting referee will post in the match just like subreffing any other match. The seeking referee is relieved by the assisting referee, and the assisting referee controls the match until they either choose to return control or until the specified time. The seeking referee is not entitled to control of the match until the specified time.​
Just like other instances of subreffing, referees are paid for the amount of progress they presided over, in the order that they presided over the match.​
Referee Assist need not be used only for periods of absence. A referee at a critical juncture in a battle might seek an Assist from an experienced referee for gameplay reasons, to decipher a very complicated round, or simply to better challenge the player. However, just like any other subreffing, the assisting referee will take a cut of the referee pay.​
To be more blunt: Referees aren't required to justify their reasons for seeking an Assist, if they do not wish to. They're already undertaking labor to make the hobby function.​
Experienced referees assisting newer referees are encouraged, but not required, to explain the rules interaction or battle situation they're called to help with. This helps the newer referee know what they should do in later reffings!​
We recommend using the Leaves of Absence thread in conjunction with these features. You could link to your post that seeks a Referee Assist, for example. We'll let players decide what the best etiquette is for using these new functions.


:ss/guzzlord:
The Raid Frontier Releases!
Following several harrowing rounds of testing, and many feedback-driven adjustments, we've judged The Raid Frontier ready for operation!


With three new Raids added, Pinnacle Raids in the pipeline, and a current total of 18 unique Vocations to earn for your Pokemon, we hope you enjoy everything The Raid Frontier has to offer!

Your ongoing Raid Test, if any, doesn't count as your actual Raid, so feel free to get Raiding worry-free!


n.png

The Realgam Tower Welcomes Your Challenge!
To go with the release of Raids, Realgam Towers are spicing up their rewards!

The following is now true of all Realgam Tower trainers:
  • Those that offered EXP, now offer up to 15 EXP to each Pokemon you send in.
    • You'll get EXP for a number of Pokemon equal to the Selection Size (so, 3 for singles and 4 for doubles).
    • The Pokemon you send into battle will get EXP first. If you somehow manage to win without sending on a full set of Pokemon, you get to pick which bench-sitter gets EXP!
  • Those that offer EXP now have a Team Size that is one Pokemon larger than their Selection Size.
    • That is to say, they're now Bring 4 Pick 3, or Bring 5 Pick 4.
  • They are now the only facility that may over-Level you, awarding up to 9 EXPinto your next level based on your performance!
    • There may be titanic Raid Bosses and wild Safari Treks out there, but nothing sharpens you like battling a powerful Rival!
These changes apply to any current Realgam challenges that have yet to finish, as well as any future ones! How fortunate!


:sv/perrserker:
Boast your Brave Little Heart Out!
BBP's newest difficulty-chasing feature, Boasting, is now available!


With this new feature, you can make any standard Battle Facility both harder and more rewarding! Among the spoils on offer, you can find EXP Records or out-of-season TLG Legendaries... If you're up to snuff!

In addition, there are special one-time achievements waiting within, for BBP's most prepared players... Happy Boasting!


:ss/calyrex-shadow:
Events Triumphantly Return!
BBP's favorite relic of the past has finally come back to haunt us all!


Long-maligned as part glorified giveaway, part balance nightmare, Seasonal Events now return to BBP as modifiers to existing facilities! For example, the new Harvest Usurper's Arrogance event turns The Raid Frontier into a co-op game mode!

Look forward to both major and minor events to pass the time, each month henceforth! And everyone thank Mowtom very much for helping tie this together!

For the few Harvest Usurper's Arrogance 2023 challenges that continue to haunt our forum, know that they will be considered concluded when October 2023 ends. Participants can claim their Global Rewards from the prior version at the same as time as new players can claim rewards from the new version. We're doing it this way so that we don't have a period where only some qualifying players have a shiny new Spectrier.

We encourage you to carry partner up with new players through the new version of the event, even if you already have the old prizes coming your way. There are alternative rewards available, but you could have two ghost horses instead, if you like!
 
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Minor Adjustment Round-Up

Realizing I had forgotten to do one of these for our non-Discord players.

Within, find date-marked changes since August 25th (our last round-up):
2023-Aug-26:
Profile Generator
The "Combo Finder" page was imported added.

You should be able to copy the contents of this page from the "stock" profile generator to a page in your own.
https://docs.google.com/spreadsheets/d/1KuqXxwczBg_1X__K4z0uG5nImm2l5Q3VM0PPVcAsjKM/

2023-Aug-26:
11.6 Dynamax
This currently only affects F's Lapras, but it should be mentioned since we're now testing Raids (for which it's the pinnacle reward)
  • Only attack orders prefixed with "Max" or "G-Max" (e.g. Max Liquidation or G-Max Dazzling Gleam) become max moves. This allows Dynamaxed Pokemon to mix Max and regular actions in their orders and their substitutions.
  • Max attacks have to be ordered this way because they get their damage category from their source move still.
  • Max Guard can be ordered directly while Dynamaxed.
You can still only order Dynamax going first (that is, only if your post is before any opponents' posts this round). This is because having passive sub pressure that doesn't come from your item or species (but instead just from having Dyna=Yes) is a little too free. (edited)

(this is more of a summary of tinkering we've done over the last couple months while working on content adjacent to dyna)

2023-Aug-31
1.1e The "At Most" Rule
Not often that we get a new golden rule! This rule states that "at most" (ceiling) beats "at least", when two effects are trying to limit the same number.

The "You Know What They Meant" Rule is pushed down to 1.1f.

2023-Aug-31
8.10k The Hit
Added clarifying text to the end of this rule.

"If the attack is a contact attack, the attacker makes contact with the defender a number of times equal to the number of hits."​
turns out this wasn't anywhere in the handbook

2023-Aug-31
Confusion (in the patch note)
Everyone thank city for making me throw out Confusion's action-denial role. We've updated the patch note on
Confusion with a more thorough piece of work, that should hopefully stick this time
:eaSilence:
The patch note is here. Happy scrolling! https://www.smogon.com/forums/threads/3708940/page-2#post-9753364

2023-Sep-01
5.3 Types, Effectiveness, and Abilities
Split into 5.3a Types, 5.3b Effectiveness and Affinities, and 5.3c Abilities.

5.3b, describing how to refer to a Pokemon's relationship to types ("weak to", "resistant to" etc) is now properly written.

2023-Sep-02
8.3c Target Legality Check
Added text that defines what each Targeting Scope means, as well as how actions (like Dragon Darts) may alter their own targeting scope

2023-Sep-02
8.x Performing an Action
finally cleaned up the rest of this. @ me if anything looks weird

2023-Sep-04
Move Levels
Hydro Steam and Psyblade now have a Level. (It's 3.)
Movepools
Walking Wake and Iron Leaves now have movepools.

2023-Sep-05
Spotlight
has text again

2023-Sep-06
Magnetic Repulsion (Magnet Pull Command 2)
Changed the status to have this effect:
"Defenders with Magnet Pull have an additional resistance to contact actions performed by the subject."​
(it had essentially old Spider Web)

2023-Sep-10
Libero
Now mentions Protean twice (good!) rather than once (bad.)

2023-Sep-12
Beedrill
No longer absent from the DAT.

2023-Sep-14
Fling
Now no longer flings Immutable items.

2023-Sep-14
Team Targeting
there's no #medium-adjustments channel, so this will have to do.
  • Targeting scopes that target Teams, rather than Pokemon, are now possible.
  • Rebranded the "All Allies" targeting scope as "User's Team".
  • Added the targeting scope "Any Other Team", for the moves Spikes, Toxic Spikes, Stealth Rock, Sticky Web, and Court Change.
  • Combinations treat scopes that target a single team, as targeting all Pokemon on that team, when determining scope. This can still "turn" team-targeting moves into Pokemon-targeting ones if you mix scope types. (you should probably check 9.4 for full details)
  • Life Dew and similar effects now say "as one (1) of the user's Recoveries." to show that they don't spend a number of recoveries equal to the number of Pokemon healed.
  • Effects may now refer to "the user and their teammates".
    • Teammates: Pokemon on their own team.
    • Allies: Teammates, plus Pokemon on any team allied with the user's team.
    • (Remember that a team can have multiple trainers on it. this distinction won't often come up in practice)
  • When searching for default targets, an action will only fail if it doesn't find a target of the correct type (Pokemon or Teams)
  • 8.4 "User-Defender Loop" now loops only if there are Pokemon targets. Actions targeting teams are passed directly through 8.6 and 8.9.
    • 8.6 "Validity Check" has handling for defending teams now.
    • 8.9 "Execution Effects" works just the same with actions targeting teams.
2023-Sep-14
Gear Up and Magnetic Flux
Used "teammate" to clean up these moves' messy wording. Also, they now check the user for Plus or Minus as well (as they should have)

Gear Up now mirrors the stage gain and Energy Cost of Magnetic Flux (+1, or +2 with +/-)

2023-Sep-14
Sheer Force
Now gives attacks the following (in part):
  • Triggered effects of other moves, items, and abilities can't trigger as a result of Hits dealt by this attack.
Did you know this was bugged to function as, essentially, giga Rock Head (recoil is an on-hit), but only for Flare Blitz and Wild Charge? Now it's not.

2023-Sep-20
Torque Moves
Blazing, Combat, Magical, Noxious, and Wicked Torque have been standardized to 10 BAP and combo level 3. Also, they have been standardized at 7 EN.

2023-Sep-24
Profile Generator
(The Profile Generator has appeared several times in the minor adjustments. You may find it convenient to obtain a fresh copy with the corrected source tables.)

1696366002703.png


2023-Sep-24
7.2 Conditions
Defined "transferring" a condition.

In short, the condition is moved to the specified Pokemon if that Pokemon could have the condition inflicted on or granted to them; else the condition stays put. (exactly as you'd expect)

2023-Sep-26
Locking in Errors
[2.7] The Battling Phase now contains the text:
"If an error in the reffing is pointed out before a player from each team has made a post in the switching or ordering phase for the next round, that error should be corrected and any player who has posted should be given a reorder. Otherwise, that error is locked in and should not be fixed."
(Lou note: This will have to be given a new home elsewhere with other "etiquette of posting" and "ensuring reffing accuracy" rules, eventually.)

2023-Sep-26
League Circuit
The EXP rewards at 1+ and 2+ Victories have been remade into items. If you won September Circuit, you may be entitled to compensation:
https://www.smogon.com/forums/threa...circuit-circuit-3.3718555/page-3#post-9799318

2023-Sep-29
Profile Generator
(Updating for DLC took many many fixes. The first profile generator was not future proof.)

1696366234472.png


Corrected import call:
=SORT(IMPORTRANGE("https://docs.google.com/spreadsheets/d/1Hr_MgLLd2UrZL5LPCvhgz6mgyV9XeMssPdPKIuax-iM/edit", "MovepoolExportTable"))

Feel free to reach out to the mentioned users for assistance with your Profile Generator on Smogon, if you don't use Discord.

2023-Sep-30
Approvals and Updates
We'd like users to adopt the queue system going forward. It has massively improved the timeliness and ease of approving.

2023-Oct-01
DAT, especially Conditions
All of the patch features should be in the DAT now.

For conditions, we've cleaned up Poison and Paralysis. They are now inflicted "with X markers" (instead of "with x counters"), and the markers go on the condition (not the Pokemon). No more tracking "which counters are associated with" each condition, and no more messages asking, "what's a counter?"

Effects like Poison Point now count "the number of Poison markers on conditons the defender is subject to." This ends up being the same as before, but will matter if a Pokemon ever ends up Poisoned more than once. (what could this be for?)

"Poison markers", etc, no longer have or need any text, so they've been removed from the DAT. Poison, Paralysis, and Doom were already making these markers from scratch anyway.

None of this work affects Frost markers, which exist without Freeze and thus need their own text.

2023-Oct-01
Cleanse Tag
The wording now matches Magic Guard instead of being inspired by gen 8.

2023-Oct-02
Pokemon
Teal Mask Pokemon in general now have types, and Ogerpon's formes are in the Formes DAT tab.
Gimmighoul-Roaming now exists, if for some reason you aren't skipping directly to Gholdengo. I guess this could be relevant for a new player at some point?
Zoroark-Hisui has now gained 5 speed and lost 5 HP and 1 Attack rank.
Wattrel and Kilowattrel now are Electric/Flying rather than Flying/Electric.
Hemogoblin is now Fairy/Fire rather than Fire/Fairy.

2023-Oct-02
Fixed Damage Moves
All of the fixed damage moves (should) now specify their BAP, instead of just saying "this deals x fixed damage"

Life Orb should now correctly exclude fixed damage moves from its effects.

2023-Oct-02
Light Stone
Now has effect text that isn't "(like dark stone)"

2023-Oct-02
8.3 Legality Checks
Clarified that "readying" an action is global to all instances of that action in the same step. This is brought to you by Encore. "Charging" for an action mirrors this change. (Because charging is a type of readying.)
This is in service of bringing some more "#medium-adjustments" from today's new game-rules nightmares.

This rest of this patch (except where specified) will be effective in all future rounds, except for in competitive matches.


8.3d (new!) Target Replacement Check
Created this rule to house Reflect (magic coat, magic bounce) and Redirect (follow me, rage powder, spotlight, storm drain, and lightning rod) effects. This is so they work without needing word-of-god.​
Previously, they affected the targets of orders, which meant that 8.3c Target Legality Checks would promptly remove the (illegal) reflected or redirected targets; sometimes then replacing them with the original target!​

This should codify the behavior everyone had already assumed, rather than relying on said assumption. If a bug is found with 8.3d, feel free to let us know in the usual places.​


Multiple-Turns Interactions
We also have a couple further adjustments for Raids: People have found the rule 2.7b "Pokemon with Multiple Actions" mostly... entirely counter-intuitive. Rather than pulling against people's inclination, we're going to align these rules with players' assumptions.​

We're removing this line from 2.7b...​

"Effects that trigger "At the start of" or "At the end of" a Pokemon's turn will trigger at the start of their first turn in the turn sequence, and at the end of their last turn in the turn sequence. In some cases, this can result in the Pokemon's "end of turn" effects being missed out on, such as if the Pokemon leaves play before they take their last turn in a step."​
...Mainly because has little to no impact on the performance of such things in a raid setting. Out of hundreds or thousands of Boss HP, taking 2 Poison damage six times a round won't make much of a difference.​
The Raid Frontier
Meanwhile, we're changing specifically stage durations of Raid opponents (the only multiple-turn Pokemon in the game currently) to work... How everyone had assumed they would work!​
We're adding this line to the "Stage Filter" Raid Modifier:​
Stage changes on Raid opponents, that would last an amount of turns, instead last that many steps.​
This applies just to the Raid's Pokemon, and not to stages of raiders changed by them. So this doesn't have any impact on, say, a Raid Boss' Screech used on a raider.​
This rule was assumed or not assumed at different points while developing raids, so this rule would cause some Raids to be very strong or weak. Mostly, this change will result in stage-lowering moves being more valuable in raids.​
Within, find some action adjustments for Raids starting after this message. (Ongoing Raids should use the Raid profiles in their opening post.)​
:ss/guzzlord:
Vs. The Greater Masticator Invader!
Fleeting Feast
Adding "The Raid's Berries can't be restored."​

This raid had an exploit with Recycle that could result in the raid running far, far longer than intended.

Otherwise, this Raid has been well-received, and will be left alone.

:ss/shedinja:
Vs. The Shadow-Wielding Master and Students!
Shedinja
Rand:Rand:
Will-o-Wisp
Toxic
Confuse Ray
Defog Swords Dance
Skitter Smack
Poltergeist
Hex Dig
Solar Beam Sucker Punch

Players said this raid was hostile to entry hazards, which was its intended solution. So I tried it. It's hostile to entry hazards.

Weezing and Ninjask will retain Defog, but Shedinja will instead apply more damage pressure to the raiders with this change.

:sv/okidogi::sv/munkidori::sv/fezandipiti:
Vs. The "Loyal" Lousy Lackabouts!
Okidogi HP: 888 -> 333
Munkidori HP: 888 -> 333
Fezandipiti HP: 888 -> 333

Blessing of Fortune
Removed "While exactly one Boss is fainted: Bosses take double (x2) damage."​
Removed "While exactly two Bosses are fainted: Bosses take triple (x3) damage." (They're still Dynamaxed while alone.)​
Added "At the end of each round: Place a Fortune marker on each fainted Boss. Then, do the following for each Boss with eight or more Fortune counters:​
  • Remove Fainting and all Fortune markers from them.
  • Raise their four core stages to the maximum."
This raid made a lot of concessions to try to fit 8's in. This contorted the amount of damage raiders needed to deal very badly — even with the assorted multipliers, most average teams would need around 16-18 rounds to chew through 888 HP three times in a row. Reducing their HP should make the raid more attainable while also easing the pressure applied by Fezandipiti's Duelist vocation. The raid already attacks every slot often enough.

:sv/tinkaton::sv/corviknight:
Vs. The Cold-Iron Tink-tacular Turf War!
This one needs a lot of revision. It was the last Raid to be written before launch, and is definitely not performing as designed.

The conceit is that you should be managing your allegience to the Scourge Invaders and the Korvid Kingdom. In practice, you currently pick a side and beat them to death, while the referee runs an asinine amount of calculations for meaningless minions.

This raid has been wholly re-imagined. You'll find the new version, where you are caught in a crossfire and must be the last surviving team, in its place, with the old version in a hide.

:sv/silvally:
Vs. The Self-Perfecting Beast-Slaying Machine!
Normal "Memory" Order Behavior:
Normal "Memory" Order Behavior
Swords Dance
Bulk Up
Nasty Plot
Calm Mind
Agility Shift Gear

This change breaks the nice +2 boost symmetry, but also patches up an otherwise mostly dead slot in the first round of the Raid. High- and Low-rolling can become a factor later on, as the Raid becomes more volatile.
 
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As a result of the playerbase's collective ongoing quest to grey my hair, we have some Substitution clarifications to make.

This patch will be effective in all future rounds, including in competitive matches.

Sorry in advance for any inconvenience, but these exploits probably shouldn't be allowed in Circuit, once known!


10.6f Special Substitution Triggers
We're clarifying how to legally order a substitution that triggers "if able".
The relevant text will now read, in part:

A substitution can be created with an empty Trigger Component; that is to say, without any Action Clauses or State Clauses at all. This is sometimes called a "True Clause" or an "If-Able Clause". Such a substitution will trigger every time its timing component is met, if its result component is fully possible.

To write a substitution with no trigger component, you must indicate that the trigger component is empty. Phrasings such as "IF you are able" or "IF possible" are acceptable ways to issue such a substitution. Unlike with the timing component, simply writing no trigger component at all renders the substitution illegal.

Example: A substitution using a True Clause may read, "At the start of your turn, if possible, use Phantom Force." The same substitution may also be written, "At the start of your turn, if you are able, use Phantom Force."

It may not legally be written, "At the start of your turn, use Phantom Force."

This fixes a possible exploit where a player could write orders such as the following:

Earthquake ~ Earthquake ~ Earthquake
Endure​
Protect​
Headlong Rush​
This is a cute novelty trick, but ultimately the only utility is to annoy or confuse opponents, so it can safely go.

10.7b Result Clause Affixes
This section is being clarified and expanded upon.
The text of this section will now read as follows:

[10.7b] Result Affixes
Each Result Clause may have up to one of the following affixes appended to it, if desired.

...on Nth instance
The affixed Result Clause will be ignored, except for the Nth time the substitution triggers.​
...on other instances
The affixed Result Clause will be ignored during instances mentioned on another Result Clause's affix in the same substitution.​
(Writings similar to "on later instances" are understood to be this affix.)​
...if it is step N
The affixed Result Clause will be ignored, except during the specified step.
...in other steps
The affixed Result Clause will be ignored during steps mentioned on another Result Clause's affix in the same substitution.
(Writings similar to "on later/prior steps" are understood to be this affix.)
...otherwise
The affixed Result Clause will be ignored during instances mentioned on a clause affixed "on Nth instance", and it will also be ignored during steps mentioned on a clause affixed with "if it is step N".

If a substitution would trigger, but all of the substitution's Result Clauses would be ignored, then the substitution is illegal and does not trigger.

This may seem out of the blue, so let's go over the reasoning:

First change: Adding "on step N" and "on other steps" as legal affixes.
It has been discovered that players can currently order a substitution such as the following:​
IF Charizard is to use Flamethrower THEN use Rain Dance, then lock step 3 for the rest of this substitution, then use Substitute.​
This results in one move when it's triggered step 3 (Rain Dance), and another move otherwise. Rather than doing anything to the (admittedly rather problematic) locking function, we decided to add support for reserving certain results for certain steps. After all, we're in a going-second metagame, so there's little reason to further weaken first order's subs at this time.​
Frankly, locking an order is of dubious utility overall. We'd like to hear about productive uses of the locking clause (in the usual feedback venues); there's a chance that we might just codify those use cases as their own clauses — much as we've done here — and then dispose of the locking function.​
Second change: Disallowing substitutions with empty results from triggering.
Players could previously order substitutions like this:​
IF Grimmsnarl is to use Power Whip THEN use Counter on first instance.​
IF Grimmsnarl is to use Power Whip THEN use Memento.​
Do forgive the blunt example. This is a form of bait, using the "empty" result of the first substitution to prevent the second substitution from triggering. The first sub would, formerly, always trigger regardless of having a result; and only one of a Pokemon's subs can trigger each step. In this way, players could pretend to have an exploitable second sub, but in reality have it never trigger.​
An unwary opponent could be caught trying to exploit this sub with Power Whip ~ Power Whip, only to then be rules sharked by having it explained that the first sub "triggers anyway but does nothing." This has been corrected — subs can't trigger if all of their result clauses would be ignored.​
If you want to block your own later substitutions from triggering, you can use the "Ignore substitution N" result clause.​

In general, it our preference that substitutions don't require access to social channels or clique chats in order to be used effectively. When new functionality is discovered, that relies on obtuse layering of different clauses, we're likely to try to clarify and better support such functionality.

However, substitutions also house the lion's share of BBP's strategic depth and skill expression, so we're not likely to greatly reduce the possible complexity of the substitution system. Whenever possible, we would instead rather include more readable phrasings of existing functionality.
 
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Congratulations to this future balance adjustment, promoted to "right the fuck now" because people were about to buy negative-Attack-natured Linoone to abuse this ability.

:jolteon::mightyena:Quick Feet
Another quick pit stop for some unusable, awful Pokemon, intended to give them a function in the metagame. This effect will become a clone of another reworked ability in the future patch, but with a status- and speed-based criteria instead.
:linoone::zigzagoon:
With this version of the ability, the fully evolved users will have the ability to impersonate Pokemon with real stats. The second fastest user is Linoone, the third fastest user is Mightyena, and the fourth fastest user is Zigzagoon. There's not much to worry about in terms of users "gatekeeping" this ability.

And with this change, the best user of the ability is no longer Eviolite Shroomish. Attack Aid and Defense Aid can already be found in the Conditions tab of the DAT, and in the Teal Mask update, above.

OldNew
Adversity inspires paranoia and vigilance in this Pokemon.

While the user has one or more Major Status: The user's Speed is increased by half (x1.5).

While the user is being attacked by an attacker whose Speed is less than
the user's: The attacker's Attack and Special Attack ranks are each, at most,
the higher of the user's Attack or Special Attack ranks. (The attacker's rank is limited to no more than the user's higher Attack rank.)
Adversity inspires paranoia and vigilance in this Pokemon.

While the user has a Major Status: This ability has the following effects:
● The user's Speed is doubled (x2).
● The user is unaffected by all other Major Status.
● While attacking a Pokemon with half (x1/2) or less of the user's Speed: The user has Attack Aid.
● While being attacked by a Pokemon with half (x1/2) or less of the user's Speed: The user has Defense Aid.
Rest
To pair with the above (and other future changes), Rest will now attempt to cleanse Major Status before inflicting Sleep.
It will also force itself to fail in situations where Pokemon can't fall Asleep, such as during Electric Terrain for standing users.

The move is already too expensive to be used under Sleep Talk, and can't be executed while Asleep anyway, so we aren't too concerned about that line anymore.

The user bunkers down to sleep and rest, rejuvenating themselves in the midst of battle.

(If the user's HP is full, this move can't execute.)

Inflict Sleep on the user for their next two (2) turns, with the following additional effects:
● When this condition is created: The subject heals 20 HP, as a recovery.
● Restless markers can't be placed on the subject.
● The subject is unaffected by non-Sleep Major Status.

(Sleep typically can't be created on a Pokemon that is already Asleep.)
The user bunkers down to sleep and rest, rejuvenating themselves in the midst of battle.

(If the user's HP is full, or if the user is unaffected by Sleep, this move can't execute.)

Remove all Major Status from the user; then, inflict Sleep on the user for their next two (2) turns, with the following additional effects:
● When this condition is created: The subject heals 20 HP, as a recovery.
● Restless markers can't be placed on the subject.
● The subject is unaffected by non-Sleep Major Status.
To cope, I'll tell myself that this can act as an appetizer for the balance patch proper. Expect work like this, some time around the 1-year anniversary of Generation 9 BBP.
 
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I think thrice in two weeks (maybe four times?) I've logged on to find the Discord divided over whether Conditions and Markers fade upon switching out.

Problem
The confusion stemmed from some effects creating conditions "until the subject leaves play." Players were assuming the absence of this text to mean "if we don't say this every time, the conditions persists after switching", which was just swell.

Solution
I've modified 7.2 "Conditions" to insist that all Conditions and Markers on Pokemon are discarded from inactive Pokemon, unless:
  • They are Fundamental Conditions (like Fainting),
  • They are Major Status (like Burn),
  • They are stated to "persist after leaving play" (like Forecast's Atmosphere markers), or
  • They were created on an inactive Pokemon, who hasn't since entered play. (So that we can give inactive Pokemon conditions or markers "for later", and still have them fall of if the Pokemon subsequently leaves play.)
I've also modified 2.9 "Post-Event Checks", step 5, to actually do the discarding. Conditions and Markers will cease existing on inactive Pokemon in this check, just like stranded Conditions and Markers (ones that aren't placed on anything) do, except where noted above.

This isn't relevant to objects placed on objects placed on Pokemon, such as Poison markers on a Poison condition on a Pokemon. (This is why we moved those markers onto the Condition, instead of leaving them on the Pokemon, a couple patches ago.)

Most effects in the DAT no longer mention that they create a Condition or Marker "until the subject leaves play," to avoid this confusion. It should be assumed unless stated otherwise.

Some effects that inflict conditions for multiple durations, such as those of Glaive Rush, still say that they "Inflict a unique condition on the user until their next turn, and on the defender until they leave play". This is for clarity, that the defender gets a copy with no turn duration. The user's copy of the condition still is discarded if they leave play, even though it has a turn duration, and even though one copy of the condition mentions leaving play and the other doesn't.

The above work should result in no functional changes. Instead, it should simply clarify the existing rules.

The line about "They were created on an inactive Pokemon, who hasn't since entered play." is a change from previous rules, but there aren't currently any effects that do such a thing to my knowledge, so that doesn't change anything currently.

 
This has been recently brought to my attention, and I'd hate to make people suffer through another Circuit without this fixed.

This patch will be effective in all future rounds, including in competitive matches.

Substitutions and Move-Calling Moves
Problem
As written, substitutions can't see moves called by "calling moves" like Sleep Talk, and thus can't respond to them.​
When Gen 9 was being written, the point of narrowing these calling moves down to a single, non-random option was to allow substitutions to respond to the move being called. This new rule causes substitutions to function against valid move-calling parameters.​
Solution
In 10.6b "Action Clause Observed Behavior", the following text will be added:​
  • If the observed Pokemon's order is to use an action that will call a move (at the time the substitution is checked), and that called move fits the criteria of the Action Clause, then the order as whole fits the criteria.
We'll be closely monitoring this change to follow-up if it results in unintended abuse cases.​

Substitutions and Normal-Replacing Abilities
Problem
Due to how abilities such as Aerilate are phrased were phrased as a triggered effect, they didn't convert the user's attack types until the user was about to attack. This means that substitutions for "IF Flying-type attack" don't trigger on converted attacks, which has proven rather unintuitive.​
Solution
The user's Normal-type moves are now always converted to the new type. By checking the move's original type (its type in the DAT), we can contain the power bonus to moves that were converted, as intended.​
This has the side-effect of making these Pokemon better at using Hidden Power and Natural Gift, if it converts to the correct type, but that's not really useful when you have Aerilate Double-Edge or similar available.​

OldNew
The Pokemon is most at home in the sky, and can infuse their attacks with the winds.

When the user performs a Normal-type move: The move becomes Flying-type, and if it does and it has a BAP, give it a power bonus of two (2).
The Pokemon is most at home in the sky, and can infuse their attacks with the winds.

The user's Normal-type moves are Flying-type.

When the user performs a Flying-type attack that was originally Normal-type: Give it a power bonus of two (2).
Pixilate, Refrigerate, Galvanize, and the custom ability Ignite (Found in the event "Dragon Master Lance") will reflect this change.​
Exclusive Items
A new category of unpurchaseable items is being added to the DAT. Under the "Exclusive Held Items" header, items that are given out as prizing that aren't associated with an unpurchaseable Pokemon will be listed.​
For the time being, only :meteorite:Sovereign Magnificence and :azure flute:Sovereign Malevolence are in this category. These items can be obtained from the "Conquering Northern King! 2023" event.​
The ability to purchase or not to purchase other items isn't impacted at this time. Unpurchaseable held items, that aren't associated with an unpurchaseable Pokemon, are candidates for relocation to this category.​
(As an aside, an item's canon or non-canon status has no bearing on whether or not it is purchaseable. Given that BBP has always struggled to find new things to give out as rewards, we reserve the right to stuff new items into event or Facility rewards as needed.)​
 
/!\ cw: reading, alternate KO effects, dragonite /!\
(Feel free to direct any typo reports or clarifying questions to the usual venues.)​

This patch will be effective in all future rounds, except for in competitive matches and events.


CAP BBP Season 2
a.k.a. That Big Anniversary Balance Patch I've Been Talking About

lou9flourish2x.png

Hello, everyone! It's me, the guy that writes these, writing another one of these just for you.

The generation is a year old, now! Over the course of the first year of Generation 9 BBP, we've never really experienced a settled version of the game. Roughly every month or so, some major section of the game has seen patches, hotfixes, or outright overhauls. We've built this train while riding it in motion. While I'd like to imagine that most players have enjoyed the ride so far, we do understand that there's a need to stop at a destination and rest every once in a while. After all, for some players, monthly patches are more frequent than battles are!

That said, the overall shape of the game has become clearer, to mods and to players alike, as the generation has matured. To hear players tell it, Pokemon now threaten teams with varying degrees of offense, defense, and utility that would bring a tear to the eye of any player transported directly from Gen 7 or 8 BBP, and the game has shed much of the annoying, sometimes clique-driven rulings jank that plagued early ASB. We've chosen to take the game's current surge of new users and activity as a sign that it is in one of its best states so far, and we have no wish to squander that momentum.

It's time to knock out the majority of the balance hit-list, all at once, so that we can enjoy a fresh iteration of the game.


Progression Updates
We're revising a couple of features, as well as adding a new battle ruleset, to help smooth out the beginning of the game for newer players.

:bulbasaur:Beginner Battles
Without clear guidelines, the first thing a new BBP player tends to do is throw themselves directly into the deepest end of the pool, to disastrous effect. It's not ideal that a new player's first battles take up to a month. We're offering this new, premade battle ruleset in the Battle Tower to provide some structure; and we're making battles free if they're played under these rules.
Rulesets labelled as being "for beginners" have been a part of BBP since its inception, but this time we're (have you heard this before?) giving them a job to do.

If your Battle Tower challenge uses the following rules, and all other rules are left as default, then the battle is said to be a "Beginner Battle" and costs players no JC. The referee still earns JC from the match.
  • Bring 3, Pick 1 Singles
  • Level 0
  • Backpack: 6
  • Each player may bring only the following items, in the following amounts:
    • 1x:oran berry:Oran Berry, 1x:pecha berry:Pecha Berry, 1x:cheri berry:Cheri Berry,1x:rawst berry:Rawst Berry, 1x:muscle band:Muscle Band, 1x:wise glasses:Wise Glasses
You may ask for a battle in this format simply by saying that you're seeking a "Beginner Battle". (Even if you aren't a beginner.)
:gimmighoul:Starting JC
New players will no longer start with 12 JC after this patch. Instead, prizing for Beginner Battles will award players 20 JC once per player. This is to ensure players don't run their JC stock dry (by challenging facilities they've yet to play) before they've played through a Beginner Battle.

This bonus isn't being offered to players who joined BBP before this patch, who started with a (then-comparable) amount of JC instead.

:equilibra:Judge Counter Overhaul
As promised, JC costs and payouts across the game are being adjusted.
There's two different scoring systems we drew up, for the purpose of this work: Cost and Pay.

JC Costs are being determined by the rewards a player can expect from the battle. We're tallying up the value of a venue's rewards, and then pricing the battle at its closest pricing "tier". The chosen tiers are 4, 7, 10, 12, 16, 20, and 25.

We've chosen the tiered prices to be co-prime with one another, so that an individual JCs matter more. If every price was a multiple of, say, 3; then 3 JC is the "real" unit, and any JC left over is a wasted annoyance until the "set" is completed.

JC Pay is being driven mainly by expected round count — or more directly, number of expected reffing posts. We started with a fixed amount of pay for a 2v2, a 3v3, or a 4v4, based on how long we expect matches of that size to take on average. We then wrote modifiers to raise or lower this, such as whether or not the battle is automated, or whether the match is Singles or a larger format.


The tables below are excerpts from full JC Tables, kept in the moderator lair. We'd rather not spoil upcoming content by way of its pricing.

Battle Tower
TypeRewardsRaw ValueJC CostJC Pay
Ordinary BattleTC, RCN/A26
Beginner Battle*Promotion to Level 1N/A06
* See onboarding changes, above.

Realgam Tower
Having the most ordinary battle format, Realgam serves well as a template that other facilities can be measured against.

TypeRewardsRaw ValueJC CostJC Pay
8-EXP "Fast" Single Sims (2v2)16 EXP3.2
4​
8​
12-EXP "Normal" Single Sims (3v3)36 EXP7.2
7​
11​
15-EXP "Hard" Single Sims (3v3)45 EXP9
10​
11​
8-EXP "Fast" Doubles Sims (2v2)16 EXP3.2
4​
9​
12-EXP "Normal" Doubles Sims (4v4)48 EXP9.6
10​
15​
15-EXP "Hard" Doubles Sims (4v4)60 EXP12
12​
15​
Colress:kyurem:Legend (6+2), :master ball:AC (4+2), Voucher (2)16
16​
14​
Barry and Palmer:regigigas:Legend (6+2), :master ball:AC (4+2), Voucher (2)16
16​
18​
Ghetsis:kyurem-black:Uber key item (8), :master ball:AC (4+2), Voucher (2)16
16​
14​
N:reshiram:Lv3 Uber (8+2), :master ball:AC (4+2), Voucher (2)18
16​
14​
3v3 Z-Move Source3x:normalium-z:Z-Move (12), :master ball:AC (4+2), Voucher (2)20
20​
14​
4v4 Z-Move Source4x:normalium-z:Z-Move (16), :master ball:AC (4+2), Voucher (2)24
25​
18​

Raid Frontier
The Loyal Three have a strange reward structure, but we're going to allow them to be outliers. The Pokemon on offer aren't likely to warp the game around themselves any time soon.

TypeRewardsRaw ValueJC CostJC Pay
6-EXP "Normal" Raids18 EXP3.648
10-EXP "Hard" Raids30 EXP678
Loyal Three if you take a Legend:okidogi:Legend (4+1) and 18 EXP8.678

Safari Zone
These rewards are subject to adjustment as the Safari rewards are shifted around. For example, it's possible we'll detach rewards from the Pokemon in the habitat and score them differently, which would change the expected reward of a typical challenge.

TypeRewardsRaw ValueJC CostJC Pay
Standard Habitats30 EXP on average6714
Legend Habitats
(:floette-eternal:)
30 EXP on average, Lv1 Legend (4+0)101014
Ground Zero Anomaly Expedition0-2x:ruby:Terastal (4), 0-2x:walking wake::iron leaves:Lv1-3 Legend (6+1),
0-2x:master ball:AC (2+1), 0-2 Vouchers (2)
252517

Alternative Labor
Despite many players' expectations, we don't want to delete approval rewards. It's okay for users to gain JC from sources other than month- or months-long scheduling commitments, and approvals are a vital chokepoint in BBP at large. It's important to keep the queue moving!

ApprovalsProfile Updates
1 per Battle verified.
1 per 2 Pokemon profiles, rounded up.​
1 per 2 Pokemon profiles, rounded up.​
:gholdengo:Player Progress and Referee Progress
The rules for Player Progress and Referee Progress had a lot of ground to cover. Because they left some key ideas undefined, players have found a lot of friction with them that we're clearing up within.
The two types of Progress every piece of content must define will be as follows:
  • Player Progress is a measure of how "much" of the content a player has completed. It is used to scale player rewards when matches end early (such as by losing).
  • Referee Progress is a measure of how much work a given referee has done for a battle, match, or challenge.
Sub-Referee Pay
Subrefs will be paid on match or challenge completion again, as they were before the progress update. Paying them during the content created too many issues. Tagging subrefs when they are paid will be required, as always. It should be considered polite to remind other players to collect their partial rewards when they're paid in this way, if you notice that they've forgotten.

Originally, we had planned to largely overhaul how referees are paid, and whose shares are rounded up or down, but that will probably not be necessary. With the JC inflation work, above, shares can be more finely divided.

In addition, we're putting a minimum of 1 on TC, RC, and JC for each rounded-down referee share. If this work creates a problem where players are sub-reffing each other every round or similar nonsense, we'll simply stamp out that behavior separately.

Several pieces of content have Player Progress or Referee Progress that result in strange divisions of rewards, but we've found this to be an issue with those pieces of content, rather than with the progress rules.

Lastly, we'll be taking the placeholder post in the Handbook to create a section numbered "12" to house progression rules as a whole, including progress and EXP rewards. This section will start as a paste-over of the Progress patch note (with these changes), and we'll organize it into more proper rules text at a later time.
:mew:League Circuit Rewards
We're changing the way League Circuit rewards players to be more leniant overall.
Currently, League Circuit reward structure encourages players to give up if they don't hit a hot streak right away. For example, if a player wins three matches and then loses two, their three wins no longer matter at for the purpose of obtaining the 4+ Wins rewards. By luck of the draw, or bad beats in-match, the player has lost five months of progress.

As players have gathered around League Circuit as BBP's primary "serious" format, our priority has shifted from ensuring exclusivity of the rewards, to ensuring that players always have an incentive to sign up for another round. To that end, we're making the following changes, starting with this January's Circuit:
  • Battle Records only accumulate wins now, up to four (4), before resetting to zero. Losses are no longer tracked. This means that any participant has a chance at the 4+ wins reward bracket... Eventually.
  • For pairings, we'll now first pair players who won their last Circuit match (if any) with other such players; then we'll pair the rest together. This increases randomness a little (meaning that matchup luck is a bigger factor in victory); but, it also increases randomness a little (meaning it's harder to know who exactly you'll be paired against).
  • For Hall of Fame entry, we'd like to be able to induct at least one player each year. We'll now feature the players with the best winrate, from among the players with the most wins that year. (That is, most wins first, with a winrate tiebreaker.) This is retroactive, so look forward to the crowning of a 2023 Hall of Famer as well! If we end up with multiple entries for a year, so be it.
:Syclant:CAP Data Progress
This work was steadily eclipsed as the patch approached. I'll resume implementing these pages after the January Circuit launches and the patch settles. As before, we the mods expect to spend the first week or two of the patch putting out fires.

We'd have liked to update canon and CAP Pokemon in the same go, just as we had wished with the Teal Mask update, but it is what it is. Thank you for your continuing patience!


Major Update - The Indigo Disk
Timing nicely enough with the one-year anniversary of Gen 9, please enjoy these new additions to the game!
1703820337492.png

New Content!
The Indigo Disk update brings a new slew of evolutions, moves, and abilities to BBP!
New purchasable Pokemon:
  • :archaludon:Archaludon
  • :hydrapple:Hydrapple
(Yes, we'll be tuning Syrup Bomb to behave more sanely now that its primary user is good on their own merit.)

New reward-only Pokemon:
  • :gouging fire:Gouging Fire
  • :raging bolt:Raging Bolt
  • :iron boulder:Iron Boulder
  • :iron crown:Iron Crown
  • :terapagos:Terapagos
  • :terapagos-terastal:Terapagos-Terastal
  • :terapagos-stellar:Terapagos-Stellar
  • :pecharunt:Pecharunt
/!\ New exclusive moves and abilities are introduced with their users.

:sv/archaludon:
Archaludon
Typing: Steel/Dragon
Stats: 95 HP / 8 Atk / 9 Def / 9 SpA / 5 SpD / 85 Spe
Size: 3 / Weight: 4
Abilities: Stamina / Sturdy / Stalwart (HA)

Evolves from :duraludon:Duraludon.

New Features:
Electro Shot (Move)
Electric | Special | Any One Target | 13 BAP | 100% Acc | 8 En | -- Eff% | -1 Prio | Non-Contact
Combo Level: Elemental (2) | Luminous / Beam

The user gathers space power to empower themselves, then fires a glimmering ray of that energy.

(The user begins charging this move at priority +1, and executes this move at priority -1.)

While the Weather is Rain: The user executes this move at priority 0 instead.

When the user begins to charge this move: Raise the user's Special Attack stage by one (1) for their next two (2) turns, without extension.

:sv/hydrapple:
Hydrapple
Typing: Grass/Dragon
Stats: 100 HP / 6 Atk / 8 Def / 9 SpA / 6 SpD / 44 Spe
Size: 2 / Weight: 4
Abilities: Supersweet Syrup / Regenerator / Sticky Hold (HA)

Evolves from :dipplin:Dipplin.

Syrup Bomb has been adjusted below, in Move Changes.

New Features:
Fickle Beam (Move)
Dragon | Special | Any One Target | 8 BAP | 100% Acc | 6 En | -- Eff% | 0 Prio | Non-Contact
Combo Level: Elemental (2) | Luminous / Beam

The user's heads all fire beams indiscriminately. Sometimes, multiple beams hit the same target.

When the user attacks this move, 30% of the time: Give this attack a power bonus of eight (8).

:sv/gouging-fire:
Gouging Fire
Typing: Fire/Dragon
Stats: 100 HP / 8 Atk / 9 Def / 5 SpA / 7 SpD / 91 Spe
Size: 6 / Weight: 9
Ability: Protosynthesis
  • This Pokemon is not purchasable.
New Features:
Burning Bulwark (Move)
Fire | Other | User | -- BAP | -- Acc | 10 En | -- Eff% | +3 Prio | Non-Contact | #Protective (the tag formerly known as #P/E)
Combo Level: Passive (1) | Bracing, Luminous / Blockading, Aetherial

The user wreathes their horns in a crown of flame, scorching any would-be assailants.

Grants the user Protection from damaging actions until the end of the step, with the additional following effect:
● After a contact attack is executed, if that attack targeted the subject: Inflict Burn on the attacker.

:sv/raging-bolt:
Raging Bolt
Typing: Electric/Dragon
Stats: 105 HP / 5 Atk / 7 Def / 10 SpA / 6 SpD / 75 Spe
Size: 7 / Weight: 9
Ability: Protosynthesis
  • This Pokemon is not purchasable.
New Features:
Thunderclap (Move)
Electric | Special | Any One Target | 7 BAP | 100% Acc | 5 En | -- Eff% | +1 Prio | Non-Contact
Combo Level: Set (4) | Luminous / Aetherial, Beam

With the blinding light and earth-cracking force of a bolt of lightning, the user smites their target.

(If any of the targets of this move have taken their turn this step, or if any of the targets of this move have an order to use a non-damaging action, this move can't execute.)

(Notice this move's priority.)

:sv/iron-boulder:
Iron Boulder
Typing: Rock/Psychic
Stats: 95 HP / 9 Atk / 6 Def / 5 SpA / 8 SpD / 124 Spe
Size: 3 / Weight: 5
Ability: Quark Drive
  • This Pokemon is not purchasable.
New Features:
Mighty Cleave (Move)
Rock | Physical | Any One Target | 10 BAP | 100% Acc | 7 En | -- Eff% | 0 Prio | Contact | #Slicing
Combo Level: Elemental (2) | Body / Weapon

With a great heave of their bladed form, the user delivers an earthshaking slash to their target.

While this non-combination move is being performed: This move bypasses Protection.

On hit: Discard Protection from the target, if any.

:sv/iron-crown:
Iron Crown
Typing: Steel/Psychic
Stats: 95 HP / 5 Atk / 7 Def / 9 SpA / 8 SpD / 98 Spe
Size: 4 / Weight: 5
Ability: Quark Drive
  • This Pokemon is not purchasable.
New Features:
Tachyon Cutter (Move)
Steel | Special | Any One Target | 5 BAP | --- Acc | 7 En | -- Eff% | 0 Prio | Non-Contact | #Slicing
Combo Level: Elemental (2) | Luminous / Pelleting

Moving faster than light, the user projects blades that slash their target in both the past and the present.

This attack hits twice.

While performing this move: Accuracy checks for this move automatically succeed.

On hit: Reset the defender's Evasion stage to 0 if it is positive; then, reset the user's Accuracy stage to 0 if it is negative.

(Due to their complexity, Terapagos has been moved out of Pokedex order, to the end of this section.)

:sv/pecharunt:
Pecharunt
Typing: Poison/Ghost
Stats: 90 HP / 6 Atk / 11 Def / 6 SpA / 6 SpD / 88 Spe
Size: 1 / Weight: 1
Ability: Poison Puppeteer
  • This Pokemon is not purchasable.
New Features:
Poison Puppeteer (Ability)
The Pokemon is as bewildering as their scoundrel brethren are venomous.

Poison conditions inflicted by the user, or by teammates with Toxic Chain (even while the user is Benched), have the following additional effects:
● The subject is Confused.
● Damage the subject takes from the Confusion condition is halved.
Malignant Chain (Move)
Poison | Special | Any One Target | 10 BAP | 100% Acc | 7 En | 50 Eff% | 0 Prio | Non-Contact
Combo Level: Set (4) | Material / Entangling

The user ensnares the target in a toxic, corrosive chain.

Effect Check: Inflict Bad Poison with two (2) markers.
1703820337492.png

Terapagos
Typing: Normal
Size and Weight: Vary by Forme.
Abilties: Varies by Forme.
Trait: Tera Type is always Stellar.

Arriving in the Indigo Disk is one of the most unique Pokemon in the series: Terapagos, who has the capacity to leave the type chart behind entirely. Surely, this Pokemon will make a splash in any format it appears in, with its remarkable stat spread and perfect one-move coverage.

In the source games, the base form of Terapagos is purely cosmetic, and the middle "-Terastal" forme is the default while battling. Here in BBP, we'll be mostly but not entirely preserving that functionality.

Forme Changes:
:sv/terapagos:
Terapagos
Typing: Normal
Stats: 90 HP / 5 Atk / 6 Def / 5 SpA / 6 Def / 60 Spe
Size: 1 / Weight: 1
Ability: Tera Shift
Trait: Tera Type is always Stellar.
:sv/terapagos-terastal:
Terapagos-Terastal
Typing: Normal
Stats: 95 HP / 7 Atk / 8 Def / 8 SpA / 8 SpD / 85 Spe
Size: 1 / Weight: 2
Ability: Tera Shell
Trait: Tera Type is always Stellar. Upon
Terastallizing, transforms to Stellar Forme.
:sv/terapagos-stellar:
Terapagos-Stellar
Typing: Normal
Stats: 115 HP / 8 Atk / 8 Def / 9 SpA / 8 SpD / 85 Spe
Size: 4 / Weight: 4
Ability: Teraform Zero
Trait: Tera Type is always Stellar.

New Features:
Tera Starstorm (Move)
Normal | Special | Any One Target | 12 BAP | -- Acc | 9 En | -- Eff% | 0 Prio | Non-Contact
Combo Level: Elemental (2) | Material, Luminous / Aetherial, Beam

The user radiates Terastal energy into the atmosphere. The energy falls gently at first, then fiercely, eradicating what it hits.

While the user's Attack rank is higher than their Special Attack rank: Tera Starstorm is Physical.

While the user is Terastallized: Tera Starstorm's target scope is All Opponents. Additionally, Tera Starstorm's typing is equal to the user's Tera Type.

(Pokemon that are Mega Evolved, Dynamaxed, or Terastallized; or who are holding a Z-Crystal; have an additional weakness to Stellar. Pokemon that are Stellar Terastallized have an additional immunity to Stellar on top of that.)
Tera Shift (Ability)
The user is physically composed of Terastal Energy; and perhaps may even be the source of it.

As soon as possible, once per battle per user: The user transforms into their Terastal Forme, unless ordered otherwise. (This refers to a Forme named "-Terastal", not to Terastallization.)

Terastallizing costs the user no Technique Control.

Other Terastallized Pokemon in play have Dread.
Tera Shell (Ability)
The user wreathes themselves in a protective shell, crystallized from energy of each and every type.

When the user takes damage from an attack: Note that attack's types on this ability until the end of the round.

The user has an additional resistance to each type noted on this ability, for each time that type is noted.
Teraform Zero (Ability)
Perhaps by inherent nature, or perhaps by willful intent, the user draws in any and all available energy upon entering play.

As soon as possible, once per send-out per user: Discard all Battle Conditions.

Other Pokemon in play can't perform Advanced Techniques.

This is a lot to take in, so to summarize:
  • The first time you send out Terapagos each battle, the triggered effect of Tera Shift will either transform them into Terapagos-Terastal, or not.
  • Terapagos-Terastal is not Terastallized; their -Stellar Forme is.
  • Only Terapagos-Terastal can transform into Terapagos-Stellar by Terastallizing. (Much like how non-fused Necrozma can't Ultra Burst.)
  • Base Terapagos can be Terastallized to take advantage of the Stellar typing without spending a tech.
  • Terapagos-Terastal is the Forme they're "intended" to be used in. Tera Shell means most of the attacks they take will be neutral, on average.
  • Terapagos-Stellar is closer in function to a Mega Evolution than they are to other Terastal users. They trade Tera Shell away for very high HP.
  • The mechanics of the Stellar-type are detailed below, in their own section.


Battle Mechanics

:grafaiai:Effect Text Updates
To help keep effect text clear, we're adding a couple of new hooks to the main rules:
Action "Completion"
8.12 "Action Cleanup" will now state that a Pokemon "completes" an action at the end. This will let us phrase end-of-action triggers as "When the user completes [action]" instead of "After the user executes [action]".​
Affected text:​
  • "After executing this move" -> "When the user completes this move" in Close Combat, Overheat, Hyper Beam, Burn Up, Brick Break, Chloroblast, Fire Pledge, Glaive Rush, and their clones; among many others.
  • "After a contact is executed" -> "When a Pokemon completes a contact attack" in Baneful Bunker and its clones.
  • "After another Pokemon executes a move tagged #Dance" -> "When another Pokemon completes a move tagged #Dance" in Dancer.
  • "After a [type] attack is executed" -> "When another Pokemon completes a [type] attack" in Dry Skin, Earth Eater, Flash Fire, Lightning Rod, Motor Drive, Rattled, Sap Sipper, Steam Engine, Storm Drain, Volt Absorb, Water Absorb, and Well-Baked Body.
  • "After an attack tagged [tag] is executed" -> "When an attack tagged [tag] is completed" in Wind Power and Wind Rider.
  • "After a Physical action is executed" -> "When another Pokemon completes a Physical attack" in Ice Face.
  • "After the user executes a contact attack" -> "When the user completes a contact attack" in Poison Touch, Stench.
  • "After this item is thrown by Fling" -> "When the user completes Fling, throwing this item" in Smoke Ball.
Other items that have been adjusted or reworked, far below, also reflect this templating.​
:slowking-galar::gastrodon:"Enters Play" Abilities
A short list of abilities have an effect that triggers "When the user enters play or gains this ability". This is meant to ensure these abilities work properly when copied with Trace or Role Play, or when the user transforms into a Forme with those abilities. However, this templating isn't applied consistently across abilities, leading to memory issues even among abilities that are functionally clones.​
The following abilities, that have effects that trigger "When the user enters play" will switch to the "enter or gain" templating:​
  • Costar
  • Curious Medicine
  • Dauntless Shield
  • Download
  • Hadron Engine
  • Hospitality
  • Intrepid Sword
  • Justified
  • Lightning Rod
  • Orichalcum Pulse
  • Storm Drain
Ability effects with a posting component, or those that alter the user's Forme, were left out of this pass.​
Trace will need special handling due to Mega Alakazam, but that's not quite the same as the above changes.​
:celebi:New Battle Rule - "Half-Start"
Starting with this patch, battles will have an additional toggle-able rule: Half-Start.
When this rule is enabled, the first round of the battle will have half as many steps as usual, rounded up. (2 in singles, 1 in doubles and triples by default.)

Admittedly, this rule was drawn up after the third League Circuit, when it seemed that the trainer who sent first and ordered second in the first round had an overwhelming advantage. In the fourth and fifth League Circuits, trainers who sent first have managed to somehow lose, making the statistics much less stark.

The fact remains, though, that the outcome of the first round has massive reprocussions for the rest of a typical 3v3 battle. Second order has a chance to secure team knowledge through phazing, set up for a momentum-seizing switch, or even simply secure a 4HKO on the opposing lead going into the coming round. Though we always want leading and planning well to be a skill that BBP rewards; we'd like later rounds to be decided slightly less in advance. Thus, we hope the Half-Step rule slightly eases the impact of a first round gone wrong.
:ruby:Terastal Updates
The Indigo Disk DLC introduces a new option for a Pokemon's Tera Type: Stellar!
Debuting in this update, the "Stellar-type" may now be selected as a Pokemon's Tera Type for most Pokemon.

Note that "Stellar" is not a proper type, and does not exist in the Type Chart. Instead, it indicates that the Pokemon has an "Anti-Tech" Terastal. Stellar Terastal is said to be "untyped", and non-Stellar Terastal is said to be "typed".

Stellar Terastal differs from typed Terastal in the following ways:
  • Type does not change: Rather than changing Types to match their Tera Type, Pokemon who undergo Stellar Terastal will always have their original types.
    • Effects will fail to change the Stellar Terastal user's types, just as with typed Terastal.
  • STAB Enhancement: Unlike typed Terastal, and unlike its in-game counterpart, Stellar Terastal simply boosts attacks of all types in BBP.
    • When a Stellar Terastallized Pokemon attacks, their attack will gain STAB whether it shares a type with them or not.
    • This can be said to be the "Stellar-Type Attack Bonus".
    • (Note that Adaptability and similar effects only mention "attacks that share a type with the user and not "STAB", which means they have no interaction with this rule.)
  • Tera Blast:Tera Blast has no types when used by a Stellar Terastallized user. Instead, Pokemon who have spent one or more Technique Control this battle have an additional weakness to Stellar Tera Blast.
    • Additionally, Pokemon who are Stellar Terastallized have an additional immunity to Stellar Tera Blast and Stellar Tera Starstorm.
  • Tera Starstorm, a signature variant of Tera Blast learned by Terapagos, shares these typing interactions.
:necrozma:Z-Move Updates
With the arrival of more ways to gain EXP, players are finally free to use their Realgam Tower for other pursuits. Now, the facility's technique-on-offer is being made worth pursuing!
Before getting in to the changes, I'd like to ramble for a moment about versions of Z-Moves we decided not to go with.

Z-Move work found itself on and off the back-burner, and has been scheduled for several patches before this one. Each time, though, I hit a snag in the design I found personally dissatisfying. Not wanting to release a half-baked version of Z-Moves that would need revision or further reworking later (like we did with Major Status), I made the call to kick the work down the road as later-Lou's problem.

The first versions we tinkered with were adjustments to the existing Z-Effects, and to Z-Mechanics as they existed in cart: One per battle, or later, one per tech. Use the in-game Z-Effects for any moves that had any. Some versions of this work added fanfiction Z-Effects for newer moves, while some decided against the extra workload. For a long while, it wasn't clear exactly what was so difficult about working with the in-cart version of Z-Moves; and we as a team didn't get a better grasp of their issues until early Gen 9.

The issues with canon Z-Moves were twofold. First, they're only formerly canon. Only moves that existed as of Ultra Sun and Ultra Moon even have canon Z-Effects, leaving every new addition in the dust unless we do additional work. And whenever new restricting effects or other interactions (such as Tera Starstorm's pseudo-typelessness) are added to the game; we have to decide how those mechanics will interact with formerly-canon elements, because there's no in-game interaction for us to imitate.

Second, the burden of memory was immense. Every non-damaging move in the game had its own specifically-assigned Z-Effect that needed remembering. Try this: Can you remember, without checking, what the Z-Effect of Lucky Chant is? Worse, many such moves' typings aren't relevant until Z-Crystals become involved. Can you remember, without checking, if Morning Sun is Normal-, Grass-, Fire-, or Fairy-type? Many users can't!

After identifying these issues, we made the call to start pursuing alternative designs. Z-Moves would have to become a more self-explanitory, easier-to-remember system in order to remain a part of the game. This was easy to say, but I in particular found myself left in decision paralysis when trying to lay down a place for Z-Moves in the game.

Even as we left the canon implementation behind, we knew we'd be working within the shadow they formerly cast. In order to continue calling our eventual replacement "Z-Moves", any work done to them has to leave them as "enhanced" regular moves, and it needs to be associated with held Z-Crystals. That is to say, the implementation needed to resemble in Z-Moves in feel, regardless of how closely related the mechanics actually were. Guided by these requirements, we began to consider our available options.

There was a version we threw out pretty early, where each Z-Crystal had its own move modifer. For example, there would be a "Doublium-Z" that duplicated conditions creased by the base move, or a "Prioritiumi-Z" that caused the base move to have a very high priority. Some of these modifiers would later become Z-Powers, below. These were essentially just glorified held items.

Another version we passed over was one where players would have a certain amount of "points" (which never got named) to spend on upgrading the base move they were elevating. They would buy more BAP, Accuracy, added effects, and modifiers to the type and category. The versatiliy of this type was quickly identified as a frustration point for opponents, and the idea was scrapped when I found no reasonable or elegant restriction for mitigating this.

The two versions we most considered were the one you're about to read (further below), and a version where Pokemon could rotate through various Z-Crystals in a consumable-like fashion, accessing more weakly-boosted Z-Moves for the cost of a single tech. The introduction of the Stellar-type Terastal, above, helped tip this decision away from this "carousel" design towards the version we're implementing.

At the end of this long and rocky design journey, we're happy to present to you the newly-reworked Z-Moves:

Z-Move Usage
To elevate a move into a Z-Move, a Pokemon must have Z-Moves unlocked, they must hold an appropriately-typed Z-Crystal, and they must spend 1 Technique Control.

Pokemon can't attempt Z-Moves if any member of their team has attempted a Z-Move in the same round. Combinations and their components can't be elevated into Z-Moves.

To elevate a base move into a generic Z-Move, append one of the following Z-Prefixes to the base move's name:
  • Z-Force: Modifies attacking moves. The move's effect text is ignored, but its BAP becomes 24 and its Accuracy increases.
  • Z-Harm: Modifies non-attack moves. The move becomes a single-target 12 BAP attack, that retains its effect.
  • Z-Pierce: The move ignores effects, other than its own.
  • Z-Twin: The move creates duplicate conditions, and changes stat stages twice as much.
  • Z-Wide: The move's target scope is widened, based on its original target scope.
The Z-Prefixes available to a Pokemon depend on the Z-Crystal they're holding. Z-Force is offered by all Z-Crystals. Generally, Z-Crystals whose types have fewer moves will offer more Z-Prefixes as a balance factor.

Each Z-Prefix modifies the base move, in the following ways respectively:

Z-Force
(Example: Z-Force Overheat, Z-Force Sheer Cold)
This prefix transforms attacks into powerful nukes, removing their other text. This closely resembles the prior version of Z-Attacks.
  • This prefix only modifies moves that already have a BAP.
  • The Z-Move's restriction text, effect text, and tags are ignored.
  • The Z-Move no longer belongs to any of the base move's Action Groups.
  • The Z-Move's base BAP becomes 24. (This can result in certain moves becoming weaker when elevated with Z-Force.)
  • The Z-Move's base Accuracy (if any) is increased by 50, to a maximum of 100.
Z-Harm
(Example: Z-Harm Moonlight, Z-Harm Sunny Day)
This prefix transforms non-attacks into respectably powerful attacks.
  • This prefix only modifies moves with no BAP.
  • The Z-Move's BAP becomes 12.
  • The Z-Move is Physical if the user's Attack rank is higher than their Special Attack; otherwise, the Z-Move is Special.
  • The base move's target scope becomes "Any One Target".
Z-Pierce
(Example: Z-Pierce Taunt, Z-Pierce Dragon Tail)
The move is performed with no regard for any other effects, for better or worse.
  • While the Z-Move is being performed; the effects of abilities, held items, conditions, markers, and other moves are all ignored.
  • The effects of arenas are not ignored.
Z-Twin
(Example: Z-Twin Leech Seed, Z-Twin Cotton Guard)
The created conditions and stage changes of the move are duplicated.
  • If the move would create a condition; instead, it creates two of that condition, and the second copy of that condition is also named "Duplicate".
  • If the move would change a stage by an amount; instead, it changes that stage by twice that amount.
Z-Wide
(Example: Z-Wide Moonlight, Z-Wide Detect)
The move is widened to target more Pokemon than it normally would.
  • If the base move's target scope is "Any One Target"; the Z-Move's target scope is "All Opponents".
  • If the base move's target scope is "Any One Ally", "Any Other Ally", or "User"; the Z-Move's target scope is "All Allies".
  • If the base move's target scope isn't any of the above, elevating it with this prefix changes nothing.
Standard Z-Crystals
For each type, there will be a standard Z-Crystal that offers the holder a specific suite of Z-Powers. Z-Crystals associated with types that have fewer moves will offer stronger and more varied Z-Powers.

Here's an example of a standard Z-Crystal:

:normalium-z:Normalium-Z
An octahedral crystal made of solidified Normal-type power. Holders find themselves filled with confidence.

The holder can elevate their Normal-type moves into Z-Moves, with the following Z-Powers:
● Z-Force, Z-Wide

(See x.x "Z-Moves")

The effect of Z-Crystals that changes :arceus:Arceus' type will be moved to the ability Multitype.

The standard Z-Crystals, typal move counts, and Z-Powers are found below.

Z-CrystalMove CountZ-Powers
:normalium z:Normalium Z​
198​
Z-Force, Z-Wide
:psychium z:Psychium Z​
76​
Z-Force, Z-Harm, Z-Wide
:grassium z:Grassium Z​
58​
Z-Force, Z-Pierce, Z-Twin
:fightinium z:Fightinium Z​
56​
Z-Force, Z-Twin, Z-Wide
:darkinium z:Darkinium Z​
52​
Z-Force, Z-Harm, Z-Wide
:waterium z:Waterium Z​
50​
Z-Force, Z-Harm, Z-Twin
:firium z:Firium Z​
46​
Z-Force, Z-Harm, Z-Twin
:electrium z:Electrium Z​
44​
Z-Force, Z-Pierce, Z-Wide
:steelium z:Steelium Z​
37​
Z-Force, Z-Twin, Z-Wide
:ghostium z:Ghostium Z​
35​
Z-Force, Z-Harm, Z-Twin
:poisonium z:Poisonium Z​
35​
Z-Force, Z-Harm, Z-Twin
:buginium z:Buginium Z​
34​
Z-Force, Z-Pierce, Z-Twin, Z-Wide
:fairium z:Fairium Z​
32​
Z-Force, Z-Harm, Z-Twin, Z-Wide
:icium z:Icium Z​
32​
Z-Force, Z-Harm, Z-Pierce, Z-Twin
:groundium z:Groundium Z​
31​
Z-Force, Z-Harm, Z-Pierce, Z-Wide
:flyinium z:Flyinium Z​
30​
Z-Force, Z-Harm, Z-Pierce, Z-Twin, Z-Wide
:dragonium z:Dragonium Z​
29​
Z-Force, Z-Harm, Z-Pierce, Z-Twin, Z-Wide
:rockium z:Rockium Z​
26​
Z-Force, Z-Harm, Z-Pierce, Z-Twin, Z-Wide

(Note that the move counts are current as of Indigo Disk. I haven't updated the DAT at the time of writing, okay?)

Signature Z-Moves
With this revision, Signature Z-Moves are also being reworked. These are unique "base moves" specific to certain Pokemon, that may be used only as Z-Moves. Signature Z-Crystals provide these unique moves when held by their associated Pokemon, and allow their associated holders to use any of the five Z-Powers with that base move specifically.

Here's an example of a signature Z-Move:

:incinium-z:Incinium-Z
An octahedral crystal made for Incineroar. The holder feels like putting on a show, and craves the cheering of their onlookers.

While the holder is Incineroar: The holder knows Malicious Moonsault. (A signature move intended for use as a Z-Move only.)

The holder can elevate Malicious Moonsault into a Z-Move, with the following Z-Powers:
● Z-Force, Z-Pierce, Z-Twin, Z-Wide
(Because Eeveenium-Z provides a non-attack signature move, it offers Z-Harm instead of Z-Force.)

Signature Z-Crystals offer Z-Powers for use only with their provided base move. Trainers will have to choose between a versatile generic Z-Crystal or a powerful, but more linear signature Z-Crystal when filling their backpacks and equipping their Pokemon.

These unique signature moves are designed to be useful with a variety of Z-Powers: They usually feature good BAP and typing, and now feature useful effects worth spreading or duplicating, like so:

Malicious Moonsault
Dark | Physical | Any One Target | 14 BAP | -- Acc | 10 En | -- Eff% | 0 Prio | Non-Contact
By linking Darkest Lariat with their trainer's wishes, Incineroar can perform this high-flying showstopper.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Incineroar, or if the user can't attempt Darkest Lariat; this move can't be attempted.)

On hit: Lower the defender's Speed stage by one (1) for their next six (6) turns.

While performing this move, if the defender has Minimize status: Malicious Moonsault's BAP is 24.

These signature moves all share a restriction that prevents them from being attempted, except as a Z-Move.

Additionally, they share a restriction that requires the user to be able to execute their in-game "base" move, in order to execute the provided move. This is intended to resemble the prior functionality, where signature Z-Moves were once elevated versions of specific ordinary moves.

Here's a lightning roundup of the extant signature Z-Moves:

Signature Z-MoveBAPEnEffect
10,000,000 Volt Thunderbolt​
14​
10​
By linking Thunderbolt with their trainer's wishes, Pikachu can perform this high-voltage attack.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Pikachu, or if the user can't attempt Thunderbolt, this move can't be attempted.)

Raise the user's Attack and Speed stages by two (2) each for their next nine (9) turns.
Catastropika​
14​
10​
By linking Volt Tackle with their trainer's wishes, Pikachu can perform this electrifying tackle.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Pikachu, or if the user can't attempt Volt Tackle, this move can't be attempted.)

Raise the user's Special Attack and Speed stages by two (2) each for their next nine (9) turns.
Clangorous Soulblaze​
14​
10​
By linking Clanging Scales with their trainer's wishes, Kommo-O can perform this invigorating war dance.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Kommo-o, or if the user can't attempt Clanging Scales, this move can't be attempted.)

This move bypasses Decoys.

When the user complete this move: Raise the user's five core stat stages by one (1) for their next four (4) turns.
Extreme Evoboost​
--​
20​
By linking Last Resort with their trainer's wishes, Eevee can perform this family-gathering show.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Eevee, or if the user can't attempt Last Resort, this move can't be attempted.)

Raise the user's five core stat stages by one (1) each for their next nine (9) turns.
Genesis Supernova​
14​
10​
By linking Psychic with their trainer's wishes, Mew can perform this cosmic assault.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Mew, or if the user can't attempt Psychic, this move can't be attempted.)

On hit: Discard any Terrain in play; then, create Psychic Terrain for three (3) rounds.
Guardian of Alola​
--​
10​
By linking Nature's Madness with their trainer's wishes, Tapu Koko, Tapu Lele, Tapu Bulu, or Tapu Fini can perform this realm-defending transformation.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Tapu Koko, Tapu Bulu, Tapu Fini, or Tapu Lele; or if the user can't attempt Nature's Madness; this move can't be attempted.)

The defender takes damage equal to one-third (x1/3) of their current HP.
Let's Snuggle Forever​
14​
10​
By linking Play Rough with their trainer's wishes, Mimikyu can perform this heart-stopping hug.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Mimikyu, or if the user can't attempt Play Rough, this move can't be attempted.)

The user creates a Decoy with 10 HP.
(If a Pokemon with multiple Decoys would be hit, the older Decoy's replacement effect replaces that hit before any other Decoys can.)
Light That Burns the Sky​
14​
30​
By linking Photon Geyser with their trainer's wishes, Ultra Necrozma can perform this all-powerful destructive lightray.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Necrozma-Ultra, or if the user can't attempt Photon Geyser, this move can't be attempted.)

Inflict Fainting on the Defender, no more than once per battle per user.

While performing this move: The abilities of other Pokemon are ignored.
Malicious Moonsault​
14​
10​
By linking Darkest Lariat with their trainer's wishes, Incineroar can perform this high-flying showstopper.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Incineroar, or if the user can't attempt Darkest Lariat, this move can't be attempted.)

On hit: Lower the defender's Speed stage by one (1) for their next six (6) turns.

While performing this move, if the defender has Minimize status: Malicious Moonsault's BAP is doubled (x2), also accuracy checks for this move automatically succeed.
Menacing Moonraze Maelstrom​
14​
10​
By linking Moongeist Beam with their trainer's wishes, Lunala or Necrozma-Dawn-Wings can perform this luminescent lunar laser.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Lunala or Necrozma-Dawn-Wings, or if the user can't attempt Moongeist Beam, this move can't be attempted.)

On hit: Grant the user Attack Aid for their next four (4) turns.

While performing this move: The abilities of other Pokemon are ignored.
Oceanic Operetta​
14​
10​
By linking Sparkling Aria with their trainer's wishes, Primarina can perform this maritime ballad.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Primarina, or the user can't attempt Sparkling Aria, this move can't be attempted.)

On hit: Lower the defender's Speed stage by one (1) for their next six (6) turns.
Pulverizing Pancake​
14​
10​
By linking Giga Impact with their trainer's wishes, Snorlax can perform this massively crushing slam.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Snorlax, or the user can't attempt Giga Impact, this move can't be attempted.)

On hit: Inflict Confusion on the defender for their next two (2) turns.
Searing Sunraze Smash​
14​
10​
By linking Sunsteel Strike with their trainer's wishes, Solgaleo or Necrozma-Dusk Mane can perform this celestial solar smash.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Solgaleo or Necrozma-Dusk Mane, or the user can't attempt Sunsteel Strike, this move can't be attempted.)

On hit: Grant the user Defense Aid for their next four (4) turns.

While performing this move: The abilities of other Pokemon are ignored.
Sinister Arrow Raid​
14​
10​
By linking Spirit Shackle with their trainer's wishes, Decidueye can perform this silent fullisade.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Decidueye, or the user can't attempt Spirit Shackle, this move can't be attempted.)

On hit: Lower the defender's Speed stage by one (1) for their next six (6) turns.
Soul-Stealing 7-Star Strike​
14​
10​
By linking Spectral Thief with their trainer's wishes, Marshadow can perform this forbidden fist technique.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Marshadow, or the user can't attempt Spectral Thief, this move can't be attempted.)

On hit: Lower the defender's five core stat stages by one (1) each for their next four (4) turns.
Splintered Stormshards​
14​
10​
By linking Stone Edge with their trainer's wishes, Lycanroc can perform this shattering barrage.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Lycanroc, or the user can't attempt Stone Edge, this move can't be attempted.)

On hit: Discard any Terrain in play; also create Stealth Rock on the defender's team.
Stoked Sparksurfer​
14​
10​
By linking Thunderbolt with their trainer's wishes, Raichu-Alola can perform this swaying, surfing rush.

(This move can't be attempted, except as a Z-Move. Additionally, if the user isn't Raichu-Alola, or the user can't attempt Thunderbolt, this move can't be attempted.)

On hit: Inflict Paralysis on the defender with three (3) markers.
(Only one copy of Paralysis can replace an action.)

Watch out for Z-Twin Clangorous Soul!
:necturna:Substitutions
It wouldn't be a patch without a sub-rules change, but I promise this will be a quick one.
We're re-introducing this legacy Result Clause:

[Added] Use a new action on the next step or on a specified step number.
Replace a later order in the round with a new one. Either a step number to be replaced, or "the next step", must be specified.​
("Use Protect next step" or "Use U-turn on step 3")​

This is the number one source of illegal substitutions currently, and we don't see a pressing need to disallow it. In addition, the following clause will be removed.

[Removed] Lock one or more pending orders.
Disallow the movement or replacement of the receiving Pokemon's pending orders that are on one or more specified step numbers or that are a single specified action; for a specified duration or for the rest of the round, whichever is shorter.​
("Lock each Brick Break order until Step 3." or "Lock Step 2 during this substitution.")​

This clause was one of the worst offenders in terms of substitution complexity, while offering next to no value. The returning "specified step number" clause handles just about any healthy use that locking actions may have had.
:sandaconda:Accuracy Stages
Long-maligned as a source of pointless action stall with little upside, we're positioning Accuracy manipulation throughout the game as a punish for, or a tool for supporting, specifically low-accuracy moves.
We're adjusting the Accuracy modifiers for negative values.

Acc Diff-4 or less*-3-2-10+1+2+3+4 or more*
Modifier​
Auto Miss​
-50% and
Unlucky
-25% and
Unlucky
Hit Roll is
Unlucky
---​
+25%​
+50%​
+75%​
Auto Hit​

Just like before, these Accuracy modifiers are additive to action Accuracy.

When acting at an Accuracy disadvantage, Pokemon will now find their Accuracy Checks to be Unlucky — their check will be rolled twice, and failing either roll will result in a miss. This has no impact on their moves with 100% Accuracy, but their moves that were already unreliable will become even more precarious. Hydro Pump has an 80% chance to hit under normal conditions, but only a 64% chance at -1 Acc Diff, a 30.25% chance at -2, and a mere 9% at -3.

In these situations, you'll have little choice but to spend precious time establishing the Aim command, or finding a different way to fight the Evasion user!
:cinccino:Multi-Hit Moves
The legacy mechanics of Multi-Hit moves have been a thorn in our side for the entire Generation, not to mention for every Generation prior. Time to clean them up.
New players, one after another, have each become stuck on a very particular set of rules around processing moves with multiple-hits. We can't continue to pretend that allowing "BAP per hit" and "damage per hit" to be calculated separately, with differing results, is in any way intuitive.

So, we're moving all of the additive steps of damage calculation to the first hit only. This will result in the same damage as before in almost all cases, except when the defender's Defense and penalties are very high.

First Hits and Subsequent Hits
Attacks that deliver multiple hits will now undergo damage calculation (See 8.x "Damage Calculation) once per hit. However, some steps of calculation will be skipped for each hit after the first.

An attack is said to make a "first hit" against each of its defenders, and one or more "subsequent hits" against any defenders it hits more than once. Obviously, an attack that makes only one hit on a defender makes only a first hit.

For an attack with two or more hits, the following steps of damage calculation will be performed only for the first hit against each defender, and are skipped for all subsequent hits on that defender.
  • 8.10c "Same-Type Attack Bonus"
  • 8.10e "Stat Rank Modifier"
  • 8.10f "Power Bonuses and Power Penalties"
  • 8.10h "Stat Stage Difference"
  • 8.10i "Additional Damage"
Example: A Garchomp holds a Dragon Fang and uses Swords Dance, then Scale Shot on a Skarmory.
The first hit of Scale Shot will deal (3 BAP + 3 STAB - 1 Sturdy + 9 Atk - 10 Def) * 0.75 Type + 8 Stage + 4 Item = 15 damage. Each subsequent hit after the first will deal (3 BAP) * 0.75 Type = 2.25 ~ 2 damage.
:turtwig:Using the previous method, a two-hit Scale Shot would have dealt (3*2 BAP + 3 STAB - 1 Sturdy + 9 Atk - 10 Def) * 0.75 Type + 8 Stage + 4 Item = 17.25 ~ 17 damage. So this does not change how much damage multi-hit moves do, except possibly for rounding.
Multi-Hit Combinations
When determining the BAP of a combination, the BAP of the component move with the most possible hits is prioritized. This check is the new first check for determining the BAP of a combination.

Examples: Double Hit + Superpower would use Double Hit's BAP.
Population Bomb + Arm Thrust would use Population Bomb's BAP.
Triple Axel + Double Kick would use Triple Axel's BAP. (And, due to having Triple Axel's text, the BAP of the second and third hits would be increased.)
On Hit effects, including Effect Checks, continue to apply once per hit.
:toxtricity::urshifu:"Bypassing"
Players, especially those whose primary language isn't English, have expressed difficulty determining which parts of a move's text is inheritable in a combo, and which isn't.
Moves that bypass Protection or bypass Decoys will now specify "While this non-combination move is being performed" if the effect is meant to exclude combination usage. If the move is meant to bypass even as a combination component, it will simply state that "this move" bypasses.

Data-Setting Effect
Effects that determine a move's (or other game piece's) data, such as the BAP of variable-BAP moves, will still refer to the move by name. This type of effect will be called a "data-setting effect". (Because it sets the game piece's data.)

By using the move's name only for data-setting effects, we hope players will be more easily able to spot them.

Example: Facade will still say, in part, "Facade's BAP is 14." When using Facade in a combination, this "data-setting effect" determines the BAP of the component Facade.

Effects that say that something is true about a specific game piece by name, on that game piece only, are data-setting effects.
:kommo-o:Stage-Changing Move Changes
These changes were lifted from the individual Move Changes, below, due to their sweeping and inter-related nature.
In this patch post, common stage-changing moves were stratified into three "tiers" of Energy cost, based on their perceived potency: 10, 14, and 18. Prior to that patch, they tended to cost 7 or 9 Energy.

We likely overshot the necessary cost when we buffed these moves. We're splitting the difference, as follows:
  • 10 Energy stat stage moves (Charm, Tickle, Eerie Impulse, etc.) will cost 8 Energy.
  • 14 Energy stat stage moves (Swords Dance, Agility, Bulk Up, etc.) will cost 10 Energy.
  • 18 Energy stat stage moves (Coil, Victory Dance, etc.) will cost 12 Energy.
These changes are a revision of a revision: Only the moves whose costs were increased in the linked patch are being re-revised. "Unique" stage-modifying oves, such as Belly Drum or Venom Drench, are outside of the scope of this work.

Furthermore, now that the Accuracy ecosystem has had changes to both the value of stages (above), and to the effects that change them (below), we can finally unshackle Accuracy-changing effects from non-extension jail.

The following moves now modify Accuracy or Evasion stages for the following durations, and cost the following amounts of Energy:
  • Next 6 turns, for 8 Energy: Double Team, Sand-Attack, Mud-Slap, Flash
  • Next 8 turns, for 10 Energy: Kinesis
  • Next 3 turns, for 12 Energy: Minimize
  • Next 4 turns, for their current cost: Leaf Tornado, Octozooka, Night Daze, and other Accuracy-lowering attacks.
(I'm sure there's something I'll have to edit in later.)
 
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New Conditions and Condition Changes
In addition to the the Conditions previewed in the last large patch, the following Conditions are now introduced or changed to facilitate the work being done in this patch.

:absol::darkrai:Dread
This condition is being introduced as a keyword condition, much like Attack Aid or Bonus-Proof. It's intended to be used in fanfiction buffs for fighting stat-block Pokemon.
Dread
Default duration: Until the end of the round.

The Pokemon is struck with an acute, perhaps unnatural, fear.

The subject's four core stat ranks are reduced by half (x0.5).

This effect, intended for specific low-stated Pokemon, brings opponents down to the Dread user's level. It also acts as support for allies of the Dread user. Conversely, effects available to stronger Pokemon might inflict Dread for only a short duration.

This condition appears on a couple of the buffs mentioned in this patch note, so read on!
:rhyperior::porygon-z:Sluggish
In our continuing crusade against "lookup fatigue", we're changing how Sluggish affects the user to require less Energy Cost memorization.
Right now, figuring out what moves a Pokemon may attempt while Sluggish requires new players to refer to an incomplete list of valid moves in the DAT's Reference tab, or to painstakingly look up every move their Pokemon knows. This makes moves like Hyper Beam so much of a bother to use that many players simply forego them.

Frankly, if moves are being overlooked for labor reasons outside of the game state, it's time to make a change.

OldNew
The Pokemon is momentarily overexerted, and must rest for a moment whether they wish it or no.

The subject can't attempt damaging actions with a base Energy cost greater five (5).

The subject can't attempt any actions with a base Energy cost greater than eight (8).
The Pokemon is momentarily overexerted, and must rest for a moment whether they wish it or no.

The subject can't attempt combinations.

The BAP of the subject's attacks are at most six (6).

The subject's actions can't heal HP or Energy, create Conditions, or hit the same defender more than once.

The subject's actions can't raise or lower a stage by more than one (1) each.

This set of rules should be less difficult to remember than specific Energy Cost thresholds. With this change, moves like U-turn and Roar remain valid "Sluggish filler", but they're now joined by new options such as Bulk Up.

Players should exercise caution so that they don't let substitutions to use Protect, Taunt, or similar trigger while their Pokemon are Sluggish.
:honchkrow::swanna:Fog
These revisions embrace Fog's status as a ret-conned element, removing it from the Weather ecosystem and instead positioning it as pure Evasion support.
Fog has been remade into a regular Battle Condition (rather than a Weather), and its Weather-based interactions have been removed.

Additionally, Fog now steadily lowers Accuracy over time, rather than acting simply as Sand-Attack with extra steps.

OldNew
The battlefield is filled with a dense fog that hides battlers from one another.

Each Pokemon's Accuracy stage is reduced by one (1).

Weather Ball becomes Flying-type.
The battlefield is filled with a dense fog that hides battlers from one another.

At the end of the round: Lower each active Pokemon's Accuracy stage by one (1).

- the following sources induce Fog:

This change in condition category is mainly due to Fog's status as a removed game piece in the main games. As we're unlikely to ever see official Fog-activated abilities or moves from Game Freak, we would either have to create our own fanfiction ecosystem around Fog, or accept that it would always be an inferior Weather. Additionally, some key players in the Evasion space are Weather-dependent, and it seemed self-defeating to have Fog lift their Weather when trying to support their Evasion plan.
:machamp::reuniclus:Mixed Aid
This condition aims to help Pokemon occasionally leverage the "other side" of their movepool, as was often done in the ASB days.
This is generally weaker, in practice, than Attack Aid, but its applications do differ. You can imagine a Choice Band user's Fire Blast, backed by Mixed Aid — so it has uses besides simply attacking an opponents' weaker Defense!

Mixed Aid
Default duration: Until the subject leaves play.

The Pokemon has a moment of cleverness or insight, allowing them to attack in an unexpected way.

While the subject's Attack rank is higher than their Special Attack rank: The subject's attacks are Physical.

While the subject's Special Attack rank is higher than their Attack rank: The subject's attacks are Special.

There's not much to say about this one. It lets us relive the heyday of Quiet Machamp, Brave Reuniclus, or Naughty Alakazam for a moment.
:entei::pyroak:Burn
With the proliferation of sources of healing, and especially of large Recoveries, we wanted to find a well-distributed answer to them.
Out of our options, we chose Burn because it's distributed to a long list of utility Pokemon, and especially Ghost- and Psychic-types.

OldNew
The Pokemon is subject to painful burns that make it difficult to act physically.

While the subject is attacking with a physical action: The subject's Attack rank is halved (x0.5).

At the end of the step: The subject takes 2 damage.
The Pokemon is subject to painful burns that make it difficult to act physically.

While the subject is attacking with a physical action: The subject's Attack rank is halved (x0.5).

If the subject would have their HP healed; instead, their HP is healed by half (x0.5) that amount.

At the end of the step: The subject takes 2 damage.
:lapras::cursola:Perish Song and Doom
Oh, Doom. Thorn in the side of the game's moderators since the ASB days, bane of the Battle Hall, and siren song to the stall-hearted players everywhere. Doom basically hasn't been allowed to be good since Emma's Kitsunoh Hall incident... And, frankly, for good reason.
Every iteration of Doom has essentially read the same: "If you inflict this, and manage to stall for a bunch of turns, you get a KO. But please don't do this, because stalling for multiple weeks is miserable, so we're going to make this condition unplayably bad." Doom has been the number one poster child for degenerate BBP gameplay.

Over the years, we've browbeaten the old standbys of long-term stall — accuracy drops, damaging evasive moves, Encore, Torment, and more — until the strategy was essentially not feasible. As we've done so, we've left Doom in the dust on purpose, citing "no one wants to lose to cheese" as our reasoning.

Well, what if it just wasn't cheese?

OldNew
At the end of the round: Place a marker on the subject named Doom Counter, until the subject leaves play.

The subject's Doom threshold is equal to 10 times the number of Doom Counters on the subject.

At the end of each step or when the subject has a Doom Counter placed on them, if either the subject's remaining HP or remaining Energy is equal to or less than the subject's Doom threshold: Inflict Fainting on the subject.
When an opponent's action does any of the following, no more than once per turn: Place a Ruin marker on this condtion.
● Creates a Condition or marker on the subject.
● Lowers the subject's Attack, Special Attack, or Speed stage.
● Discards a Condition from the subject.

The subject's Ruin threshold is zero, plus one-fifth (x0.2) of their maximum HP for each Ruin marker on this condition. (Don't round this threshold.)

At the start of the round, if the subject's remaining HP is below their Ruin threshold: Inflict Fainting on the subject.

/!\ Also, neither Perish Song nor Perish Body apply any additional counters or markers anymore; just Doom.

Doom is being given a specific job: Turning active disruption into at most a 6HKO.

That 6HKO figure counts both the act of actually setting Perish Song, and the virtual 1/5 HP "damage" you get from each Ruin marker. This is intentionally slower than the more commonly-accepted 4HKO or 5HKO from attacking. This effect is essentially giving you fake "damage" for doing things that would otherwise drag out the match, such as inflicting Burn, sealing moves, trapping the opponent, and other components of stall.

Only actions can trigger the effect to place a Ruin marker. Other effects like Poison Touch won't help, nor will actions that meet the criteria multiple times (thanks to the "once per turn"). Attacks meeting the criteria will both place a Ruin counter and damage the subject's HP.

The biggest change is that Doom now requires input. The old version down demanded that you wait and stall, while it ticked down on its own. Now, Doom doesn't do anything for you unless you continually inhibit and hinder the opponent — and successfully, at that. You'll have to navigate the enemy's Substitute, and weather their damage, while you build your doomsday device around them.

And, crucially, you'll need to trap them somehow. The Doom threshold is "fake damage", and all of your work goes away if the enemy switches out. This also helps insulate Ghost-types, the most common type among Perish Song users, from losing to their own song.

Ability Changes
With system changes out of the way, below is a rundown of Abilities that have changed. As explained when they were introduced, the keyword conditions "Attack Aid", "Bonus-Proof", and so on will factor heavily in these changes. The hope is that once a player has learned what a condition does, they'll have a reasonable grasp of how to play with and against most sources of that condition.

:arbok::masquerain:Unnerve (+ Intimidate)
Currently, this ability has a fanfiction effect that stops larger Pokemon from using Recoveries or Chills. Since other changes introduce new ways to use Recoveries, we're taking this chance to both trim this effect and to help some ailing favorites at the same time.
Some of the very best Pokemon in the game, including :tyranitar:Tyranitar, :ursaluna:Ursaluna, and :colossoil:Colossoil, have Unnerve, which means that any work targeting this ability needs to consider their impact on the metagame carefully.

So, to buff these two under-loved Pokemon, one of which is a fan-favorite (and the other of which is very cool), we have to target an ability combo again. These two are getting named synergy between Unnerve and Intimidate:

OldNew
The Pokemon's frightening or unsettling appearance causes stress in other Pokemon.

Opponents can't consume Berries.

Opponents with a Size Class greater than the user's can't heal as a Recovery or Chill.
The Pokemon's frightening or unsettling appearance causes stress in other Pokemon.

Opponents can't consume Berries.

While the user or a teammate has Intimidate: The user has Penalty-Proof.

When the user enters play, if the user's original abilities include Intimidate and this ability: Inflict Dread on each opponent, for a number of rounds equal to the current round count.

Dread is a new condition introduced above.

Halving ranks is about what it takes to drag meta Pokemon down to Arbok's or Masquerain's level. This effect lingers longer, the longer the battle has gone, which is a theme you'll see repeated in later effects in this patch. Tying this effect to switch-in helps tie this buff to their identity as Intimidate users and their flavor as predatory creatures — They're at their strongest when they've cornered their intended prey.

Colossoil's capacity to pivot as well as fight is the main reason for requiring "original" Intimidate. We also don't particularly want to find out if using EXP. Share to put Intimidate onto Ursaluna is a real cost or trivial.

now hopefully gamefreak doesn't evolve Arbok any time soon
:cryogonal::flygon:Levitate
Several of our most-forgotten Pokemon, including Cryogonal and Flygon, suffer from one major flaw: They have a single, mostly unhelpful ability in Levitate.
This isn't to say Levitate is useless in BBP. Being immune to Ground STAB or especially Bulldoze can meaningfully improve a matchup. Avoiding Spikes can be relevant in longer matches.

Despite these upsides, Levitate is far less helpful here than it is in cart, where it allows the user to aggressively switch into its immunity. In BBP, the Ground-types will simply pick from their many other attacks, likely hitting a different and just-as-potent weakness. In matchups where Pokemon have no STAB on Ground moves, and where they have other coverage on the Levitate user, the Levitate user may as well have no ability at all.

:hydreigon::latias::latios::cresselia::rotom-wash::equilibra:
Now, there are certain Pokemon who operate just fine with effectively a blank ability: Hydreigon is the foremost Levitate threat in the game currently, unless you happen to own a Latias or a Latios. The bulk, coverage, and utility of these dragons surpasses the need for help from an ability. There's also other threats like Cresselia or Rotom formes to consider, as well as Pokemon who do have other abilities, including deciduous metagame staple Equilibra. All of these Pokemon threaten to run amok if the effect they're given is too generous.

With all of that said, solo Levitate users deserve to gain something from their ability, so we've stepped up to the challenge.

OldNew
The Pokemon naturally floats above the ground.

The user has Hovering.
The Pokemon naturally floats above the ground, approaching the battle only when they're ready.

The user has Hovering.

At the beginning of the battle, if the user's only ability is Levitate, grant the user a unique status called "Distant", until they attack, leave play, or become Grounded. (With no effects of its own.)

While the user is Distant: The user has Evasive against attacks with power bonuses.

Evading attacks with power bonuses helps against a variety of foes old and new — many common attacks in the game, from Guts attackers to users of the new Attack Aid condition, all feature power bonuses. Our biggest goal for this change was for these Pokemon to threaten Guts and Attack Aid users with the possibility of setup or disruption, or simply to get a head start on the attacking race.

When searching for an effect to grant here, we considered all kinds of options: Defense Aid, HP Aid, Bonus-Proof, Evasive against super-effective attacks or against contact attacks, and more. We also considered a wide variety of possible triggers, including "when you enter play and an opponent has more stat ranks", or even just "when you enter play, if you are not this or that species". We didn't make much of any headway at all, really, until we focused on what we wanted these Levitate Pokemon to do.

Looking at most Pokemon in the first row, they want to set up. They want to use their wide support movepools, or at least set a screen, before attacking. This effect should insulate the Levitate user from the foe's strongest attacks while they prepare, which will hopefully matter more to frail Pokemon like Cryogonal than to bulky Pokemon like Hydreigon. We don't imagine this effect will skyrocket Mismagius or Flygon into the metagame contention; but this will at least give them something unique, that Gengar or Garchomp cannot replicate.

Though... We'll be watching Hydreigon very closely. If it runs amok with this change, we'll have to come up with something else.
:tatsugiri:Commander
thanks for reminding me to nerf this shit, maxim
Tatsugiri was used as a test: To see if there's design space to explore for Pokemon that spend "send slots" (non-selected Pokemon) as a resource.

As it turns out, there's not a lot of options for creating bench-sitters, and the opportunity cost for "wasting" a send on Tatsugiri isn't one at all. There was a possible path where we introduced more and more bench-sitters, such that you would have to decide how many of your bench slots "need" to be real, and how many can be passive.

But we're not going down that path, we've decided. We'd rather people spend those "spare" slots on niche, situational, or counterpick Pokemon. So, we're going to make you select — and heaven forbid, possibly battle with — Tatsugiri, if you want to benefit from Commander. Consider the experiment a success, even if the result isn't quite what we had hoped.

Old
The Pokemon is an expert at directing allies from a safe position. They are most effective when paired up with a Dondozo.
When an ally enters play, while the user is inactive and not fainted: Raise that ally's stat stage, that corresponds to the highest of their four core stat ranks, by one (1) for that ally's next three (3) turns.
(If multiple stat ranks are tied, prefer stats in the order "Attack > Defense > Sp. Atk > Sp. Def".)
When the user enters play and there is an ally Dondozo in play, or when an ally Dondozo enters play and the user is Tatsugiri: Raise that Dondozo's five core stat stages by two (2) each for that Dondozo's next six (6) turns; and grant the user a unique status until that Dondozo leaves play with the following effect:
● The subject can't act, can't be the target of actions, and is unaffected by other effects.
New
The Pokemon is an expert at directing allies from a safe position. They are most effective when paired up with a Dondozo.

At the beginning of battle, if the user's team has a Selection Size of two or more (2+): Move the user from the reserve to the bench. (e.g. Select it.)

As the user's trainer sends out Pokemon other than the user, even while the user is Benched, they may select and declare one of the following options:
● Attack Aid
● Defense Aid
● Mixed Aid
● Attack Aid, Defense Aid, and Mixed Aid. Select this option only when sending out a Dondozo.
(Indicate that the selected condition is being granted to the Pokemon by their Commander. If no choice is declared, default to the last option for Dondozo and the first option for any other Pokemon.)

While the user is not Fainted, even while the user is Benched: Each teammate in play has the condition or conditions selected for Commander when they were last sent out.
:dragonite::lugia:Multiscale
We're positioning the "big three" — Dragonite, Ursaluna, and Gallade — to have specific jobs in this system update. Dragonite will act as an attacker that is resilient specifically to powerful attackers.
Frankly, it's our preference not to have moving targets when making balance changes. If we deleted these Pokemon from the game today, the next three best Pokemon would become the target of players' ire tomorrow — if it even took that long! Our players have a wonderful habit of talking themselves into a doom spiral over hypothetical matchups, so it might not take any actual gameplay.

So, we're not very interested in nuking these three Pokemon out of metagame contention. Instead, we'd rather just sprinkle some natural predators into the game's population, to act as release valves against the big three and their near-competitors.

So, with all of that said, this is Multiscale:

OldNew
The Pokemon enjoys the protection of its protective mythical scales.

At the start of the round, if the user's HP is full: Place a Multiscale marker on the user until the end of the round.

While the user has a Multiscale marker: Damage the user takes from hits is halved (x0.5).
The Pokemon enjoys the protection of its protective mythical scales.

At the start of the round, if the user has half or more (x0.5) of their maximum HP remaining: Grant the user Defense Aid and Bonus-Proof until the end of the round.

:lunala:Shadow Shield will mirror this change, except that it will also grant HP Aid. Legend privilege!

If your Pokemon doesn't have high offenses or power bonuses, Dragonite will now take real, actual damage from your attacks.

Conversely, if you're using a powerful attacker with large bonuses, Dragonite might feel even bulkier than before.
:appletun::malaconda:Berry-Supporting Abilities
These abilities have become too tightly bound to healing Berries only. The appeal of these abilities should lie in the wide selection of available Berries they support.
We would prefer that Berries be generally applicable, so that players don't feel forced to bring either a team of Berry "abusers" with a backpack of Berries, or a team with no Berries in the backpack.

These abilities have something of a stranglehold on Berries overall, forcing us to balance each Berry under the assumption that it will be doubled in some way, which in turn makes those Berries typically very weak when used by Pokemon without these abilities.

By asking players to equip Berries "with different names", instead of just jamming the best healing Berry of the moment, we hope to coax players into exploring the Berry ecosystem more. We've selected Ripen as the dedicated Berry-doubling ability, and moved the others to this new templating.

In tandem with these changes, we'll also rework some unused Berries and weaken certain healing Berries, below in Item Changes.

We're also taking this chance to re-align Ripen and Cud Chew with their in-game selves, since they had somehow become switched.

AbilityOldNew
Cheek Pouch
The Pokemon has extra Berries stored away for later in their spacious cheeks.

The user can hold an additional held item if all of their held items are Berries.
The Pokemon has extra Berries stored away for later in their spacious cheeks.

The user can hold an additional held item if all of their held items are Berries with different names.
Cud Chew
The Pokemon fully savors their meals at a leisurely pace.

If a "On consume" triggered effect of a Berry held by the user would trigger; instead, that effect triggers twice.
The Pokemon fully savors their meals at a leisurely pace.

At the start of each step, if the user consumed a Berry last step, no more than once each send-out: Equip the user with a random Berry from their trainer's Backpack with a different name. (If there are any.)
Gluttony
The Pokemon has a ravenous appetite and simply can't wait to eat any food at all.

Treat the user's HP as being half (x0.5) of its actual value when checking the conditions of triggered effects of the user's held items.
The Pokemon has a ravenous appetite and simply can't wait to eat any food at all.

When a Berry is equipped to the user: The user consumes that Berry.
Harvest
The Pokemon is brimming with nutrition that allows berry plants to thrive on it.

At the end of the round, if the user consumed or dropped a Berry since they last entered play, and if the user could hold a Berry: Restore that Berry.

If an effect of this ability would trigger when the Weather is not Sun; instead, that effect has only a 50% chance to trigger.

(Destroyed items aren't dropped.)
The Pokemon is brimming with nutrition that allows berry plants to thrive on them.

This ability starts the battle with a Vernal marker on it if the user's trainer has three or more Berries with different names in their Backpack.

At the end of each step, the Weather is Sun or if this ability has a Vernal marker: Equip the user with a random Berry from their trainer's Backpack with a different name. (If there are any.)
Ripen
The user has perfected a technique for fermenting Berries into a more portable form.

When the user drops or consumes a Berry for the first time each round: Restore that Berry.
The Pokemon has perfected a technique for patiently fermenting Berries into a more potable form.

Effects of Berries can't make the user consume Berries.

At the end of the first step of the round: The user consumes each Berry they are holding.

If a "On consume" triggered effect of a Berry held by the user would trigger; instead, that effect triggers twice, and any conditions created by the second instance of that effect are also named "Duplicate".
:staraptor::emboar::mienshao:Reckless
These Pokemon are finally being given a real reason to throw caution to the wind when attacking.
While the changes to recoil moves (below) give those moves a useful job to perform at long last, rather than merely being attacks that undermine their own usage; certain Pokemon are entirely reliant on Recoil attacks in order to function. This change targets Pokemon who rely on Reckless recoil attacks for their damage. For them, this ability is being adjusted as follows:

OldNew
This Pokemon cares little for their own safety and disregards common sense when attacking.

When the user attacks with an attack whose effect text mentions "The user takes damage": Give that attack a power bonus of two (2).
(Regardless of whether or not the attack would actually damage the user this time.)

When the user takes damage due to an effect of their own attack: The current defender of that attack takes one (1) damage.
(Regardless of that attack's success or accuracy.)
This Pokemon cares little for their own safety and disregards common sense when attacking.

If the user would take damage from the effect of their own attack; instead, the current defender takes that much damage, and then the user takes that much damage.
(Whether or not the attack was successful against that defender.)

This ability should take these attacks with specific application, and convert them into general-application moves.

Astute readers will recognize this as the effect currently granted by Take Down's "Stampede" buff condition. Take Down will receive a new effect that will come up in more games, below in Move Changes.

This effect doesn't say anything about the effect of the user's successful attacks — this means that "crash damage", such as that of High Jump Kick and the newly introduced Supercell Slam, is shared with the defender when a Reckless user is attacking.
:charizard::heliolisk:Solar Power
We're adding these Pokemon to the heap of "Penalty-Proof" attackers, to ensure that there is enough counterplay for Defense Aid in the ecosystem.
There's not much to say about this one. To add so many Defense Aid users to the game, as well as improving other penalities, we need a matching suite of Penalty-Proof predators to hunt them.

OldNew
The Pokemon can harness vast amounts of solar energy... More than they can safely handle.

When the user attacks with a Special attack, if the Weather is Sun: Give that attack a power bonus of three (3).

At the end of the round, if the Weather is Sun: The user takes one (1) damage.
The Pokemon can harness vast amounts of solar energy... More than they can safely handle.

When the user attacks with a Special attack, if the Weather is Sun: Give that attack a power bonus of three (3), and grant the user Penalty-Proof until they finish acting.

At the end of the round, if the Weather is Sun: The user takes one (1) damage.
:tyrantrum::dracovish:Strong Jaw
This ability is getting a straightforward buff, as compensation for item work further on.
To give Strong Jaw users more item variety, we're moving their power into their innate ability, instead of forcing them to use only Razor Fang.

OldNew
The user's massive jaw has incredible biting power.

When the user attacks with an attack that has the #Jaw tag: Give that attack a power bonus of three (3).
The user's massive jaw has incredible biting power.

When the user attacks with an attack that has the #Jaw tag: Give that attack a power bonus of four (4).

This large power bonus offsets the low BAP of most #Jaw moves, turning them into more respectable coverage attacks.

Given the change to Razor Fang, we expect Strong Jaw users to branch out to try a wide variety of other options.
:walrein::mamoswine::dondozo:Oblivious
While cleaning up the conditional, fiddly "power penalty of one (1)" abilities, the fanfiction effect of Oblivious stood out as particularly silly. Originally intended as a for-fun buff for Wailord, it was immediately poached by the newly-introduced Dondozo.
Pretty straightforward change to position these Pokemon as "Bonus-Proof" walls or bruisers. We're hoping that "smaller Size Class" is self-descriptive enough to let us write this ability cleanly.

...Will we end up having to define "smaller"?

OldNew
The Pokemon simply doesn't recognize when others are trying to communicate with them.

The user is unaffected by Infatuation, Captivate, and Taunt; and by the ability Intimidate.

When the user is attacked, by an attacker with a lower Size Class than the user: Give that attack a power penalty of one (1).
The Pokemon simply doesn't recognize when others are trying to communicate with them — or battle them.

The user is unaffected by Infatuation, Captivate, and Taunt; and by the ability Intimidate.

While the user is being attacked by an attacker with a smaller Size Class: The user has Bonus-Proof.
:sceptile::hawlucha:Unburden
We're starting to get into changes targeting perennially awful Pokemon. This one is intended to give these Pokemon a payoff for being egregiously fast, rather than just spinning their wheels and dying in three hits.
As described, this ability is intended to reward the user for greatly outspeeding their opponents.

OldNew
The Pokemon uses any item they're given as a training weight, and becomes more agile once it's removed.

When the user drops or consumes an item: Grant the user a unique condition until they leave play, with the following effect:
● The subject's Speed is doubled (x2).
The Pokemon can leverage their natural agility better once they've disposed of their burdensome held item.

While the user is holding no items, except for Mega Stones: This ability has the following effects:
● The user's Speed is doubled (x2).
● While attacking a Pokemon with a third (x1/3) or less of the user's Speed: The user has Attack Aid.
● While being attacked by a Pokemon with a third (x1/3) or less of the user's Speed: The user has Defense Aid.

There's one Pokemon threatening to run away with this change, being :sneasler:Sneasler. Possessing a very respectable 90/9/5/3/6/120 statline and the ability to output what could be described as egregious amounts of Major Status while attacking, Sneasler seems positioned to be the strongest abuser of Unburden. Besides, if it gets out of hand, we can just gut Dire Claw even more.

:sceptile::hawlucha::thievul:
The other users of Unburden should not be underestimated, however. Sceptile can leverage the added damage to use their expansive physical movepool while using the added bulk to keep trades favorable. Hawlucha can let their powerful stabs rip quite freely. Quite a few bargain-bin Pokemon such as Thievul, Liepard, and Grafaiai can use this effect back up their powerful abilities like Stakeout and Prankster with the illusion of stats.

Many elements adjusted in this patch are now positioned to counter this effect: Attack Aid and Defense Aid grant bonuses and penalties, meaning they're nullified by Bonus-Proof and Penalty-Proof. Several ways to ignore abilities have been improved as well.

Also, these benefits last only so long as the Unburden user has thrice the opponent's Speed. Simply contesting their speed with boosts, drops, or Paralysis will de-activate the Aids granted by Unburden, leaving them with their middling statlines only. (Except Sneasler. Good luck with that one.)
:milotic::zangoose::drifblim:"Guts-like" Abilities
With the advent of Bonus-Proof or Penalty-Proof, we're making a pass across these abilities. Quick Feet has more extensive work in its own section, above.
For clarity, we'll establish that Marvel Scale increases Defense rank (and continue to do so), while Toxic Boost and Flare Boost grant power bonuses (like Guts does). None of these are changing. Milotic can be our pick for "good Pokemon that preys on Penalty-Proof attackers".

With work to Flame Orb and Toxic Orb, as well as the proliferation of Rest, these abilities will be given the following additional effect:

OldNew
The Pokemon's mysterious scales further insulate their owner when they are ailing.

While the user has a Major Status: The user's Defense rank is increased by five (5).
The Pokemon's mysterious scales further insulate their owner when they are ailing.

While the user has a Major Status: The user's Defense rank is increased by five (5), and the user is unaffected by all other Major Status.

:zangoose:Toxic Boost and :drifblim:Flare Boost mirror this change to Marvel Scale, except they require specifically Poison or specifically Burn, respectively.

:jolteon::mightyena:Quick Feet has its own section below.

This set of changes should make Guts attackers less broadly ignorant of the Pokemon they're facing.
:braviary-hisui::drapion::sableye:Keen Eye
Back on the block again, with these losers. This ability is actually the main inspiration for Attack Aid and the other keyword conditions! We wanted to re-use this existing effect elsewhere, but didn't want to keep typing it out. We also wanted more answers to it in the game.
This is a 1-to-1 replacement of "the effect that inspired Attack Aid" with "Attack Aid". In technicality, this nerfs the ability: There are many more ways to interact with Attack Aid than there was the straightforward rank increase. That's probably for the best, though. Stats should matter in more matchups, especially for already-playable Pokemon like Braviary-Hisui and Drapion.

OldNew
The Pokemon's sharp vision allows them to see right through concealment and bluffs.

The user's Accuracy stage can't be lowered, and the user's negative Accuracy stage is ignored.

While the user is attacking with an attack that currently has no chance to miss, and that doesn't share a type with the user: The user's relevant Attack rank is at least the defender's relevant Defense rank.
The Pokemon's sharp vision allows them to see right through concealment and bluffs.

The user's Accuracy stage can't be lowered, and the user's negative Accuracy stage is ignored.

While the user is attacking with an attack that currently has no chance to miss, and that doesn't share a type with the user: The user has Attack Aid.
:deoxys::kyurem::dusknoir:Pressure
To cut down on fiddly mid-battle Energy calculations, and to pick off another conditional "power penalty of one (1)" ability, Pressure is being slightly revised. That said, it doesn't have that much room for juice, given that it's on a slew of very strong Pokemon.
This is part of a larger crusade against mid-round Energy comparison, of course. This is also a good chance to clean up the phrasing of these effects.

OldNew
The Pokemon's mere presence inspires a sense of dread
in anyone opposing them.

While an opponent is performing an action that targets
the user: Raise that action's Energy Cost by two (2).

When the user is attacked, by an attacker with less
remaining Energy than the user: Give that attack a power penalty of one (1).
The Pokemon's mere presence inspires a sense of dread in anyone opposing them.

Opponents' actions that cost Energy cost an additional amount Energy, equal to the current round count.

When the user enters play: Inflict Dread on each opponent until the end of the step.

When an opponent enters play: Infict Dread on that opponent until the end of the step.

If the user is Deoxys: The user has a condition based on their Forme:
● Default: Hovering. ● Attack: Penalty-Proof. ● Defense: Bonus-Proof. ● Speed: Attack Aid.

We unfortunately can't give Dread to non-tech Pokemon like Dusknoir, Kingambit, or Deoxys for very long. We wanted to include a form of defense, though, and Dread was a flavor win, so we went with a turn of shock upon seeing the Pokemon exerting Pressure. This can result in a tempo gain as opponents Protect or otherwise try to mitigate the Dread turn, so we're excited to see how players take advantage of this unique benefit.

We've geared the Energy-draining effect towards closing games that have gone long. This effect puts the user's existing bulk, if any, to use and drains opposing energy more quickly. For powerful attackers, this ability makes walling or stalling in front of them a daunting task, especially late in the game. We hope this change allows a benched user of Pressure to cause dread even in opposing trainers, in the right conditions!

And most importantly, this ability doesn't ask refs to calculate and re-calulate energy, every single step, just for a measly penalty of one power.
:haxorus::luxray:Rivalry
This is a straightforward buff that allows you to target popular items as your trigger for Rivalry, if you should so like.
Generation 9's initial version of Rivalry helped give it a defined function, allowing the users to target and heavily damage certain specific Pokemon. For example, Haxorus was envisioned to be a direct Dragonite counter with Rivalry and Mold Breaker.

The users are good at this now, but this application is too narrow for players to justify running them for the chance of a counterpick. With this buff, we're giving Rivalry users a degree of match-to-match customization, allowing players to "pick" their rivals. We're also taking this chance to introduce a predator for consumable items, since they're difficult to counteract currently — Jealousy is a powerful force!

OldNew
The Pokemon is fiercely competitive and will suffer no imitators in their percieved territory.

When the user attacks a defender who has Rivalry: Give that attack a power bonus, equal to that attack's base power.

When the user attacks a defender that shares a type or a non-Rivalry ability with the user: Give that attack a power bonus of two (2).
The Pokemon is fiercely competitive and will suffer no imitators in their perceived territory.

Opponents who share a type, a held item, or an ability with the user; or who have consumed an item this round; are the user's Rivals.

When the user attacks one of their Rivals: Give that attack a power bonus, equal to that attack's original power if the rival has Rivalry, or equal to three (3) otherwise.
:politoed::voodoom:Absorption Abilities
These abilities are on the radar for providing essentially infinite HP in doubles. Welcome to the halls of "Got Shit Nerfed", tm.
Some history on the affected abilities, being Dry Skin, Volt Absorb, Water Absorb, and the newly added Earth Eater. For most of ASB and BBP, they were almost strictly downside. Unlike in cartridge play, there's no switching in to absorb-able attacks. No reasonable opponent would order absorbed attacks into them to trigger the healing, and doubles was a rare mode of play. Even when they were being used productively, they healed the user for one-fourth (x0.25) of the damage they would have taken. Their existence made a Pokemon vulnerable to Role Play or Skill Swap with little upside in singles.

With Generation 9, they were given their self-triggered effects, to heal 2 HP after using a move of the correct type. Furthermore, their healing effect was stabilized at 12 HP, instead of asking for a fake damage calculation. This is well and good, but has resulted in some nearly unkillable team setups in both Doubles facilities and in larger battles. So we're capping the bigger heal, and buffing the smaller self-heal in exchange.

Starting with Water Absorb:

OldNew
The Pokemon draws in ambient moisture in the area to rejuvenate themselves.

The user has an additional immunity to Water.

After a Water-type attack is executed: The user heals 12 HP if they were a target of that attack, and 2 HP otherwise.
The Pokemon draws in ambient moisture in the area to rejuvenate themselves.

The user has an additional immunity to Water.

After a Water-type attack is executed, if it targeted the user: The user heals 16 HP as a Recovery.

After a Water-type attack is executed, if it did not target the user: The user heals three (3) HP. (Not as a Recovery)

:zeraora:Volt Absorb mirrors this change.
:orthworm:Earth Eater mirrors this change, and is also gaining the small heal effect. (Which it previously lacked.)
:toxicroak:Dry Skin is mirroring this change only for the "large" (Recovery-spending) effect. It already has several other effects.

This makes the "large" Water Absorb, etc. heal finite. Once you've used up your recoveries, taking any further absorbed attacks won't restore HP as a recovery, but you'll still be immune to them.

The second, smaller heal has been separated out into its own trigger. This should head off any questions like, "I get the 3 HP heal now that I'm out of recoveries, right?"
:reuniclus::slowbro:Regenerator
This ability is getting treatment much like the Absorption abilities above. This time, however, the net result is a buff.
This should be a strong shot-in-the-arm for fan favorites like Slowbro, Mienshao, and Astrolotl. Unlike in cartridge play, benefitting Regenerator has a pretty large opportunity cost in BBP: Yielding second order to the opponent. Additionally, 10 HP doesn't even make up the damage taken from Hazards in most modern matches.

OldNew
The Pokemon can renew themselves when they take a break from battling.

When the user leaves play: The user heals 10 HP.

At the end of the user's turn, if the user Chilled this turn: The user heals six (6) HP.
The Pokemon can renew themselves when they take a break from battling.

When the user leaves play: The user heals 20 HP as a Recovery.

At the end of the user's turn, if the user Chilled this turn: The user heals six (6) HP.

Since it's rare for Pokemon to leave and enter play five or more times, it would take a very strange battle indeed for this change to result in less overall healing.
:gallade::sirfetchd::machamp:Steadfast
Correcting this ability to actually be triggered by Flinching, the effect it was meant to be triggered by.
Yes, this ability is held hostage by Gallade. That's fine, though. Every Steadfast user has other, better abilities that they can rely on for their niche.

OldNew
The Pokémon's determination only intensifies in the face of hardship.

At the end of the user's turn; if the user failed to execute an action due to the effect of a condition: Raise the user's Speed by one (1) stage for their next three (3) turns.

(Inability to attempt an action isn't the same as failing to execute it.)
The Pokémon's determination only intensifies in the face of hardship.

At the end of the user's turn; if the user failed to attempt an action due to the effect of a condition: Raise the user's Speed by one (1) stage for their next three (3) turns.

(Inability to attempt an action isn't the same as failing to execute it.)
:ninetales-alola::sandaconda:Evasion Abilities
Now that Barometer is gone and Weather abilities have non-Knock Off counterplay at last, these abilities can be released on parole.
This buff emphasizes Evasion's new job in hindering inaccurate attacks and supporting a more answerable Evasion/Accuracy-based "lock" strategy.

The Aim command was designed to undo multiple actions' value in Accuracy or Evasion modifiers, helping to break Pokemon out of Accuracy-based locks. To make this ability competitive against such a command, we're allowing the users to start with an actions' worth of Evasion gain for "free".

OldNew
The Pokemon blends in to snowy terrain, and is difficult to even see in blizzard conditions.

While the Weather is Snow: Accuracy checks against the user with less than 100% chance of success, automatically fail.
The Pokemon blends in to snowy terrain, and is difficult to even see in blizzard conditions.

While no actions have missed the user this round: The user's current and maximum Evasion stage are increased by one (1).

While the Weather is Snow: Accuracy checks against the user with less than 100% chance of success, automatically fail.

Sure, making opposing attacks Unlucky against the user is redundant with the second effect that causes inaccurate attacks to miss. The main benefit of this free stage is having quicker access to an Accuracy difference of 2 or more.

With Aim, perfect-hit attacks, and changing the weather as ways to beat this lock, we're comfortable making it available again. Furthermore, once the weather has been changed, there will be at least one round where the ability is inactive before the weather can change back, making weather counterplay as especially effective, as is intended.

The maximum stage increase is so that the user doesn't lose any of their "real" Evasion stages as the first effect "toggles off and on".
:walrein::tentacruel:Weather Recovery Abilities
Now that Barometer is gone and Weather abilities have non-Knock Off counterplay at last, the bad weather abilities can safely be improved.
This is a straightforward buff for these abilities. Players generally agree that Tentacruel is quite good, but we doubt it'll take over the metagame any time soon, even with this improvement.

OldNew
The Pokemon's body is adapted to low temperatures, and they greatly benefit from hailstorms.

At the end of the step, if the Weather is Snow: The user heals two (2) HP.
The Pokemon's body is adapted to low temperatures, and they greatly benefit from hailstorms.

At the end of the step, if the Weather is Snow: The user heals four (4) HP.

:tentacruel:Rain Dish mirrors this change.
:electrode::garbodor:Aftermath
A straightforward buff to lend these explosive Pokemon another angle of threat.
This new effect encourages opponents to dispose of the Aftermath user quickly, before they can "build up".

OldNew
The Pokemon is filled to the brim with unstable gasses.

When the user attacks with a self-sacrificing move with a BAP: Give that attack a power bonus of 10.
The Pokemon is filled to the brim with unstable gasses.

When the user attacks with a self-sacrificing move with a BAP: Give that attack a power bonus of 10.

When the user takes damage from an opponent's attack: Put a Fuse marker on the user.

When the user is knocked out by direct damage from an opponent's attack: The attacker loses 4 HP for each Fuse marker on the user.
:lilligant-hisui::togekiss::durant:Hustle
While we continue to eliminate fiddly Energy-tracking effects; we're taking this chance to nerf Hustle generically, and then buff it specifically.
Hustle got a much-needed rework in this post, when Toggle functionality was removed. It then got a numeric buff later. Third adjustment's the charm, we figure!

We're retaining the very high Attack numbers it can achieve, but decoupling the ability from the user's current Energy and making it easier to track. (And nerfing its ceiling a little bit.)

OldNew
The Pokemon's preferred method of attack is to start swinging first and ask questions never.

When the user attacks with a Physical attack: The user loses Energy equal to their own original Attack rank.

The user's Attack rank is increased by three (3) for every fifth (x0.2) of their maximum Energy they are missing.
(Don't round the one-fifth portion when comparing it to missing Energy.)
The Pokemon's preferred method of attack is to start swinging first and ask questions never.

When the user spends 10 or more Energy for an action's cost: Place a Hustle marker on the user.

When the user enters play, if it is the first round of the battle: Place a Hustle marker on the user.

The user's Attack rank is increased by twice (x2) the number of Hustle markers on them, or by eight (8), whichever is lesser.

While we're here, we're giving Hustle more of a mechanical identity. Now, the user gets a bit of a head start if they're deployed with haste — Hustle users now have a mechanical incentive to be your lead!

Outside of that, we're positioning Hustle as an ability that users need to trigger intentionally. Previously, this ability rewarded players for simply playing the game, attacking normally, and perhaps spending their combo aggressively. This should make the ability more engaging to pilot.

This also gives the ability an edge against specifically Pressure users, just in case.
:palafin::palafin-hero:Zero to Hero
A straightforward buff to drum up interest in this heroic cetacean.
This buff allows Palafin-Zero to equip highly defensive items to survive their round in play, or equip a variety of items for escaping various methods of trapping.

We considered giving this Pokemon something to make it harder to set up against them while they stall in Zero Forme, but several players are high on partners that can undo that set-up and form strong pivoting cores, such as Rebound Colossoil. We'd rather undershoot this change than risk overshooting it.

OldNew
The Pokemon can transform, but only when they sense danger and are shielded from inquisitive gazes.

The user starts each battle in their Zero Forme.

When the user leaves play: The user transforms to their Hero Forme.
The Pokemon can, away from prying eyes, shed their secret identity and reveal their heroic alter-ego.

The user starts each battle in their Zero Forme.

When the user leaves play: Return each item the user is holding (except immutible items) to the backpack; then, the user transforms to their Hero Forme.
:bellibolt:Electromorphosis
Our change for Bellibolt has given this lovable blob a powerful niche... As a source of infinitely-scaling damage for cheesing PvE content. With this out of our system now, what should it be doing...?
We also have to consider how the only user also has Damp, complicating balancing this ability. That's a challenge we accepted when we buffed Damp previously.

OldNew
The Pokémon can convert kinetic energy from blows into electricity, powering up when hit.

When the user is hit: Place a Charge marker on the user.
The Pokémon can convert kinetic energy from blows into electricity, powering up when hit.

When the user is hit: Place a Charge marker on the user, then discard all but four (4) of the Charge markers on the user.

When one or more Charge markers are discarded from the user: The user heals that much HP.
 
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Move Changes
Many, many moves are receiving changes great and small. Many of these are parts of sweeping, systemic work; but we've made sure to find time to make targeted tweaks that impact as few as one Pokemon, when we think the impact is positive for the game.

:unown:Hidden Power
Exercising our power to egregiously breach established canon; we're offering this move to Pokemon who were created too late to learn it.
Hidden Power was removed in Generation VIII for offering too many Pokemon in-game a way to surprise OHKO threats intended to check them, and likely for good reason. Thus, no Pokemon introduced in Generation VIII or later has access to the move.

In BBP, however, Hidden Power exists in a very different context the additive damage formula and large movepools. Here, it's a reward for some but not all Pokemon for reaching Level 4, that expands their coverage pool in a personalized way.

Starting with the Indigo Disk update, we'll be adding Hidden Power to the Level 4 movepool of all Pokemon species that learn moves normally. That means that when you update newer Level 4 Pokemon, you'll have to select a type for Hidden Power.

Ironically, this does exclude Unown.
:clefable::grimmsnarl:Move-Calling Moves
Following several attempts to preserve their move-calling functionality, the most annoying of these moves are being rebranded as "Move-Importing Moves".
To preface, the moves Copycat, Instruct, Me First, Nature Power, and Snatch are being left alone. In addition, the moves Mimic and Sketch, which are related this group, are also being left alone.

The moves needing adjustment are those that call almost any move in the game—being Assist, Metronome, and Sleep Talk. These moves have been subject to a variety of attempted adjustments over the course of ASB and BBP, attempting to make them sane to order against. If there is an extant design space for them between "horribly annoying" and "horribly useless", we have never managed to find it.

So, we're wholly reworking these three moves.

MoveOldNew
Assist
The user thinks of their teammates, and calls on their strength for aid.

(Declare a move known by a selected inactive teammate of the user; that has a Priority of exactly 0, that has an Energy Cost of 5 or less, and that doesn't call or borrow moves. If the user has no remaining teammates in reserve, Assist fails.)

If the user hasn't called a move with Assist during this battle (regardless of the called move's success), the user calls and attempts the declared move.
The user thinks of their teammates, and calls on their strength for aid.

(Declare an inactive teammate when ordering this move. If no teammate is declared, this move can't execute.)

Grant the user a unique status until they leave play, noting the declared teammate, with the following effect:
● While this condition was created this round: Its other effects are ignored.
● The user knows each move known by the noted teammate, as borrowed moves.
Metronome
The user miraculously conjures a surprising effect with a wag of their finger.

(When ordering this move, declare a move not known by the user; that has a Priority of exactly 0, that has an Energy Cost of 5 or less, and that doesn't call or borrow moves. If this move was ordered in a post other than the first order post of the round, this move can't be attempted.)

If the user hasn't called a move with Metronome during this battle (regardless of the called move's success), the user calls and attempts the declared move.
The user miraculously conjures a surprising effect with a wag of their finger.

(Declare an opponent, including inactive opponents, when ordering this move. If no opponent is declared, this move can't execute.)

Grant the user a unique status until they leave play, noting the declared opponent, with the following effect:
● While this condition was created this round: Its other effects are ignored.
● The user knows each move known by the noted opponent, as borrowed moves.
Sleep Talk
The user lucidly performs a move while sleeping, somehow.

(When ordering this move, declare a move known by the user; that has a Priority of exactly 0, that has an Energy Cost of 5 or less, and that doesn't call or borrow moves.)

This move, and moves called by Sleep Talk, may be attempted while Asleep.

If the user is Asleep and hasn't called the declared move during this battle (regardless of the called move's success), the user calls and attempts the declared move.
The user lucidly performs moves while sleeping, somehow.

This move may be attempted while Asleep.

Grant the user a unique status until they leave play, with the following effect:
● The user may attempt moves while Asleep.

The new designation for "Move-Importing Moves", for Assist and Metronome, should be clear now. They expand the user's movepool, using another Pokemon in the battle, rather than forcing players to refer to the entire list of extant moves in the game.

Similarly, Sleep Talk will no longer force players to look up the Energy Cost of every move they know to see what's valid or invalid for use.

This should, hopefully, bring a close our attempts to fix these moves by restricting the BAP, Energy Cost, priority, or other features of the moves that these moves call.
:kingdra::shiftry::excadrill::sandslash-alola:Manual Weather
Barometer has long existed as a band-aid for the relative fragility of these moves. Now, their ability to change (but not set) Weather is delayed, making manual weather a valid way to access Weather abilities.
Weather, and particular abilities referencing Weather, have been in an awful state since ASB. Their design space has been perilous ever since the Barometer was fatefully introduced, ensuring that item disruption was the only common way to interrupt a Weather ability, rather than by using the ubiquitous Rain Dance and/or Sunny Day.

The biggest thorn in the side of manual weather was always manual weather: The Pokemon's set-up could be undone simply by using a competiting Weather-inducing move, making any attempt to win a Weather war with moves more of bother than it was worth.

So, we're splitting these moves' effects that discard Weather from the effects that set Weather, like so:

OldNew
The user manipulates the air particles around to act as a lens, greatly intensifying sunlight in the area.

Discard any Weather in play; then, create Sun for five (5) rounds.
The user manipulates the air particles around to act as a lens, greatly intensifying sunlight in the area.

Place a Forecast marker on each non-Sun Weather in play, with the following effect:
● At the end of the round: Create Sun for five (5) rounds; then discard all non-Sun weather.

Create Sun for five (5) rounds if no Weather is in play.

Rain Dance, Sandstorm, Hail, and Snowscape all mirror this change. Due to Accuracy work, moves that induce Fog are getting their own section later, as they've been removed from the Weather space.

Max Moves, auto-Weather abilities, and Defog all still change or discard any current Weather immediately.

With this change, once you induce a Weather, you can be reasonably confident in its presence for at least the rest of the round. This makes it more realistic for Pokemon such as Excadrill to use Sandstorm as a set-up move. Even if an opponent manages to Forecast marker on that Sandstorm, they still have to survive the onslaught for the rest of the round. This makes securing an advantageous Weather for an ally entering play next round more reliable, as well.
:raichu-alola::skiddo:Manual Terrain
These moves will create Terrain for longer, to give them a use case versus automatic Terrain.
Terrain moves aren't nearly as common as Weather moves. We don't need to insulate them against each other in quite the same way as we do with Weather.

OldNew
The user fills the ground with life energy, growing thriving grass in all directions.

Discard any Terrain in play; then, create Grassy Terrain for four (4) rounds.
The user fills the ground with life energy, growing thriving grass in all directions.

Discard any Terrain in play; then, create Grassy Terrain for five (5) rounds.
:Scyther::Lucario:Perfect-Accuracy Attacks
We're bringing these Attacks into the Accuracy and Evasion ecosystem, giving them an effect that removes positive Evasion stages.
This grouping includes Aerial Ace and its clones, but not conditional auto-hits like Thunder.

OldNew
The user strikes the target with impossible speed, from above and then from below.

While performing this move: Accuracy checks for this move automatically succeed.
The user strikes the target with impossible speed, from above and then from below.

While performing this move: Accuracy checks for this move automatically succeed.

On hit: Reset the defender's Evasion stage to 0 if it is positive; then, reset the user's Accuracy stage to 0 if it is negative.

This change allows these moves to give their user a temporary reprieve from Evasion setups that opponents will have to account for.

The desired result is that one-off or throwaway Evasion changes are of little use in the face of perfect-accuracy attacks. In turn, robust Evasion strategies using multiple pieces of Evasion support (especially recurring pieces, such as Fog and Brightpowder) are meant to be more resilient to single uses of these moves.

In some matchups, a move in this group is also the attacker's best hit against the Evasion user. In that case, staying in the matchup seems a bit silly on the part of the Evasion-user.
:zoroark::serperior:Accuracy-Reducing Attacks
With a suite of the anti-support now in place to ensure Evasion-raising and Accuracy-lowering never gets out of hand, these moves can be given the job of hosing inaccurate moves such as Stone Edge.
By ensuring that these moves can always lower the defender to -1 Accuracy, thus making their accuracy checks Unlucky, these attacks can make it difficult for opponents to attack the user with inaccurate attacks.

OldNew
The user launches a small tornado of grass and leaves at the target.

Effect Check: Reduce the Accuracy stage of the defender by one (1) for their next two (2) turns.
The user launches a small tornado of grass and leaves at the target.

While the defender's Accuracy stage is 0 or higher: Leaf Tornado's effect chance is 100%.

Effect Check: Reduce the Accuracy stage of the defender by one (1) for their next four (4) turns.

Night Daze, Mirror Shot, Octozooka, and Mud Bomb each mirror this change.

Muddy Water has its own niche as a Water-type spread move that excludes allies, and does not mirror this change.
:haxorus::lilligant:Self-Locking Moves
Mirroring the change to Encore below, other moves that interfere with the order-receiving process are being streamlined to simply their interaction with orders; or reworked entirely.
As the Generation has aged, the rules that describe how Pokemon are issued orders and receive those orders have been repaired and polished. In addition, the rules that describe substitution behavior have fully reworked. As a result of this growth, some mainstay BBP moves have begun to create friction with these rules.

Specifically, certain moves that restrict the user's own orders can create unintuitive interactions when ordering second, that allow the user to "pretend" to order a later move without ever having to actually attempt that move. Consider this example:

Example: A player issues the substitution "On step one, IF Infernape is to use Stealth Rock on any step THEN use Taunt". Their opponent orders the main orders "Raging Fury -> Stealth Rock -> Raging Fury", to take advantage of Raging Fury's current effect to replace all of the user's orders with itself.
The first player's substition would trigger when it's checked, as Infernape is indeed ordered to use Stealth Rock. However, Infernape will never make an attempt to use that move, due to the effect of Raging Fury. Essentially, Infernape has wasted an action of the opponent on their Taunt, while only ever pretending to intend to use the subbed-for move.

These moves' current phrasing means that substitutions can trigger, but give the Pokemon a different order than they claim to give, resulting in confusing or even unsporting situations.

While cleaning up how such moves will interact with orders and substitutions, we're taking this chance to rework some of the more mechanically-intensive or difficult-to-balance multi-turn moves.

Bide
While this work originally focused on moves like Outrage; it quickly became clear that there's another, more important move that locks the user's actions and interferes with later substitutions.​
As a move that currently readies in a step other than the one it's attempted, Bide's interaction with orders is very poorly defined. Rather that trying to build infrastructure for readying moves across steps or across rounds, we're modernizing how Bide is used.​
Bide is a mainstay of competitive BBP and a large source of viability for many Pokemon, so we don't wish to radically change Bide's place in the game. The wording of its effects have radically changed, but it will perform similarly to before.​
That said, Bide's current all-or-nothing nature makes it a move that only ever resolves on accident. As-is, the move exists to absorb opponent's substitutions, likely more so than any other move in the game. It may seem paradoxical, but we're slightly weakening this move to increase its usage. If Bide is always the worst thing that can happen to an attacker, then it will always be the first priority for that attacker's substitutions.​

OldNew
The user braces themselves to retaliate against incoming attacks.

(The user readies this move on their turn, and executes it on their second turn after this one. The user can't receive orders until Bide ends. If the user fails to act, Bide ends and fails.)

When the user is hit, while they are readying Bide: The attacker becomes the target of Bide.

This move deals fixed damage.

Bide's BAP is equal to the amount of damage the user took while readying Bide, times one and three-fourths (x1.75).
The user retaliates against attacks taken, or braces themselves to do so.

When the user completes this move: Grant the user a unique status called Biding, until they complete an attack or they leave play, with the following effect:
● When the user takes damage from a hit: Add the amount dealt to the amount noted on this condition.
● The user's Bide targets the last Pokemon to hit them, rather than themselves.


This move deals fixed damage.

Bide's BAP is equal to the total amount of damage noted on Biding conditions on the user, times one and one-half (x3/2).

Because Bide can now more flexibly threaten opponents, we've reduced the multiplier on the damage it returns.​
This new version makes it more flexible in its usage, less punishing to be hit by, and less punishing when exploited. Between "priming" Bide and "releasing" it, the user can now perform other non-attack actions. It now suits bulky utility Pokemon who can productively take multiple hits without attacking back.​

Uproar
Uproar is being pivoted into an anti-Sleep move. There's no practical reason for it to continue locking the user, as it's currently very weak overall.​

OldNew
The user becomes enraged and lets out a deafening cry that wakes up from the deepest sleep. They continue doing so until they calm down.

While performing this move: This move bypasses Decoys.

After executing this move: Inflict a unique condition on the user until the end of the round, with the following effects:
● Other Pokemon in play can't execute moves tagged #Sound.
● Pokemon can't have Sleep inflicted on them.
If the user would receive an order; instead, it receives an order to use Uproar targeting a random opponent.
The user becomes enraged and lets out a deafening cry that wakes up from the deepest sleep. They continue doing so until they calm down.

This move may be attempted while Asleep.

While performing this move: This move bypasses Decoys.

When the user completes this move: Grant the user a unique status until the end of the round, with the following effects:
● Other Pokemon in play can't execute moves tagged #Sound.
● Pokemon can't have Sleep inflicted on them.

Thrash and Relatives
Thrash and its relatives can safely be moved out of the space. Their association with Confusion makes it easy to give them a new downside that's appropriate for their power. This also provides a nice shot in the arm for various Pokemon reliant on Petal Dance or Outrage for good STAB damage, such as mono-type Dragons.​

OldNew
The user lets their inner fury overtake them and starts attacking the opponent relentlessly.

After executing this move: Inflict a unique condition on the user until the end of the round, with the following effect:
● If the user would receive an order; instead, it receives an order to use Outrage targeting a random opponent.
The user lets their inner fury overtake them and starts attacking the opponent relentlessly.

After executing this move: Inflict Confusion on the user until the end of their next turn.

Outrage, Petal Dance, and Raging Fury each reflect this change.
:arcanine::quaquaval::caribolt:Recoil Attacks
Like most overlooked generic attacks, we're going to attempt to breathe life into these attacks by giving them a job to do.
These moves have been passed over for most of BBP's history. Offsetting their high BAP was recoil damage that basically undid any ground gained by using them. Even after reducing the recoil amounts, Pokemon reliant on them still haven't managed to gain a foothold in popular play.

So, these moves are being given an additional upside. Meet Flare Blitz:

OldNew
The user sets their whole body ablaze before charging towards the opponent with catastrophic force.

On hit: The user takes damage, equal to one-fifth (x1/5) of the damage dealt by the hit.

Effect Check: Inflict Burn.
The user sets their whole body ablaze before charging towards the opponent with catastrophic force.

While performing this move: The user is Penalty-Proof.

On hit: The user takes damage, equal to one-fifth (x1/5) of the damage dealt by the hit.

Effect Check: Inflict Burn.

This change is mirrored by Axe Kick, Brave Bird, Chloroblast, Double-Edge, Head Charge, Head Smash, High Jump Kick, Jump Kick, Light of Ruin, Mind Blown, Steel Beam, Struggle, Submission, Take Down, Volt Tackle, Wave Crash, and Wood Hammer.

Wild Charge
gained this change early, in the previous patch.

With this added effect, Recoil Moves become a tool for forcing progress against opponents who apply large penalties to attacks — especially Defense Aid, which gives a power penalty. Pokemon hiding behind Defense Aid are in for a nasty surprise when they learn the hard way that, say, Aegislash learns Head Smash.

In addition, Take Down will grant a more generically helpful condition:

OldNew
The user charges at their target at high speed, colliding with them brazenly.

On hit: The user takes damage, equal to one-third (x1/3) of the damage dealt by the hit.

After executing this move, if the user took damage from this move: Grant the user a unique status named "Stampede" until the end of the round with the following effect:
● If the user would take damage from their own attack; instead, the current defender takes that much damage, and then the user takes that much damage.
The user charges at their target at high speed, colliding with them brazenly.

While performing this move: The user is Penalty-Proof.

On hit: The user takes damage, equal to one-third (x1/3) of the damage dealt by the hit.

After executing this move: Grant the user Penalty-Proof until they leave play.

This should cement its place among recoil moves as an option for dealing more damage later, in exchange for using a fairly weak attack up-front.
:weavile::syclant:Endure
For many, many generations, Endure plagued the game by lengthening matches and absorbing multiple substitutions every time any player went for a KO. For its crimes, Endure was nerfed into total irrelevance. Now, this move is being positioned to help Pokemon caught in desperately bad match-ups.
While we don't want to slow battles down too much, we want there to be tools for frailer Pokemon to extend their lifespan if they're willing to give up turn efficiency. This can be important when jockeying for KOs. This can also be helpful when facing Pokemon with many, many stacked bonuses.

The move should also maintain its niche against OHKO moves.

OldNew
The user braces themselves for impact.

(If the user has executed Endure in the round before this one, this move can't be attempted.)

Grants the user a unique status until the end of the round, with the following effects:
● The subject can't take damage, except from hits.
● Effects of other Pokemon can't inflict Fainting on the user.
The user braces themselves for a grueling battle.

(If the user has executed Endure in the round before this one, this move can't be attempted.)

Grants the user a unique status until the end of the round, with the following effects:
● While the subject is being attacked, while this condition was created this step: The subject's minimum HP is 1.
● The subject has Defense Aid and has Bonus-Proof.

● Effects of other Pokemon can't inflict Fainting on the subject.

In addition, the move splits the difference between old and new, and protects the user from falling below 1 HP on the step that it's used. This helps the move support a last-ditch Flail or Reversal, without stonewalling Pokemon who can't "break Endure".
:gallade::astrolotl:Encore
This move is getting an adjustment aiming to weaken it slighty, and clarify it greatly.
OldNew
The user gives their opponent an enthusiastic round of appluase.

(If the target's most recent action isn't a move, or if the target hasn't acted since they last entered play, this move can't execute.)

While performing this move: Encore bypasses Decoys.

Inflict a unique status on the target until the end of their next turn, with the following effects:
● When this condition is created, note the subject's most recent action if it is a move. Then, if no action is noted, discard this condition.
cWhen this condition is created: The move in the subject's current order becomes the noted move, and the targets are removed.
● If the subject would receive an order to use an action; instead, they receive an order to use the noted action.
● The subject's current order can't be changed by their substitutions.
(Their pending orders in their orderset can still be changed.)
The user gives their opponent an enthusiastic round of applause.

(If any target's most recently attempted action this round isn't a move, or if any target hasn't acted this round, this move can't execute.)

While performing this move: Encore bypasses Decoys.

Note the defender's most recently attempted action this round; then, depending on whether the defender has acted during this step, apply the appropriate effect:
● If the defender has acted: Replace their next main order this round, with an order to use the noted move. (With no targets specified.)
● If the defender has not acted: Replace their currently received order, with an order to use the noted move. (With no targets specified.)
:ursaluna::charizard:Belly Drum
Both the duration and cost of this move are being reduced to make this move less of an instant win button when it does work, and less punishing to fail.
With the way the generation has shaken out, we're less happy with haymakers as strong as Belly Drum currently is. The game has settled around moves that can buy users a turn, or perhaps two. Meanwhile, Belly Drum typifies the earlier part of Generation 9, where many moves could win entire match-ups on their won if forced through.

This move also currently occupies the undignified niche of being the game's most expensive general-use move. Every time we've designed a feature interacting with costs this year, Belly Drum has been the first game piece to get in the way. So, admittedly, this change is partially intended to release Belly Drum's deathgrip on future content design.

OldNew
The user pounds their stomach with fury, whipping itself up for battle.

(This move costs HP, equal to 40% of the user's maximum HP rounded down.)

Raise the user's Attack stage to the maximum (+6) for their next four (4) turns, overwriting any previous duration.
The user pounds their stomach with fury, whipping itself up for battle.

(This move costs HP, equal to 20% of the user's maximum HP rounded down.)

Raise the user's Attack stage to the maximum (+6) for their next two (2) turns, overwriting any previous duration.
:ribombee::stakataka:Magic Room
Now that Defog beats weird, random Battle Conditions such as Magic Room and Wonder Room, we can safely buff them.
For some reason, this move didn't have the "switch on or off" functionality that Trick Room and Wonder Room shared, so we're adding that in while we're here. (Also, it used the "Creates" templating instead of instructing the player? Gross.)

OldNew
The Pokemon overlays a magical space with strange properties over the battlefield.

Creates a unique battle condition for four (4) rounds, with the following effects:
● The effects of held items are ignored.

(Mega Evolution and Z-Moves require specific held items, but are not effects of held items.)
The Pokemon overlays a bewitched space with magical properties over the battlefield.

Discard any Magic Room battle conditions in play; then, if no conditions were discarded, create a unique battle condition until the end of the round, with the following effects:
● If a held item would heal HP or deal damage; instead, it does the opposite.
● If a held item would raise or lower damage dealt, a stat rank, or a stat stage; instead, it does the opposite.
● If a held item would give an attack a power bonus or a power penalty; instead, it does the opposite.

This change does groundbreaking work: It establishes that healing and damage are opposites (wow!), that raising and lowering are opposites, and that bonuses and penalties are opposites. I look forward to having to edit that into the handbook at a later date when multiple people are confused as to the meaning of the word "opposite".

As for the effect itself, it's advanced held item hate! Magic Room always seemed like a budget option for item denial, in the grand scheme of things. Even beyond Knock Off just dealing with the item directly; we already had Embargo for turning off an opponent's held items without disarming them, and we had Thief and Covet for just appropriating them. Where could Magic Room compete?

We considered making this move asymmetric — simply leaving the user's team's items alone — and then we decided that was awful and boring. It would be better for this to be a move for when you need to really hate on items, and for the user to be tasked with breaking the symmetry. By leveraging consumables or items whose effects aren't listed here, such as Enigma Stone, you can badly harm the opponent's ability to use items by giving up most good items yourself.

Even with a greatly reduced short duration, though, Magic Room can be devestating when deployed correctly.
:meowstic::porygon2:Wonder Room
You know how, with every unusable garbage move we rework, we run the risk of utterly throwing the game's balance into disarray?
Why would I mention that? Oh, no reason.

OldNew
The user releases enough energy to create a small zone where Pokémon exhibit a different behavior than normal.

Discard any Wonder Room battle conditions in play; then, if no conditons were discarded, create a unique battle condition for four (4) rounds, with the following effect:
● The Defense rank of each Pokemon in play is switched with their Special Defense rank.
The user releases enough energy to create a small zone where Pokémon exhibit a different behavior than normal.

Discard any Wonder Room battle conditions in play; then, if no conditons were discarded, create a unique battle condition for three (3) rounds, with the following effect:
Pokemon in play have Attack Aid and Defense Aid.

As a bit of a peek behind the curtain, this condition was initially going to provide an effect along the lines of "The attacker's relevant Attack rank is now subtracted from damage, and the defender's relevant Defense rank is added to damage." What a fun and kooky effect, you might think!

No, I know you, my BBP players. You would have lined up to spam Wonder Room Cleffa in a heartbeat. You still might, with this effect, but at least then we're not turning Cleffa into Mega Tyranitar.
:gallade::aurumoth::gengar:Imprison
To alleviate the substitution pressure and, frankly, annoyance of ordering against Disable and Imprison in tandem, we're remaking into Imprison into a sidegrade of Disable.
Imprison has been reworked perhaps more than any other move in BBP or ASB history. In the oldest days of the game, players had to beat it by ordering moves not known by the Imprison user: A tall ask against Gengar, Gallade, or Gardevoir even in those days. Not only did it often have its duration or features fiddled with in ASB from generation to generation, it also under went two ill-fated adjustments in BBP, looking to fit it into the "let things be strong" philosophy I pushed when I took the game's reins.

As it turns out, Imprison in its current form, and each of those forms, is deeply obnoxious when allowed to be strong. Players found the counterplay to Imprison (using only one of the declared moves) to be annoying to use and fragile to other forms of disruption — particularly Disable and Torment, which are found on some of the strongest Imprison users. So, Imprison returns once again to the patch notes, in search of a healthy metagame function to occupy.

The users of Imprison don't give much help in picking a direction for the move's design, either. The only thing consistent about Imprison's distribution is its inconsistency: The move is availabe to a large minority of fully-evolved Pokemon, of every Type, role, stat spread, or function. This makes positioning the move as something desirable to all or most of its users somewhat tricky.

There is one thing that every Imprison user (and perhaps every Pokemon) has in common, though: They all wish they could ban a move they hate!

OldNew
The user mentally sabotages moves that they are familiar with, causing them to fail for others.

(Declare up to three moves when ordering this move. If no moves were declared, this move can't be attempted. If more moves are declared, the fourth and later are ignored.)

Grant the user a unique status until they leave play, with the following effect:
● Pokemon in play, that have executed one of the declared moves during this round, can't attempt the other declared moves.
(Meaning, each Pokemon may attempt only one of the declared moves each round.)
The user mentally sabotages the concept of a specific move, causing that move to fail.

(Declare a single move when ordering this move, or this move can't be attempted.)

Create a unique Battle Condition for five (5) rounds, with the following effect:
● Pokemon can't attempt the declared move.

This new version bans a single move for the most of the match, unless it's cleared by an effect such as Defog. There's a potential snag where faster Imprison users can "beat" slower ones at setting Imprison, but we're hoping that this makes the move more interesting, rather than more annoying.

In addition, this change aligns the counterplay to Imprison with the counterplay of other disruption tools: The ever-indispensable "IF able" substitution allows the player to have their preferred move if it is available, or to resort to their plan-B move if it is Sealed or now Imprisoned. This should greatly ease the substitution pressure exerted by Pokemon who know both Imprison and other disruptive tools.
:gallade::equilibra::gengar:Pain Split
To limit the egregious action value of this move, it will now have a smaller HP change limit, and it will additionally cost a Recovery.
We're of the mind that a single move probably shouldn't be both a Pokemon's best attack in a fair matchup and their best healing tool, all in a single turn.

While many Pokemon are reliant on this move to gain ground against more heavily-statted opponents, the potential for this move to swing a matchup by up to 50 HP was just a bit beyond what most opponents can reasonably contain. The threat of this move alone pressured opponents to devote multiple substitutions to maneuvering around it, or to make detrimental switches to hide high-HP Pokemon from low-HP Pain Split users. Furthermore, this move greatly complicated the burden of ordering first in Doubles, making the format difficult to approach.

Since the move is now limited in uses, we no longer need to rely solely on a high Energy cost to reign it in.

OldNew
Energy Cost: 20
The user links themselves with their target, and shares their injuries.

(If the user doesnt pay the entire energy cost of this move, it fails.)

Note the difference in HP between the user and the target. If the noted amount is greater than 50 and the target is an opponent of the user, note 50 instead. The Pokemon with higher HP loses HP equal to half of the noted amount rounded down, and the Pokemon with lower HP gains HP equal to half of the noted amount rounded down.
(This isn't damage or healing.)
Energy Cost: 12
The user links themselves with their target, and shares their injuries.

(This move additionally costs a Recovery.Furthermore, if the user doesn't pay the entire energy cost of this move, it fails.)

Note the difference in HP between the user and the target. If the noted amount is greater than 36 and the target is an opponent of the user, note 36 instead. The Pokemon with higher HP loses HP equal to half of the noted amount rounded down, and the Pokemon with lower HP gains HP equal to half of the noted amount rounded down.
(This isn't damage or healing.)

We're now pricing this move the same as burst healing options like Recover, despite the potential for a greater total HP swing. Pain Split has both greater counterplay than the self-targeting healing moves, and greater potential reward. Overall, we imagine players will find this version to still be very powerful, and we expect it will still make its presence felt at all Levels of play.
:hydrapple:Syrup Bomb
This move was overtuned on purpose to support the rather weak user :dipplin:Dipplin. Now, it can be tuned more sensibly.
This should remain a powerful tool in :hydrapple:Hydrapple's toolset, greatly lowering opponents' Speed and resetting its own duration.

OldNew
The user brutally barrages the target with blistering, sickly sweet syrup.

On hit: Inflict a unique status on the defender named "Syrup!!!" with the following effect:
● At the end of each step: Lower the subject's Attack, Special Attack, and Speed stages by one (1) for their next three (3) turns.
The user brutally barrages the target with blistering, sickly sweet syrup.

On hit: Inflict a unique status on the defender named "Syrup!!!" with the following effect:
● At the end of each step: Lower the subject's Speed stage by one (1) for their next three (3) turns.
:spidops:Silk Trap
Did you know that Spidops has shooters? Spidops might be getting this buff before your fav gets buffs!
I'll admit, at this point we're just seeing how much we can get away with. I would never have expected the Spidops Sweep, but it's been weirdly popular this generation!

That said, Stakeout makes it... A passably dangerous lead already. We do have to actually be careful with buffs to this Pokemon!

The user weaves an elaborate shield from special sticky thread that entangles anyone coming too close.

(If the user gained Protection since they last entered play, this move can't be attempted. Furthermore, if all other Pokemon in play have acted this step, this move can't be attempted.)

Grants the user Protection from damaging actions until the end of the step, or until the end of the next step if the user is Spidops, with the additional following effect:
● After a contact attack is executed, if that attack targeted the subject: Lower the attacker's Speed stage by one (1) for their next six (6) turns.
The user weaves an elaborate shield from special sticky thread that entangles anyone coming too close.

(If the user gained Protection since they last entered play, this move can't be attempted. Furthermore, if all other Pokemon in play have acted this step, this move can't be attempted.)

Grants the user Protection from damaging actions until the end of the step, or for the next two (2) steps if the user is Spidops, with the additional following effect:
● After a contact attack is executed, if that attack targeted the subject: Lower the attacker's Speed stage by one (1) for their next six (6) turns.
:slowking-galar::houndoom:Spite and Eerie Spell
It's been difficult to find a balance for Energy damage, so once again, we're giving it a job. We're heaping it onto the "late-game finisher" pile, to help games end.
The main sticking point with sources of Energy reduction have been the same throughout the game's lifespan: Long before Spite becomes strong enough to use proactively, or becomes satisfying to use; it becomes annoying to plan against enemy Spite. The presence of a strong form of proactive Energy reduction forces players to plan their Energy expendature carefully, resulting in cases where Spite is creating play friction without the Spite user ever getting to enjoy the payoff.

This differs from other substitution-eaters like Counter, whose counterplay is simply to order different moves or to sub for the move, in that the counter-play is to do an extra set of laborious calculations every round.

So, instead, we're moving it to a spot where the counterplay is to win quickly:

OldNew
The user curses their target with a wicked hex.

Reduce the defender's Energy by 1 for every 10 Energy they are missing.
The user curses their target with a wicked hex.

Reduce the defender's Energy by twice (x2) the current round count.

The main sticking point with this version is that it incentivizes stall, to a degree, which we're always leery of due to IRL time concerns. We're confident, though, that making a stall payoff that then closes the game (and that requires action from the stalling player) is the best way to approach this. This is also a stall payoff that bypasses bulk, opening the floor for weaker attackers to threaten foes.

A round 5 order of Spite ~ Spite ~ Spite (for 30 Energy reduction) may seem to compare badly to using Night Shade, but remember that opponents tend to spend Energy.

If this doesn't work, we might consider pivoting Spite to a fanfiction effect divorced from the Energy game.
:sneasler:Dire Claw
This is a preemptive hammering, in exchange for the Unburden buff above. Sneasler is already very playable, so we can't buff Unburden that greatly without weakening this move in exchange.
Overall, this change should make Sneasler less sacky and annoying to play against. Sneasler could previously pile on egregious amounts of passive damage and action denial simply by using this move, which is overkill on a mon with such usable stats and STABs.

OldNew
The user viciously slashes at the target with a claw coated in a potent poison.

While performing this move: The user's critical stage is increased by one (1).

Effect Check: Select and apply one of the following effects, that hasn't been selected this round, at random with equal odds:
● Inflict regular Poison on the defender with one (1) marker. Then (whether they were already Poisoned or not), double the number of Poison markers each condition the defender is subject to.
● Inflict Paralysis on the defender with one (1) marker. Then (whether they were already Paralyzed or not), double the number of Paralysis markers on each condition the defender is subject to.
● Inflict Sleep on the defender for their next turn.

(If no effects remain to be selected, do nothing.)
The user viciously slashes at the target with a claw coated in a potent poison.

While performing this move: The user's critical stage is increased by one (1).

Effect Check, if the defender has no Major Status: The defender loses four (4) Energy; then, select and apply one of the following effects at random with equal odds:
● Inflict regular Poison on the defender with one (1) marker.
● Inflict Paralysis on the defender with one (1) marker.
● Inflict Sleep on the defender until the end of their next turn.

This is grimey to admit, but the effect to deduct Energy from the defender is to ensure that the triggered effect of Dire Claw sorts before the triggered effect of Poison Touch. (In the Component Trigger Sort. See 2.10.)
:annihilape:Rage Fist
This move shouldn't be allowed to have hundreds of BAP in a raid setting.
Housekeeping to keep raids interesting. You shouldn't be forced to Rock Blast your own Annihilape over and over to progress efficiently.

OldNew
The user condenses all of their anger into a fist and punches the target.

Rage Fist's BAP is equal to five, plus five more for each time the user has been hit during this round.
( 5 + user's hits taken this round * 5)
The user condenses all of their anger into a fist and punches the target.

Rage Fist's BAP is equal to five, plus five more for each time the user has been hit during this round, to a maximum of 20 BAP.
( 5 + user's hits taken this round * 5)
:klinklang: Minor Move Updates
Not every move has enough context or discussion necessary for its changes. Many of the changes below are simple consistency fixes, while others (especially BAP adjustments) are deliberate efforts to add appeal to strategically interesting moves.
  • Many moves, which mentioned that they inflicted a condition (and left implied that it inflicts on the defender) now state overtly who the condition is inflicted on.
  • Aromatherapy Energy Cost raised from 9 to 10.
  • Aura Wheel Energy Cost lowered from 9 to 7.
  • Behemoth Bash and Behemoth Blade will mention a "defender" instead of a "target".
  • Conversion 2 will mention "the chosen type, if any" to prepare it for Stellar-type hits.
  • Corrosive Gas and certain similar effects will mention "immutable items" in their reminder text.
  • Dark Pulse and certain other moves will mention who their effects inflict conditions on, rather than merely saying "Inflict Flinching."
  • Darkest Lariat Energy Cost raised from 6 to 7.
  • Double Iron Bash has had its 30% Chance to Flinch from in-game restored.
  • Gear Grind Energy Cost lowered from 8 to 7.
  • Heal Bell Energy Cost raised from 9 to 10.
  • Helping Hand target scope changed from "Any One Ally" to "Any Other Ally".
  • Light Screen penalty for larger teams in play changed from "minus twice (x2) [team size]" to "minus [team size]".
  • Luster Purge raised from 7 to 10.
  • Mirror Move will mention "[...] last executed move. The called move [...]", rather than "attack".
  • Mist Ball BAP raised from 7 to 10.
  • Natural Gift BAP raised from 10 to 12.
  • Oblivion Wing effect to heal the user now does so as a Recovery. (This is still egregious.)
  • Payback now mentions defenders that have taken "a" turn, rather than "their" turn.
  • Poison Sting Energy Cost raised from 3 to 5.
  • Poltergeist restriction text "If the target isn't holding any items, this move can't execute." replaced with a new effect "Pokemon that are holding no items are unaffected by this move." (The current version is bugged with multiple targets.)
  • Reflect penalty for larger teams in play changed from "minus twice (x2) [team size]" to "minus [team size]".
  • Revival Blessing Energy Cost reduced from 40 to 24.
  • Terrain Pulse BAP lowered from 13 to 12.
  • Weather Ball BAP raised from 10 to 12.
 
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(If you're directed to this post by clicking the thread, click here to go to the first post of this very large update!)​

Item Changes
As is to be expected, a large amount of items are receiving adjustment due to the advent of the keyword conditions.

Adding Attack Aid and Defense Aid to too many items would, frankly, undermine the importance of stats as a game concept. However, we want there to be a plethera of ways to itemize against Attack Aid and Defense Aid — so, many items will now be granting Bonus-Proof or Penalty-Proof.

Items will commonly give Bonus-Proof or Penalty-Proof only to certain attacks, or only to certain Pokemon. While we want these effects to be broadly available, we also want there to be a reason not to go for them, and instead just deal with the opponent's bonuses or penalties.

There are other item changes too, of course.

:oran berry:Berry Rework Round-Up
As suggested by the Berry-Supporting Ability work, above, Berries as a group need looking at to encourage players to use a wider variety of Berries.
In this section, only the effect being changed will be stated for most effects, to save space.

Status-Punishing Berries were originally envisioned as a fun option that rewarded catching opponents vulnerable. It was thought that players would attach these Berries when sending in to a statused opponent, and then be free to pick another item later on.

These items are beyond narrow in application, even if we make their bonuses egregious, so we're just reworking the whole set of 'em.

:cornn berry:
Cornn Berry
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● When the subject attacks a Poisoned defender: Give that attack a power bonus of three (3).
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
The subject is Dark-type in addition to their other types.
:magost berry:
Magost Berry
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● When the subject attacks a Burned defender: Give that attack a power bonus of three (3).
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
The subject is Bug-type in addition to their other types.
:rabuta berry:
Rabuta Berry
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● When the subject attacks a Paralyzed defender: Give that attack a power bonus of three (3).
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
The subject is Electric-type in addition to their other types.
:nomel berry:
Nomel Berry
On consume: Grant the consumer a unique status until the end of the round, with the following effects:
● When the subject attacks a Sleeping defender: Give that attack a power bonus of four (4).
● The effects of Sleep can't trigger as a result of hits from the subject.
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
The subject is Fighting-type in addition to their other types.
:spelon berry:
Spelon Berry
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● When the subject attacks a Frozen defender: Give that attack a power bonus of five (5).
● While the subject is attacking a Frozen defender: The effects of the defender's Freeze status are ignored.
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
The subject is Fire-type in addition to their other types.
:pamtre berry:
Pamtre Berry
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● When the subject attacks a Confused defender: Give that attack a power bonus of five (5).
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
The subject is Flying-type in addition to their other types.
:watmel berry:
Watmel Berry
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● When the subject attacks a defender that has Flinched this round: Give that attack a power bonus of five (5).
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
The subject is Ghost-type in addition to their other types.
:durin berry:
Durin Berry
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● When the subject attacks a Doomed defender: Give that attack a power bonus of five (5).
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
The subject is Ground-type in addition to their other types.
:belue berry:
Belue Berry
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● When the subject attacks a Grounded defender: Give that attack a power bonus of four (4).
On consume: Grant the consumer a unique status until the end of the round, with the following effect:
The subject is Poison-type in addition to their other types.

We picked nine types by cutting out the best and worst defensive typings (subjectively), and then assigned one to each Berry.

We originally assigned the types in alphabetical order, but we swapped Cornn Berry and Magost Berry so that none of their types would match their Natural Gift type. We thought having some of them match and others not match would be worse for memory than having none of them match.

Healing Berries have become the defining feature of Pokemon with Berry-supporting abilities. We'll be adjusting these so that they don't crowd out other Berries quite as much.

The intent is for Pokemon with the mentioned abilities should be roughly the same strength as before, but to put their talents to use on Berries other than the healing ones more often.

BerryOldNew
:oran berry:
Oran Berry
At the end of each Pokemon's turn and at the end of each step, if the holder is missing 10 or more HP: The holder consumes this item.

On consume: The consumer heals 10 HP.
When the holder takes damage: The holder consumes this item.

On consume: The consumer heals 12 HP, as a Recovery.
:sitrus berry:
Sitrus Berry
At the end of each Pokemon's turn; if the holder's HP is below 50%: The holder consumes this item.

On consume: The consumer heals 15 HP, as their own Recovery.
When the holder takes 20 or more damage from a hit: The holder consumes this item.

On consume: The consumer heals 14 HP, as a Recovery.
:enigma berry:
Enigma Berry
On consume: The consumer heals 20 HP as a Recovery; then, the consumer loses 12 Energy.On consume: The consumer heals 16 HP as a Recovery.
:figy berry:
Figy Berry
and its relatives​
At the end of the round: The holder consumes this item.

On consume: The consumer heals HP equal to their own Attack Rank, plus twice (x2) their own Attack stage, as a Recovery.
At the start of the round: The holder consumes this item.

On consume: The consumer heals HP equal to their original [stat] rank plus five (5), to a maximum of 18, as a Recovery.
:mago berry:
Mago Berry
At the end of the round: The holder consumes this item.

On consume: The consumer heals HP equal to one-twentieth (x0.05) of their current Speed, to a maximum of 30, as a Recovery.
At the start of the round: The holder consumes this item.

On consume: The consumer heals HP equal to one-tenth (x0.1) of their original Speed, to a maximum of 18, as a Recovery.

The stat-healing Berries are being positioned for use when sending in an injured Pokemon. They should synergize well with Pokemon who can pivot, or with Eject Button and Eject Pack.

Type-Resisting Berries are being adjusted to make them more appealing for covering weaknesses for a window.

ExampleOldNew
:occa berry:
Occa Berry
On consume: Grant the consumer a unique condition for the rest of the round with the following effect:
● The subject has an additional resistance to Fire.
On consume: Grant the consumer a unique condition for the rest of the round with the following effect:
● The subject has an additional immunity to Fire.

Each other Type-Resisting Berry reflects this change for their respective type.

Pinch Berries, as a broad category, are not terribly usable due to the unreliable timing of consumption effect.

For this change, we'll simply state the old templating and new templating of the relevant Berries.

TemplatingOldNew
Flat-HP Trigger
(such as
:liechi berry:
Liechi Berry)​
At the end of each Pokémon's turn, if the holder's HP is 70 or less: The holder consumes this item.At the start of the round, if any benched Pokemon are Fainted: The holder consumes this item.
Percent-HP Trigger
(such as
:starf berry:
Starf Berry)​
At the end of each Pokémon's turn, if the holder's HP is at or below 50%: The holder consumes this item.At the start of the round, if any allied benched Pokemon are Fainted: The holder consumes this item.

These changes are part of the sweep to add more finisher options to games. They should be strong in a variety of lategames, whether or not they're being attached to a Berry-supporting Pokemon.

:custap berry:Custap Berry is excluded from these changes.

Damage-Returing Berries are being positioned as a "soft" form of matchup control. They should now be valuable to trainers when sending out first into an unknown foe, to restrict the opponent's best options.

OldNew
This Berry's drupelets can pop if it's shaken, making it a common prank accessory.

When the holder is hit by a Physical move: The holder consumes this item, and the attacker takes damage equal to the damage of the first of those hits.
This Berry's drupelets can pop if it's shaken, making it a common prank accessory.

When the holder is hit by a Physical move: The holder consumes this item, and the attacker takes damage equal to twice (x2) the damage of that hit.

At the end of the round: Destroy this item.

:rowap berry:Rowap Berry mirrors this change.

Lastly, the Damage-Adapting Berries, :kee berry:Kee Berry and :maranga berry:Maranga Berry, are plainly too niche to be considered. We're giving them a job similar to the Damage-Returning Berries above, but in a defensive space.

OldNew
This Berry may appear timid, but its taste is very strong. Contests of Kee Berry Eating are popular.

When the holder is hit with a Physical attack: The holder consumes this item.

On consume: Raise the consumer's Defense stage by one (1) for their next five (5) turns.
This Berry may appear timid, but its taste is very strong. Contests of Kee Berry Eating are popular.

When the holder is hit with a Physical attack: The holder consumes this item.

On consume: Grant the user a unique status until the end of the next step, with the following effect:
● The subject takes no damage from Physical hits.
:dowsing machine:Barometer
This change was a long time in coming. This band-aid for the fragility of manual Weather, and Weather in general, has long overstayed its welcome.
We could simply delete Barometer, frankly. It's a fanfiction item that no longer serves its function. However, we thought there was room in the game to offer non-Weather Pokemon a chance to play with the benefits of Weather.

OldNew
A tool used to take detailed measurements the speed and direction of the winds.

While the user is attacking: Give that attack a power bonus of one (1).

The effect conditions of the effects of the holder's abilities, which mention only one of "Sun", "Rain", "Sandstorm", or "Snow", are evaluated as if the mentioned weather were in play.

The holder can't take HP damage from their own abilities.
A tool used to take detailed measurements the speed and direction of the winds.

The holder has the abilities Ice Body, Rain Dish, Sand Force, and Solar Power in addition to their other abilities.
(A Pokemon can't have more than one "copy" of an ability.)

This also makes the item a good choice for certain auto-Weather setters, such as Tyranitar or Aurorus, or for certain manual Weather users, such as Kingdra.

Lastly, this item allows you to take advantage of opposing weather as well, should the opportunity arise.
:punching glove:Punching Glove
As above, this item is being equipped with Penalty-Proof for #Punching moves.
"Using Punching moves" is a narrow enough restriction that we don't expect this to invalidate power penalties.

Concerningly, Headlong Rush is a #Punching move. If everyone's favorite bear can't leverage their Guts bonus, you might have to contend with them without your penalties in return. Remember to bring a Sticky Barb!

OldNew
A protective sports glove used for boxing and training.

When the holder attacks with an action tagged #Punch: Give that attack a power bonus of two (2).

Effects can't trigger as a result of the holder's attacks tagged #Punch making contact.
A protective sports glove used for boxing and training.

When the holder attacks with an action tagged #Punch: Give that attack a power bonus of two (2), and give the user Penalty-Proof until they finish acting.

Effects can't trigger as a result of the holder's attacks tagged #Punch making contact with a defender.
:lucky egg:Lucky Egg
A limit is being placed on Lucky Egg's capabilities, when it comes to turning stat ranks "off". This will be the only itemization option for -Aid conditions.
With this change, not only is Lucky Egg beholden to the effects of Bonus-Proof and Penalty-Proof, but it can now be overwhelmed by extremely high offensive or defensive ranks — it's no longer a one-stop shop for removing stat ranks from the game. With that change made, it no longer really needs to destroy itself.

OldNew
A ovaloid charm said to bring the bearer great luck and good health.

The holder's critical hit stage is increased by one (1).

While the holder is attacking or is being attacked: The four core stat ranks of both the attacker and the defender are always at most 0.

At the end of the round, except the round where this item was equipped: Destroy this item.
A ovaloid charm said to bring the bearer great luck and good health.

The holder's critical hit stage is increased by one (1).

The holder has Attack Aid and Defense Aid.

This item now exists to just give the holder Good Stats (tm). But don't forget: The -Aid keyword conditions have minimum values. Even on a very well-statted Pokemon, this item provides 5 maximum HP, a bonus of 1 and a penalty of 1 to respective attacks, and an extra increase to critical hit stage. That can be good value, too, in the right situation.

While many lower-statted Pokemon like Sableye will probably still cling to this item for dear life, this can also be used on more standard Pokemon to patch up a weaker defensive rank or as an emergency source of mixed attacking power. Are you emotionally prepared to take a Fire Blast from Lucky Egg Tyranitar?
:life orb:Life Orb
A long time coming, BBP's worst "good" held item is getting a simple buff.
Life Orb's current description is littered with conditional statements and bandaids, accumulated in its over-a-decade of ASB and BBP service. Its "three in, three out" design hails from an era where the source material's percent attack boost determined an effect's flat power boost in ASB. Frankly, we decided it would be best served with a clean slate:

OldNew
A devilish orb that absorbs the life energy of its holder in exchange for power.

When the holder attacks: Give that attack a power bonus of three (3).

After executing an attack that has five or more BAP (5+), if that attack does not deal fixed damage, and it hit any Pokemon: The holder takes three (3) damage.

After executing an attack that has four or less BAP (4-), if that attack does not deal fixed damage, and it hit any Pokemon: The holder takes one (1) damage.
A devilish orb that absorbs the life energy of its holder in exchange for power.

When the holder attacks: Give that attack a power bonus of four (4).

When the holder hits an opponent with an attack, no more than once per attack: The holder takes two (2) damage.

We came to a simple decision about Life Orb: This item is for killing. Life Orb has several concessions in its current effects, made on the off chance that the user wants to do something besides laying into the opponent with powerful attacks. There was a reduction in self-damage for weaker moves, and from myself there was even a concession for fixed-damage attacks. This was believed to be necessary for players to consider Life Orb, but we've now decided that these attempts at minimizing the item's weakness were misguided.

You equip Life Orb to pay HP for power. You will be paying HP, and you will be getting power, whether you like it or not. The self-damage will no longer scale based on the type of attack: If you "waste" the bonus on a weaker attack, that's on you.
:shell bell:Shell Bell
We're in the middle of a crusade against fiddly, En-threshold-counting effects. This is currently the best item to equip in battles that are expected to run long... Because it's the best item overall. Time for a rework.
To start, I should say that we like how Shell Bell's power is back-loaded. That is, we like that the item's strength is in games that go long. This is both because it helps conclude matches, and because it rewards using utility moves and then attacking after — a play pattern we'd like to encourage.

We tried quite a lot of versions of this item: Round-counting effects, versions that accumulated counters, and other such nonsense. Eventually, once Adventure Rules were decided to be reworked (below), we didn't have to lock Shell Bell into our "late-game investment" space anymore. This freed it up to support a theme we've been wanting to support for quite a while!

OldNew
A handmade bell with a lovely maritime chime.

When the holder hits a defender with an attack: The user heals HP equal to one-tenth (x0.1) of the HP lost by the defender, to a maximum of four (4) HP.

While the holder is attacking: Raise the attack's power by one (1), plus one (1) more for every 20 Energy the holder is missing, rounded down.
A handmade bell with a lovely maritime chime. It echoes music from its surroundings.

After the user executes an action tagged #Sound, while this item has no Music markers: Place a Music marker on this item; then, place another if that action was not an attack.

When the user attacks with an attack not tagged #Sound, while this item has any Music markers: Apply the following effects in sequence.
● Remove a Music marker from this item.
● Give that attack a power bonus of four (4).
● The user heals 4 HP.

Did you know that Sheer Force prevented the current trigger to heal HP? I bet someone somewhere has reffed that wrong.

This version of Shell Bell is certainly less generic than before, but it's more broadly applicable than you might expect. Even simply gaining bonus damage and HP for using Roar or Parting Shot can be quite good. The item also strongly supports using Screech or Metal Sound, offering them even more damage.
:choice band::choice specs:The Good Choice Items
Choice Items have been tearing holes in opposing teams too freely as of late. These items are having their downside modernized for Gen 9.
When designing Generation 9, our guiding philosophy was pretty simple: "Let things be strong!"

And we did, mostly to positive reception. We've noticed, though, that certain items have been adding a great deal of damage to the game, a bit too freely. To weaken these items without weakening their upside, we're doubling down on their shounen-inspired flavor with this stupefying effect:

OldNew
A sentimental elastic band that reminds its holder to believe in themselves.

The holder's Attack rank is increased by 50% (x1.5), rounded up.

The holder's substitution count is reduced by two (2).
A sentimental elastic band that reminds its holder to believe in themselves.

The holder's Attack rank is increased by 50% (x1.5), rounded up.

The holder's substitution limit is reduced by 50% (x0.5), rounded up.

Substitutions issued to the holder can't have more than one Clause per component.
(The components are Timing, Trigger, and Result.)

:choice specs:Choice Specs mirror this change.

Choice Items are intended to be a declared choice for dumb, brute force. So dumb, brute force is what you will be getting! The new added Clause limit ensures only the most straightforward and linear attackers will opt for this item. Brute force does have a place in the game — that place simply shouldn't be "everywhere, always".

Besides, you didn't need that nerd shit, right? Oog strong, Oog smash, that all Oog need to know!
:choice scarf:Choice Scarf
The bad Choice Item. Mirroring its cousins above, Choice Scarf is being modernized to provide something that players actually want.
Sometimes, you just wish you could have a few more substitutions to order into that pesky Gallade. Well, now those extra substitutions are just an equip away:

OldNew
A sentimental cloth scarf that reminds its holder to believe in themselves.

The holder's Speed is increased by 50% (x1.5), rounded up.

The holder's substitution count is reduced by one (1).
A sentimental cloth scarf that reminds its holder to believe in themselves.

The holder's Speed and substitution limit are each doubled (x2).

Substitutions issued to the holder can't have more than one Clause per component.
(The components are Timing, Trigger, and Result.)

In exchange for complexity, you can now have both extra substitutions and the speed necessary to use them effectively. This item is best for Pokemon with a linear gameplan, and a deep well of tools to enforce that gameplan, such as Togekiss, Gengar, and... Gallade. Hmm.

In seriousness, we feel like an increase to substitution coverage — being able to spread your subs thinner to cover more threats — synergizes with the strengths of Speed as a stat. This makes it a natural fit for the de-facto Speed-increasing held item.
:razor claw::razor fang:Razor Claw and Razor Fang
For our next member of the big three, we're tackling abilities that stack with certain items that, functionally, clone that ability. Gallade has been leveraging their perfectly-tailored Sharpness movepool, with what is essentially two copies of Sharpness, for a bit longer than we'd like.
These changes have knock-on effects for the other users of Sharpness and of Strong Jaw, so let's make sure they're properly supported first:

Ability UserAssessment
:kleavor:
Kleavor​
Can use Life Orb with Sheer Force. They'll be fine.
:veluza:
Veluza​
Relied on Razor Claw. Will need help with Fillet Away, see Move Changes.
:sharpedo:
Sharpedo​
Relies on Speed Boost pre-Mega, and can't hold Razor Fang post-Mega.
:tyrantrum:
Tyrantrum​
Relied on Razor Fang for coverage to back up their meager Recoil movepool.
:avalugg-hisui:
Avalugg-Hisui​
Only has... Ice Fang and Crunch for use with Strong Jaw. Why?
:boltund::drednaw::bruxish:
Boltund, Drednaw,
Bruxish​
They need a lot of help. A little beyond the scope of this work.

Alas, some other Pokemon will have to take this hit, for the team, to ease the tyranny of Razor Fang Sharpness Gallade. They can be lined up for other help later.

First, meet Razor Claw and Razor Fang:
OldNew
A razor-sharp claw that can be attached to a Pokemon. Any moves performed with this claw are sure to hurt.

The holder's critical hit stage is increased by one (1).

When the holder attacks with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, or an attack tagged #Slicing: Give that attack a power bonus of three (3).
A razor-sharp claw that can be attached to a Pokemon. Any moves performed with this claw are sure to hurt.

The holder has Sharpness in addition to their other abilities.

The holder's critical hit stage is increased by one (1).
A razor-sharp fang that can be attached to a Pokemon. Any moves performed with this fang are sure to hurt.

The holder's critical hit stage is increased by one (1).

When the holder attacks with a "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" move, or an attack tagged #Jaw: Give that attack a power bonus of three (3).
A razor-sharp fang that can be attached to a Pokemon. Any moves performed with this fang are sure to hurt.

The holder has Strong Jaw in addition to their other abilities.

The holder's critical hit stage is increased by one (1).

Thanks to 5.3c "Abilities", Pokemon can't benefit from more than one Ability of the same name. So, this essentially denies this item to Gallade (and all of the collateral damage), henceforth. Consider those collateral-damage Pokemon in line for other, different buffs.

This does unbind Razor Fang from some moves that it used to benefit, such as Solar Blade or Sacred Sword... But there's already an item for those, so we're not to worried about that. The best #Slicing moves are stronger than the best #Jaw moves, but #Jaw moves are much more common than (the good) Slicing moves, so we're not terribly worried about that either. The entirety of our worry is about compensating the (popular) Pokemon impacted by this change.
:flame orb::toxic orb:Flame Orb and Toxic Orb
It's time to bring Guts attackers within reach of supportive Pokemon, ever. You know who this is about.
While Bonus-Proof in particular does a lot to help survive their attacks, it's hardly fair to status-reliant Pokemon that the very strongest attackers in BBP are just immune to their main contribution, with no extra effort on their part. With Substitute available to all such Pokemon for the purpose of blocking Major Status, we can safely make this change now.

OldNew
A red glass sphere that sears to the touch.

At the end of each step: Inflict Burn on the holder.

While the holder is Burned: The holder is unaffected by non-Burn major status.
A red glass sphere that sears to the touch.

At the end of each step: Inflict Burn on the holder.

:toxic orb:Toxic Orb mirrors this change to Flame Orb.

This set of changes should make Guts attackers less broadly ignorant of the Pokemon they're facing.
:ring target:Ring Target
The item is being broadened to also ignore abilities and held items while the holder is using non-attack actions.
With this item in hand, the user can now Roar an Iron Ball or Heavy Metal Pokemon, Swords Dance safely in front of Oricorio, inflict status without Healer triggering, and more.

This change can be construed as a :gholdengo:Gholdengo nerf, except that Gholdengo has an excellent typing and statline for winning no-ability matchups. Oh well.

OldNew
A wooden ring with a painted target on it. Opponents feel compelled to attack exactly the bullseye.

While the holder is attacking or being attacked: The abilities and held items of the attacker and of the defender, except for Ring Target, are ignored.

While tallying type effectiveness: The immunities of the attacker and of the defender are ignored.
A wooden ring with a painted target on it. Opponents feel compelled to attack exactly the bullseye.

While the holder is acting or is the defender of an action: The abilities and held items of the attacker and of the defender, except for Ring Target, are ignored.

While tallying type effectiveness: The immunities of the attacker and of the defender are ignored.
:rage candybar:Rage Candy Bar
This item currently isn't seeing use due to its underwhelming bonus and overly-punishing downside. Time to give it a job.
This item existed in a weird space. In theory, it's for Pokemon who plan to steal items from opponents, wish to go itemless for Unburden or Acrobatics reasons, or want to outspeed an opponent but don't want to opt into Choice Scarf.

However, those first two niches are also met by every other consumable item in the game.

So, there's no real need for Rage Candy Bar to fill a burst-damage niche (:normal gem:gems), a defensive niche (:chilan berry:Resist berries), or an generic auto-consume niche (:mental herb:herb items).

OldNew
A snack bar packed with sugar. A single bite can send of Pokemon into a glucose-induced frenzy.

At the start of the round: The holder consumes this item.

On consume: Grant the consumer a unique status until they leave play, with the following effect:
● The subject's four core stat ranks are increased by one (1), and their Speed is increased by 50% (x1.5).
● At the start of the round, except the round that this condition was created: Inflict Flinching on the subject, then the subject loses 20 Energy, then discard this condition.
A snack bar packed with sugar. A single bite can send of Pokemon into a glucose-induced frenzy.

At the start of the round: The holder consumes this item.

On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● The holder's Speed and Energy costs are each doubled (x2).

This is still a low-impact item, compared to persistent sources of Speed such as :choice scarf:Choice Scarf. If players find it useful for sniping a crucial revenge KO, stealing opposing items quickly, or for setting up with their lead, then this change will have found its mark.

Also, this item is now very very good on Truant users. You should definitely equip this item to your Hustle Truant :durant:Durant.
:berserk gene:Berserk Gene
Doubling the potency of stat changes made this item egregious. With the item being consumable, the short duration is a negligible downside.
This straightforward nerf is to bring this item back in line with its Generation VIII power level.

Increasing the duration backloads the item's damage, making it less attractive to switch immediately after the first round.

OldNew
An aerosol used in experiments performed on an aggressive subject.

When the holder is sent out, unless ordered not to by their trainer: The holder consumes this item.

On consume: Inflicts Confusion on the consumer. Raises the user's Attack and Special Attack by two (2) stages for their next three (3) turns, discarding any current duration.
An aerosol used in experiments performed on an aggressive subject.

When the holder is sent out, unless ordered not to by their trainer: The holder consumes this item.

On consume: Inflict Confusion on the consumer. Raise the user's Attack and Special Attack by one (1) stage for their next five (5) turns, discarding any current duration.
:mental herb:Mental Herb
Quick inclusion of Infatuation, so that it has a countermeasure available if one is ever needed.
Not much else to say here.

OldNew
A very bitter leaf. A Pokemon can bite into it to be brought back to its senses.

At the start of the round: The holder consumes this item.

On consume: Grant the holder a unique status until the end of the round, with the following effect:
● The holder is unaffected by Encore, by Sealed, and by Taunt.
A very bitter leaf. A Pokemon can bite into it to be brought back to its senses.

At the start of the round: The holder consumes this item.

On consume: Grant the holder a unique status until the end of the round, with the following effect:
● The holder is unaffected by Encore, by Sealed, by Infatuation, and by Taunt.
:sticky barb:Sticky Barb
Now that consumables are playable, Sticky Barb has sufficient counterplay. It's allowed to be strong again.
What used to be the strongest held item in BBP has fallen by the wayside with the advent of the Backpack.

In grand Sticky Barb tradition, the trigger for the effect to disarm the defender has ended up rather convoluted, in order to ensure it's one of the final triggers involved in attacks. So it goes.

OldNew
A menacing metal sphere covered in hooked barbs.

When the holder attacks with a contact attack: Give that attack a power bonus of two (2).

After the holder executes a contact attack, if the holder last received this item from their trainer: The first target drops all of their held items, then the holder transfers this item to that target.

At the end of the step: The holder takes two (2) damage.

At the end of the round: The holder drops this item.
A menacing metal sphere covered in hooked barbs. It can cause injuries that make it difficult to hold items.

When the holder completes an attack, if the holder made contact with any defenders: Destroy this item. Then, if this item was destroyed, create a unique status named "Barbs" on the first defender the holder made contact with until they leave play, with the following effects:
● The subject can't hold items, except immutable items.
● At the end of the step: The subject takes two (2) damage.
:zoom lens:Zoom Lens
We can't make very large battles without putting a cap on this, I'm afraid.
This item is getting a simple maximum limit on Zoom markers.

OldNew
An optical device that allows the wearer to see more precisely. It takes some time to adjust.

At the end of each Pokemon's turn: Put a Zoom marker on this item until the end of the step.

The holder's Accuracy stage and critical hit stage are each increased by the number of Zoom markers on this item.

When the holder attacks: Give that attack a power bonus, equal to the number of Zoom markers on this item.
An optical device that allows the wearer to see more precisely. It takes some time to adjust.

At the end of each Pokemon's turn: Put a Zoom marker on this item until the end of the step, to a maximum of four (4).

The holder's Accuracy stage and critical hit stage are each increased by the number of Zoom markers on this item.

When the holder attacks: Give that attack a power bonus, equal to the number of Zoom markers on this item.

This item is likely to remain one of the go-to items for settings like the Raid Frontier.
:metronome:Metronome
This item will now offer a bonus for maintaing a specific rhythm between attacks and non-attacks.
Metronome's design in-game, to reward Pokemon for using the same move repeatedly, transfers poorly to BBP. In order for an item like Metronome to push through the gauntlet of substitutions and other counterplay, it would have to offer an egregious boost in power.

OldNew
A small metronome that ticks a soft rhythm without missing a beat.

When the holder attacks with a move: Give that attack a power bonus, equal to one (1) plus the number of times the holder has previously executed that move, since the start of the previous round.
A small metronome that ticks a soft rhythm without missing a beat.

When the holder completes attack: Remove all Beat markers from this item.

When the holder completes a non-attack action: Place a Beat marker on this item.

While this item has a Beat marker on it: The holder has Sniper in addition to their other abilities, and their critical hit stage is increased by three (3).

Rather than preserve that identity, we've reworked Metronome by starting with its flavor as a beat-keeping aid. This version of Metronome offers the holder large spikes in damage as long as they can keep playing the item's minigame.
:light clay:Light Clay
This item isn't expected to be satisfying or very useful, even with the combination-restricting effect removed. Thus, it is being wholly reworked.
We spent a lot of time adjusting the numbers on Reflect and Light Screen to be hostile to middle of the pack, meta-staple users like Gallade and Dragonite. Allowing these effects to have their durations doubled with no drawback is likely to either be overbearing or see no use — we don't anticipate such an effect contributing to the metagame in any sort of healthy way.

This rework is meant to be a payoff for investing in Screens as a strategy. By using setters with high defenses, Ghost- or Dark-type Pokemon to protect their screens, and matching screen choices to opposing threats; players can maximize the value gained from using this new Light Clay.

OldNew
A lump of soft and translucent clay that refracts light based on its shape.

The holder can't attempt combinations.

If the holder would create a Screen field condition; instead, the holder creates that field condition with its duration doubled (x2).
A lump of soft and translucent clay that refracts light based on its shape.

Screens created by the holder have one of the following additional effects, depending on the Screen:
● Reflect: Members of the affected team have Rough Skin, in addition to their other abilities.
● Light Screen: Members of the affected team have Anticipation, in addition to their other abilities.
● Aurora Veil: Members of the affected team have Ice Body, in addition to their other abilities.
● Other Screens: Members of the affected team have their Defense and Special Defense ranks increased by one (1).

If this item doesn't show up in backpacks (or shows up in every backpack), expect it to take a return trip to the patch notes.
:journal:Adventure Rules
A pretty terrible item that is being re-spun to help the holder survive and even gain advantage from a wider array of battle situations.
The new effects of this item were originally intended for Shell Bell, to preserve that item's current place as a late-game, scaling option that was in the player's control. The idea of a checklist of tasks, that improves the item when met, remains. The task were originally #Sound and timing-related, but it proved to be too cumbersome. By swapping that design space with Adventure Rules, we can achieve that design in a more straightforward way.

We're also adding on an effect that's specific to Safari, just for fun. This new version of the item is inspired by scout badges:

OldNew
An instruction manual full of exploration tips and battle strategies.

Whenever one or more of the holder's stat stages are lowered: Put a Survival marker on the holder until the battle ends.
(One marker even if that effect lowers multiple stages, or lowers the stages by more than one.)

Whenever a Major or Minor status is inflicted on the holder: Put a Survival marker on the holder until the battle ends.

Raise the power of the holder's attacks by one (1) for each Survival marker they have.
An instruction manual full of exploration tips and battle strategies.

When each of the following occurs, if this item doesn't have the corresponding Sticker marker: Put a Sticker marker noting that number on this item.
1. When one or more of the holder's stat stages are lowered.
2. When a Major Status is inflicted on the holder.
3. When the holder's HP falls from 50% or above, to below.
4. When the holder's Energy falls from 50% or above, to below.
5. When the holder leaves play.
6. When the holder's trainer captures a Pokemon that shares a type with the holder.

When the holder attacks: Give that attack a power bonus, equal to the number of Sticker markers on this item.

Meanwhile, Shell Bell will adopt Adventure Rules' old place as an item designed to support Pokemon who possess certain kinds of moves. In this case, #Sound moves.

The themes that Adventure Rules originally supported, being self-status and self-stage reduction... Don't really need support. The moves that do these things are already quite good, and the latter have Eject Pack as a fantastic support piece anyway.
:power anklet:Power Anklet
Unlike its more successful cousin, the Power Weight, this item lacks a clear metagame niche and mainly exists to support exactly Speed Boost.
With Speed Boost receiving some love some patches ago, this item no longer needs to serve as "the entire point of having Speed Boost". Right now, It's threatening to push Speed Boost over the line in terms of power, while also being almost useless outside of that exact ability's users. Furthermore, there's no need for Power Anklet to support Evasion now that other pieces of Evasion support have been tuned up.

Like its four other "main stat" cousins, Anklet will receive this adjustment to increase the breadth and interest of its application.

OldNew
A weighty anklet for training the holder's agility.

While the holder's Speed stage is positive: Raise the power of the holder's attacks by their positive Speed stage.

While the holder's Accuracy stage is positive: The user's critical hit stage is treated as being two (2) higher.

While the holder's Evasion stage is positive: The user's stat stages can't be lowered by opponents' effects.
A weighty anklet for training the holder's agility.

The holder's maximum Speed stage is halved (x0.5).

This item gains the following effects, based on the holder's Speed stage:
1+: The holder has Mixed Aid.
2+: The holder's accuracy checks are Lucky.
3+: Accuracy checks against the user, with less than 100% chance of success, automatically fail.
:power belt::power lens:Four Core Power Items
Much like their Speed-supporting cousin above, these items are being largely revised now that Stages are powerful and worthwhile on their own.
While there's nothing terribly wrong with these four items as they are, they are variously outclassed as strict damage items depending on their application. Pokemon with the ability to powerfully set up, such as Tail Glow or Belly Drum users, would rather have their item ease set-up. Power Items are needless and "win-more" in comparison.

The stage changes that Power Items support already provide damage or tankiness, as needed. These changes are intended to bring interest to these items, carving them a niche besides simply dealing more damage or taking less.

Power ItemOldNew
:power band:
Power Band​
A thick contraining band for training the holder's concentration.

While the holder is attacking with a super-effective attack:
Raise that attack's power by two (2), plus the holder's Special Defense stage if it is positive.

While the holder's Special Defense stage is positive:
If the holder would take two or more (2+) residual damage, instead the holder takes one (1) damage.
A thick contraining band for training the holder's concentration.

The holder's maximum Special Defense stage is halved (x0.5).

This item gains the following effects, based on the holder's Special Defense stage:
1+: The holder has HP Aid.
2+: While no Pokemon is acting: The abilities of Pokemon other than the holder are ignored.
3+: The holder has Magic Guard, in addition to their other abilities.
:power belt:
Power Belt​
A stout belt for training the holder's toughness.

While the holder is attacking with an attack that they share a type with:
Raise that attack's power by two (2), plus the user's Defense stage if it is positive

When another Pokemon makes contact with the holder, while the holder's
Defense stage is positive: The attacker takes two (2) damage.
A stout belt for training the holder's toughness.

The holder's maximum Defense stage is halved (x0.5).

This item gains the following effects, based on the holder's Defense stage:
1+: The holder has Bonus-Proof.
2+: When the holder is hit by an attack: The attacker takes damage, equal to twice (x2) the holder's Defense stage.
3+: This item also has the effect text of each of the holder's Abilities.
(References to a "user" in those effects refer to the holder.)
:power bracer:
Power Bracer​
A heavy bracer for training the holder's physique.

While the holder is attacking with an attack that they share a type with:
Add two (2) damage to the attack, plus the user's Attack stage if it is positive

While the holder's Attack stage is positive:
Raise the accuracy of the user's attacks by 10%.
A heavy bracer for training the holder's physique.

The holder's maximum Attack stage is halved (x0.5).

This item gains the following effects, based on the holder's Attack stage:
1+: The holder's accuracy checks are Lucky.
2+: While the holder is attacking: The type immunities of other Pokemon are ignored.
3+: The holder has Rivalry in addition to their other abilities.
:power lens:
Power Lens​
A thick set of lenses for training the holder's senses.

While the holder is attacking with a super-effective attack:
Add two (2) damage to the attack, plus the holder's Special Attack stage if it is positive.

While the holder's Special Attack stage is positive:
The holder gains a bonus substitution.
A thick set of lenses for training the holder's senses.

The holder's maximum Special Attack stage is halved (x0.5).

This item gains the following effects, based on the holder's Special Attack stage:
1+: The holder's effect checks are Lucky.
2+: Opponents are Silenced.
3+: The holder has Neuroforce in addition to their other abilities.
:fairy feather: Minor Item Update(s)
  • Stardust is now named :fairy feather:Fairy Feather.

Playable Content
What, you didn't think you were just getting system changes, did you?

The Raid Frontier

Expect to see two new Pinnacle Raids — "The Fundamental Elemental Procession!" and "The Clashing Cataclysmic Colossi!", with a third on the way not long after.​
These offer some long-awaited rewards that should entice players new and old!​
The Safari Zone
Our first task with the first year will be to get this facility open. It was meant for this update, if you'd believe it, but I allowed other work to sweep it away. Here's a list of what we plan to change:​
  • We'll be squishing down the Fatigue ranges of Balls, and lowering the minimum EP of wild Pokemon to 1/10th (from 1/4th).
  • Certain Assists, especially Volatile Captures, will be fixed up to be less detrimental to the explorer. (The lower bound of affected rolls will be 3, rather than 1, just as a start.)
  • The shops will be revised to better provide what players actually need in a trek, including new Safari-specific items.
  • Safari will launch with a Pinnacle Habitat — it's already written, in fact!
The facility will launch with this changelist implemented. We're confident that the facility is otherwise ready for business, thanks to everyone's testing efforts!​
Players may continue or conclude their test runs, as they prefer, once the facility opens.​

This concludes BBP's second-largest-ever update.

I'm very grateful to all of our new, veteran, and former players for enjoying this game with us, and we hope you find future years of BBP as enjoyable as this one, or more!
 
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Post-Patch Follow Up
Thanks to everyone who threw themselves unto the breach for January Circuit, as our willing guinea pigs. Within, we have some swings at the biggest outliers post-patch. I hope getting these up relatively earlier means that players can better prepare for February Circuit and beyond!

The pace of patching can now slow, following this post, so we can focus back on content and CAP Data pages. Ufghhyyhh.

This patch will be effective in all future rounds, except for in competitive matches and seasonal events.

:grafaiai:Minor Adjustment Round-Up
We haven't done one of these since... October 3rd! There has to be a way to automate this...
Lou — 10/04/2023 8:14 PM
10.7b Result Affixes
The following Result Clause affixes are now legal:​
"if it is step N" — The affixed Result Clause will be ignored, except during the specified step.​
"if it is another step" — The affixed Result Clause will be ignored during steps mentioned on another Result Clause's affix in the same substitution. (Writings similar to "on later/prior steps" are understood to be this affix.)​
"otherwise" — The affixed Result Clause will be ignored during instances or steps mentioned on another Result Clause's affix in the same substitution. This affix is only legal if another affix mentions an instance or a step. (Result Clauses using "else" are understood to be modified with this affix.)​
In addition, if all of the results in your sub are being ignored, it can't trigger. This is so it can't be used to block later substitutions from triggering. If you want that behavior, use the "ignore X substitution" result clause.​
This means you can now write subs such as these:​
IF move THEN do x on step 3, or do y otherwise​
IF move THEN do x on first instance, or do y otherwise​
IF move THEN do x on step 2, or y on first instance, or z otherwise​
(If the last sub is first triggered on step 2, your order is replaced with x, then replaced with y. simply follow each result clause in sequence.)​

Lou — 10/05/2023 12:38 AM
10.6f Special Substitution Triggers
The following correction and clarification has been applied to this rule:​
To write a substitution with an empty trigger component, you must indicate that the trigger component is empty. Phrasings such as "IF you are able" or "IF possible" are acceptable ways to issue such a substitution. Unlike with the timing component, simply writing no trigger component at all renders the substitution illegal.​
Example: A substitution using a True Clause may read, "At the start of your turn, if possible, use Phantom Force." The same substitution may also be written, "At the start of your turn, if you are able, use Phantom Force."​
It may not legally be written, "At the start of your turn, use Phantom Force."​

Lou — 10/05/2023 1:47 AM
Substitute
Added the restriction "If the user has a Decoy, this move can't be attempted" to the other restriction text.​
Now, you can safely sub "IF Thunder Wave THEN Substitute" without having to specify "and you have no Decoy".​

Lou — 10/05/2023 7:55 PM
G-Max Moves
G-Max Moves don't use a source move, so they have to determine their "??" Category some other way. Now, they adapt their Category to the user's Attack and Special Attack ranks, much like Tera Blast does.​
Regular Max Moves still use a source move. (e.g. you order "Max Ice Beam" for them.)​

Lou — 10/06/2023 10:13 AM
Encore
The unique status now specifies that, when it alters the subject's current order, it also removes the targets. This is a clarification of the current behavior.​

Lou — 10/06/2023 7:39 PM
Raid Frontier
The Raid Frontier (and thus events based on it) now has a DQ of 48 hours / 72 hours for Refs, rather than it being missing.​

Lou — 10/08/2023 12:12 PM
HP-Recovery Move (Action Group)
Added Rest.​

Lou — 10/09/2023 10:37 AM
Boasts
The first wave of Boast adjustments have come and gone!​
Changes:​
Greater Numbers -> Now Realgam-specific.​
Greatest Numbers -> Now Realgam-specific.​
Poorly Organized -> Raised to 2 Bravado (from 1).​
Monotype Team -> Removed entirely.​
Multitype Team -> Removed entirely.​
New Boasts:​
Added.​
New One-Time Boast Reward:​
Added.​

Lou — 10/13/2023 2:59 AM
4.2 Terms for Groups of Pokemon
Formerly "Active, Benched, Reserve, and Inactive".​
Added the following definitions:​
Pokemon can refer to other Pokemon, or groups of other Pokemon, using terms based on their team status:​
A teammate is another member of the reference Pokemon's team.​
An ally is either a teammate, or a member of a team that is allied with the reference Pokemon's team.​
An opponent is a member of a team that is not allied with the reference Pokemon's team.​
When an action's effect uses these terms, it is assumed that the action's user is the reference Pokemon, unless stated otherwise.​
The DAT has been thoroughly scrubbed to update each reference to "allies" and similar, to the correct configuration of "user and each ally", "user and each active teammate", "each benched teammate", "each inactive ally", and so on.​
The Handbook has not yet, nor has any Facility. That's a later-Lou problem.​

Lou — 10/16/2023 1:18 AM
1.2 Numbers
This rule takes the place of "Data Audit Tables", which is moving to 1.6.​
The rules within define "base" and "final", lay down rules for rounding and which values should be rounded, and a reminder as to the fundamental order of math operations. Now you can tell your teachers that BBP is educational!​
If you can think of values that should always be integers, that aren't in the integer list, sound off in the usual places!​

Lou — 10/16/2023 2:47 AM
1.5 Randomization
Rules for rolling different kinds of dice (high low or low roll) are added, as well as for rolling "success/failure" rolls (like Accuracy) and random result rolls (like Arm Thrust hit count).​

Rules for rolling Lucky and Unlucky rolls are also in here now.

Lou — 10/20/2023 1:14 PM
False Swipe and Hold Back
These moves now only disallow the defender from Fainting if they're used on their own (combos using these moves can reduce HP to zero.)​
These moves now reference "minimum HP plus one" as their lower bound, for situations where that's relevant. (:badperson:)​

They also now reference "EP", for Safari reasons.​

Lou — 10/21/2023 3:40 AM
Sleep Talk
Now attemptable whether the user is Asleep or not. The effect of the move now only calls a move if the user is Asleep.​
This change is so that you don't have to be asleep to receive Sleep Talk from your main orders. (We expected people to sub "IF Asleep THEN Sleep Talk [move], but that didn't end up intuitive.)​

Lou — 10/21/2023 9:20 PM
Conditions and Markers
Clarifying that they have to say that they "persist after leaving play" in order to exist on Pokemon not in play.​
The absence of "until they leave play" does not make them persist after leaving play. This text is for clarity when a condition or marker has no other duration.​
Amended 2.9 "Post-Event Checklist", step 5, to reflect this in addition to cleaning up stranded conditions or markers:​
If a Condition or Marker is on a Pokemon who is not in play, and it doesn't state that it persists after leaving play: It ceases to exist.​
Amended 2.5b, 2.5f in the Switching procedure to remind people of this.​
You will shortly be seeing these changes reflected in the DAT, on mentions of conditions being created or markers being placed. (But I really do need to go to work first.)​

Mowtom — 10/24/2023 10:30 AM
Casual Reffing
This nonsense has been expelled from staked and competitive matches, and clarified for unstaked all battles​

Lou — 10/25/2023 12:50 PM
Cloud Nine
Removed all references to Cloudy, as they were causing confusion among players. Also, massaged the text to allow C9 users to use the weather moves they know "for real".​
New text:​
The effects of Weather, except those created by the user, are ignored.​
The effects of moves, of items, of and abilities that mention "Weather" in their conditions, except for those of the user, are ignored.​
Air Lock mirrors this change (soon)​
Damp
The second effect has been rephrased and made slightly less strict.​
While the Weather is Rain, or while an active Pokemon has Air Lock or Cloud Nine: [effect text]​
While this improves the ability, Pokemon with these abilites that can act as partners are quite rare, and we don't expect this change to take the metagame by storm.​

It'll only impact your matches when someone blows you up with it once, out of nowhere.​

Lou — 10/29/2023 11:26 PM
Healer
Now removes only "other statuses" from the Pokemon that just received a starus.​

Lou — 10/30/2023 3:46 PM
Wonder Skin
Now specifies opponents' actions.​

Mowtom — 11/02/2023 11:27 AM
Wynaut and Wobbuffet
Have received the Blipbug treatment​
(i.e., they now have Counter and Mirror Coat as signature moves, so they are not moveless at level 0)​

Mowtom — 11/12/2023 2:09 PM
Flame Burst
Now deals 6 damage to each other Pokemon on the defender's team on hit, without reference to "adjacency" or "residual" damage​

Mowtom — 11/15/2023 5:31 PM
Wormadam-Plant
Is no longer listed as Wormadam-Grassy​

Mowtom — 11/20/2023 2:34 PM
Toedscool and Toedscruel
Are now correctly Ground/Grass​

Mowtom — 11/27/2023 7:45 AM
Calyrex-Ice and Calyrex-Shadow
Now have their correct heights and weights. I see no reason you should draw any conclusions from this​

Mowtom — 12/01/2023 8:34 PM
Booster Energy
Has been moved to the exclusive held items section of the DAT​

Mowtom — 12/04/2023 11:20 AM
Cosmog and Cosmoem
Have also recieved the Blipbug treatment, with Splash as their new signature move. Following precedent where Dottler and Orbeetle do not have Struggle Bug as a signature move, Solgaleo and Lunala remain unchanged.​
Shadow Shield and Destiny Bond​
No longer refer to "direct damage". I am fairly certain that this is a clarification and not a change.​

Mowtom — 12/04/2023 5:31 PM
Aurora Veil
Now specifies that it can't execute if the weather is not Snow, as opposed to simply "failing"​

Mowtom — 12/07/2023 8:03 AM
The Conquering Northern King
Now has significantly less HP​

Lou — 12/28/2023 1:38 AM
Smeargle, Necturine, Necturna
The trainer store in the Prize Claim tower now correctly lists prices for teaching these Pokemon new moves from your own profile; as if they were Leveling Up.​

Lou — 12/28/2023 3:56 PM
Tournament Forum Tag
Renamed to "Competitive". Since the color and size are about the same, this shouldn't trip people up much, I hope.​

Lou — 12/28/2023 4:50 PM
Spore-verlord
Amoongus and Brute Bonnet are now separate Pokemon, allowing progress to work properly.​

Lou — 12/30/2023 7:35 PM
1.1e The "At Most" Rule
Has been moved to 1.2 "Clamping". It now clarifies that minimums and maximums "apply" after any effects that replace a number. (Such as by saying a number is "always n")​

Lou — 12/31/2023 5:45 AM
Lucky Egg
You can't have the HP Aid. This should stop players and mods and mascots from having any further complaints about this item for a while. The messages can stop​

Lou — 01/04/2024 12:43 AM
Ingrain
This move had the early Gen 9 template for trapping effects still. The unique status now states, in part:​
● The subject is Trapped.​
● The subject is unaffected by Phazing.​

Lou — 01/04/2024 1:42 AM
Stakeout
Added the following effect:​
At the start of the first round (if the user is in play): Put a Predation marker on each opponent until the end of the next round.​
This is redundant with the effect that triggers "When a opponent enters play, except to replace a fainted Pokemon"...​
...When the user is sent out second. This added effect ensures that the ability works even when the user is sent out first.​

Lou — 01/04/2024 4:45 AM
burning bulwark's priority should be +4​

Mowtom — 01/06/2024 10:05 AM
Hard Press and Wring Out
Wring Out now caps at 20 BAP. Hard Press now caps at 15 BAP and scales by 1/5 rather than 1/4 of remaining HP, the latter matching Wring Out. Crush Grip is unchanged because legend privilege.​

Mowtom — 01/06/2024 1:59 PM
Professor Kukui
Has been updated to new Z-Moves. I usually won't minor announce when I update a sim, but this one is large enough I don't want anyone taken by surprise.​

Mowtom — 01/08/2024 10:54 AM
Multiscale
Stop accidentally wording things to beat Mold Breaker challenge (impossible)​

Mowtom — 01/08/2024 2:10 PM
Wicked Blow and Surging Strikes
Are now #Punch moves to match the cartridge​
(and Rage Fist as well)​

Mowtom — 01/09/2024 5:40 PM
Hard Press (Again)
Huh, turns out this maxes at 100 base power in the cartridge game​

Mowtom — 01/10/2024 2:32 PM
Triage
No longer mentions Z-Effects​

Mowtom — 01/13/2024 7:45 AM
KO Clause
The definition now reads​
A State Clause that checks a single specified Pokemon, who was not Fainted at the start of the round, for the Fainting condition is said to be a "KO Clause".​
Thank you all for not using the effectively free "if able" sub this used to be​

Mowtom — 01/16/2024 5:19 PM
Chilly Reception
Is now part of the self-switching move action group​

Mowtom — 01/22/2024 8:45 AM
Uproar and Twin Beam
Are both a little more expensive​

Mowtom — 01/22/2024 12:03 PM
Psych Up
No longer has objectively hilarious behavior​
( Lou note: See 7.1 change below )​

Lou — 01/22/2024 6:12 PM
7.1 Duration
Now additionally states the following:​
When a Pokemon gains a condition or other change, with a duration that would be measured in another Pokemon's turns (such as if a condition is transferred or copied); instead, that duration is now measured in the recipient's turns.​

Lou — Today at 5:09 PM
Swagger
Added this QoL effect:​
While the defender is an ally of the user: The accuracy check of this move automatically succeeds.​
:klefki:Backpack Expansion
We're responding to player feedback that the current Backpack system is great, but restrictive. Increasing slots should allow niche items to get their day in the sun.
Backpack slots have centralized around "negation" items, like :ring target:Ring Target and :sticky barb:Sticky Barb, intended to answer possible nonsense opponents may be up to. This is all well and good, but there's a lot of possible nonsense—meaning many slots are devoted to these items, leaving just a few for the trainer's own team. Those remaining slots mostly center on :life orb:Life Orb and other generic damage items, choking out Pokemon with strong item synergy like Silvally or Slowbro-Galar.

We're increasing the default Backpack Size to thrice the team size, plus one (3 * Team Size + 1), up from twice plus one.

This should give people more leeway to try different kinds of items, or at least try to try them.

February Circuit has its own Backpack rules, and isn't affected by this change.

On negation items: It's important that they exist as release valves to troublesome strategies, but we get that players are frustrated when their Pokemon is "turned off" by an item equip. We hope that recent item work has made that equip more of a cost—with a lot of great items out there, equipping a negation item instead should feel expensive.
:sneasler:Attack Aid and Defense Aid
Lightly nerfing these conditions to keep Unburden Pokemon from obsoleting stats, and to keep people from just jamming Lucky Egg everywhere, all the time.
Other than the mentioned cases above, these conditions seem to be doing mostly what they're intended to do. But when a Pokemon is able to access both conditions too freely, they combine to offer quite a lot of free stats—even in stats where the user excels, such as Sneasler's Attack.

OldNew
Attack Aid (Condition)
The Pokemon is able to better overcome the defenses of opponents, to an extent.

When the subject attacks a defender: Give that attack a power bonus, equal to the defender's relevant Defense rank, minus the subject's relevant Attack rank, with a minimum of one (1) and a maximum of four (4).

(The relevant stats are the stats the attack uses for damage calculation.)
Attack Aid (Condition)
The Pokemon is able to better overcome the defenses of opponents, to an extent.

When the subject attacks a defender: Give that attack a Power Bonus, equal to the defender's relevant Defense rank, minus the subject's relevant Attack rank, with a minimum of zero (0) and a maximum of three (3).

(The relevant stats are the stats the attack uses for damage calculation.)

Defense Aid mirrors this change.
:dusknoir:Dread, Pressure, and Spite
I'd like to clean these up a bit, now that their impact is clearer. They currently aren't quite interactive enough for my liking.
We're trying these three game pieces together more explicitly, so they can reference one another and be referenced more easily.

First, Dread. The Energy-draining effect from Pressure will be moved here, and the rank reduction will be softened to what we're nicknaming "Enemy Aid":

OldNew
Dread (Condition)
The Pokemon is struck with an acute, perhaps unnatural, fear.

The subject's four core stat ranks are reduced by half (x0.5).
Dread (Condition)
The Pokemon is struck with an acute, perhaps unnatural, fear.

Energy costs for the subject's actions are increased by the current round count or by five (5), whichever is lesser.

While the subject is attacking: The defender has Defense Aid.

While the subject is being attacked: The attacker has Attack Aid.

Then, Pressure and Spite. Pressure is re-gaining its old and simpler Energy Drain effect. Pressure now also exudes Dread in the last opponent standing.

Spite now inflicts Dread instead of attacking Energy directly, but does so poorly until the match goes long.

OldNew
Pressure (Ability)
The Pokemon's mere presence inspires a sense of dread in anyone opposing them.

Opponents' actions that cost Energy cost an additional amount Energy, equal to the current round count.

When the user enters play: Inflict Dread on each opponent until the end of the step.

When an opponent enters play: Infict Dread on that opponent until the end of the step.

If the user is Deoxys: The user has a condition based on their Forme:
● Default: Hovering.
● Attack: Penalty-Proof.
● Defense: Bonus-Proof.
● Speed: Attack Aid.
Pressure (Ability)
The Pokemon's mere presence inspires a sense of dread in anyone opposing them.

Opponents' attacks cost an additional two (2) Energy.

Opponents who have inactive teammates, and whose inactive teammates are all either unselected or Fainted, have Dread.


If the user is Deoxys: The user has a condition based on their Forme:
● Default: Hovering.
● Attack: Penalty-Proof.
● Defense: Bonus-Proof.
● Speed: Attack Aid.
Spite (Move)
The user curses their target with a wicked hex.

Reduce the defender's Energy by twice (x2) the current round count.
Spite (Move)
The user curses their target with a wicked and terrifying hex.

Inflict Dread on the defender for an amount of their turns, equal to half of the current round count or six (6), whichever is lesser.

Eerie Spell mirrors this change to Spite, except that it inflicts Dread on-hit.
:mismagius:Levitate and Smack Down
stop that and play the game dammit
With no way for the opponent to interact, Levitate was able to last indefinitely. In this way, it could completely wall opponents who equipped the wrong items or had the wrong abilities.

Now, while the opponent can still only forcibly end Distant with grounding, they can at least bunker down to survive the round and then attack normally after.

The Evasive granted is now also named "Distant", so that Levitate Pokemon can use Evasive Attacks properly with no weirdness.

OldNew
Levitate (Ability
The Pokemon naturally floats above the ground, approaching the battle only when they're ready.

The user has Hovering.

At the beginning of the battle, if the user's only ability is Levitate, grant the user a unique status called "Distant", until they attack, leave play, or become Grounded. (With no effects of its own.)

While the user is Distant: The user has Evasive against attacks with power bonuses.
Levitate (Ability)
The Pokemon naturally floats above the ground, approaching the battle only when they're ready.

The user has Hovering.

While it is the user's first round in play in this battle, and the user's only original ability is Levitate, and the user hasn't attacked or become Grounded:
The user has Evasive against attacks with Power Bonuses, also named "Distant".

Smack Down is gaining text to bypass this Evasive, specifically to hunt this ability.

OldNew
Smack Down (Move)
The user spits or throws a small rock at their target. It is very precise and can knock down flying targets.

While attacking with this move: Evasive status on the defender, that was created by Bounce or by Fly, is ignored.

On hit: Inflict Grounded on the defender.
Smack Down (Move)
The user spits or throws a small rock at their target. It is very precise and can knock down flying targets.

While attacking with this move: Evasive status on the defender, that was created by Bounce, by Fly, or by Levitate, is ignored.

On hit: Inflict Grounded on the defender.
:exeggutor:Harvest and Gluttony
Harvest is being touched up to better incentivize use with Sun. Gluttony's rework largely missed the mark, and is being adjusted again.
Harvest currently encourages the trainer to bring exactly three Berries, and to not bother with Sun at all. This isn't preferred, so we're making the restriction more strict and the payoff more explosive.

The effect to restore all Berries is double-edged: It's a large gain in item resources, to be sure. It also acts against strategies that would wait until a "preferred" Berry or set of Berries remains in the Backpack before setting Sun, to loop effects such as the Type-Immunity Berries.

OldNew
Harvest (Ability)
The Pokemon is brimming with nutrition that allows berry plants to thrive on them.

This ability starts the battle with a Vernal marker on it if the user's trainer has three or more Berries with different names in their Backpack.

At the end of each step, the Weather is Sun or if this ability has a Vernal marker: Equip the user with a random Berry from their trainer's Backpack with a different name. (If there are any.)
Harvest (Ability)
The Pokemon is brimming with nutrition that allows berry plants to thrive on them.

This ability starts the battle with a Vernal marker on it if more than half of the items in the user's trainer's Backpack are Berries with different names.

At the start of each step, if the Weather is Sun OR if this ability has a Vernal marker: Equip the user with a random Berry from their trainer's Backpack.

When the user consumes a Berry, while the Weather is Sun AND this ability has a Vernal marker: Restore all of the user's trainer's Berries to the owner's Backpack.

Gluttony, meanwhile, mostly is a do-nothing ability given that most Berries are consumed at round start these days. We're finding it a different function as a source of temporary bonus HP once you've sated your glutton's hunger.

It will keep the consuming effect, to keep its synergy with Stat-Increasing or Type-Immunity Berries.

Learning from the HP Aid vs. Ring Target debacle, we're using Overhealing for bonus "max" HP, instead of actually messing with max HP.

OldNew
Gluttony (Ability)
The Pokemon has a ravenous appetite and simply can't wait to eat any food at all.

When a Berry is equipped to the user: The user consumes that Berry.
Gluttony (Ability)
The Pokemon has a ravenous appetite and simply can't wait to eat any food at all.

When the user consumes a Berry for the first time each battle: The user heals 10 HP. This healing can overheal.


When a Berry is equipped to the user: The user consumes that Berry.
:kelpsy berry:Further Berry Work
Giving more oomph to more underloved Berries. This time, the "stat-setting Berries" are up for revision.
These Berries have been completely obsoleted by Attack Aid and Defense Aid, but that's fine. No one was really using them before, anyway!

Now, they have a clearly defined purpose that should excite all of our Berry fanatics.

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Kelpsy Berry (Item)
This Berry is often dried and added to a dish that way. It adds plenty of flavor.

At the start of the round: The holder consumes this item.

On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● The subject's Attack rank is at least 8.
Kelpsy Berry (Item)
This Berry is often dried and added to a dish that way. It adds plenty of flavor.

At the start of the round: The holder consumes this item.

On consume: Grant the consumer a unique status with the following effects:
● While this condition was created this round: The subject's Attack rank is at least 11.
● While this condition was not created this round: The subject's Attack rank is at most 0.

:qualot berry:Qualot Berry, :hondew berry:Hondew Berry, and :grepa berry:Grepa Berry mirror this change.

:tamato berry:Tamato Berry mirrors this change with Speed, except that it initially clamps Speed to at least 120.
:fire gem:Gems
These need a shot in the arm to reclaim their old place as the go-to damage consumables under the current Backpack rules.
These items are highly specific and windowed in their application: They require you to commit to a specific type of attack ahead of time in teambuilding, and they also are the easiest damage items to waste if used carelessly.

As the most restrictive damage items in the game, they should also be the most damaging.

NewOld
Fire Gem (Item)
A multi-faceted gem. Images of raging flames can be seen flickering inside.

When the user attacks with a Fire-type attack: The user consumes this item; then, grant that attack a power bonus of five (5).
Fire Gem (Item)
A multi-faceted gem. Images of raging flames can be seen flickering inside.

When the holder attacks with a Fire-type attack: The holder consumes this item; then, grant that attack a Power Bonus equal to its BAP; and grant the holder Penalty-Proof until they complete that attack.

Every other Type Gem mirrors this change.
:charcoal:Type-Boosting Items
These items have, long before Generation 9, lost their place in the item ecosystem. That can mean only one thing!
The mention of "with hits" was misleading, since additive damage is ignored for the second hit onward. We've removed this mention.

More importantly, we've found an enticing new niche for them to occupy:

OldNew
Charcoal (Item)
A burnt piece of charcoal. It is somehow eternally warm to the touch.

The holder's Fire-type attacks deal four (4) more damage with hits.
Charcoal (Item)
A burnt piece of charcoal. It is somehow eternally warm to the touch.

The holder's Fire-type attacks deal four (4) more damage.

The holder knows Will-o-Wisp.

Because the holder will know the provided move regardless of their Level, we had to select simpler, unobtrusive moves. We hope you'll still find our selections compelling!

The other type-boosting items will mirror this change as follows:
  • :black belt:Black Belt - Detect
  • :black glasses:Black Glasses - Taunt
  • :dragon fang:Dragon Fang - Dragon Dance
  • :fairy feather:Fairy Feather - Floral Healing
  • :hard stone:Hard Stone - Smack Down
  • :magnet:Magnet - Thunder Wave
  • :metal coat:Metal Coat - Autotomize
  • :miracle seed:Miracle Seed - Aromatherapy
  • :mystic water:Mystic Water - Life Dew
  • :never-melt ice:Never-Melt Ice - Mist
  • :poison barb:Poison Barb - Toxic
  • :sharp beak:Sharp Beak - Aerial Ace
  • :silk scarf:Silk Scarf - Hold Back
  • :silver powder:Silver Powder - Bug Bite
  • :soft sand:Soft Sand - Bulldoze
  • :spell tag:Spell Tag - Confuse Ray
  • :twisted spoon:Twisted Spoon - Heal Block
(The restraint it took, to not offer Trick on Twisted Spoon...)
That's all for now. Please stay tuned for news regarding The Cataclysmic Clashing Colossi! and the Safari Zone, in the coming days.
 
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follow-up follow up:

This patch will be effective in all future rounds, except for in ongoing competitive matches and ongoing seasonal events.

:politoed:Minor Adjustments Round-Up
I really need a better way to get these to non-Discord players live. Maybe the next Profile Generator (Gen 10? not any time soon) can have an updating page of these. Food for thought.
Lou — 01/24/2024 8:57 PM
Weather Ball, Natural Gift, and Terrain Pulse
Following their "effect" BAPs being normalized at 12; their default BAP has been made 6 (except Natural Gift, which works differently); and their En Cost has been made 8.​

Lou — 01/24/2024 10:12 PM
3.2 Effect Types
Added:​
Effects are each of the types that they qualify for.​
For example:​
While Grassy Terrain is in play: Grassy Glide is priority +1.​
This is both a data-setting effect and a conditional ongoing effect.​
this doesn't really change anything for the average user, but it could some day come up and it wasn't stated explicity.​

Lou — 01/24/2024 10:36 PM
Moves (DAT)
added this​
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Lou — 01/25/2024 8:35 PM
Metronome (Item)​
Now specifies "non-attack action, except a triggered action"​
:houndoom::xatu:Early Bird
This ability came up in chat as a potential source of unlimited large heals in Doubles. While we're here, though, I thought it could use some juice. Again.
The first thing to fix is the doubles exploit of Sporing your own Early Bird user for repeated, uncapped healing. The most realistic case for this would be hitting your ally Effect Spore user with an attack like Brutal Swing to deal chip damage and heal 20 HP in the process; but that's closed now.

This is certainly less practical than something like Water Absorb Surf spam, but I'd rather not leave the door open. This does mean that Early Bird with Rest will consume two Recoveries in sequence... Which is probably for the best in the long run. 40 HP is a lot.

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The Pokemon requires very little sleep, allowing them to hunt or forage nocturnally.

At the end of the step, if the user is Asleep: Discard Sleep from the user; then, if the user is not Asleep, the user heals 20 HP.
The Pokemon requires very little sleep, allowing them to hunt or forage nocturnally.

While it is a round where the user entered play: The user has Bonus-Proof and has Penalty-Proof.

At the end of the step, if the user is Asleep: Discard Sleep from the user; then, if the user is not Asleep, the user heals 20 HP as a Recovery.

The new fanfiction effect came from a desire to better serve Early Bird's users with something they want. Buffing exactly Rest has, frankly, not made any of the ability's users any more viable.

I thought it'd be fun to share some of the chat logs that highlight the thought process of this work:

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After the conversation wound down, I arrived at this fanfiction effect because of the defensive benefits of Bonus-Proof. Houndoom, Xatu, and Ledian need every precious turn of survival that they can get. Kangaskhan enjoys this benefit too, though they were already quite likely to survive more than a single round, and they're also the least likely fully-evolved user to be able to pivot. That said, why doesn't Dodrio learn U-turn??

Hopefully, this glimpse of the paths not chosen is interesting.
 
March Adjustment Patch

This patch will be effective in all future rounds, except for in ongoing competitive matches and ongoing seasonal events.

As a result of this patch, owners of any pre-patch :ring target:Ring Targets may optionally exchange one or more of them, in the Prize Claim Tower, for their choices of :cleanse tag:Cleanse Tag, :wide lens:Wide Lens, and/or :safety goggles:Safety Goggles. Depending on your needs, you may wish to keep some number of Ring Targets.​
As a result of this patch, owners of any pre-patch :cleanse tag:Cleanse Tags may optionally exchange one or more of them, in the Prize Claim Tower, for :heavy-duty boots:Heavy-Duty Boots. Depending on your needs, you may wish to keep some number of Cleanse Tags.​


Item Adjustments
Following the Season 2 update, Ring Target threatens to hold a deathgrip on item and Pokemon choice, and Life Orb follows not far behind. We'll be touching up Life Orb and its competitors to sharpen their niche. We'll also be breaking Ring Target's effects up among more various items, to make it less of a one-stop-shop for Pokemon with high stats alone.

:ring target:Ring Target
As mentioned above, this item will be reworked. Its effects to negate Abilities will be re-homed elsewhere, and its effect to negate items will be discarded, given that Sticky Barb exists.
Ring Target is the most slot-efficient item we've seen this Generation; in a generation that introduced the concept of opportunity cost to what items to bring, as well as what to equip.

As-is, Ring Target is filling all of the following needs, all at once, all on its own:
  • Negating abilities while the holder is attacking.
  • Negating items while the holder is attacking.
  • Negating abilities while the holder is non-attack acting.
  • Negating items while the holder is non-attack acting.
  • Negating abilities while the holder is being acted upon.
  • Negating items while the holder is being acted upon.
And all of this, alongside its own source-game niche of negating type immunities! Several of the effects above would be powerful, viable effects for held items all on their own. So, that's what we're going to make them. We'll be taking these effects from Ring Target, carving them up, and distributing the pieces to other items new and old.

In addition, mechanically, the capacity to ignore held items was resulting in some obnoxious effect behavior. For example, toggling effects that grant maximum HP on and off as Ring Target ignored and then "un-ignored" those effects was providing sources of free HP. It'll be a relief to be rid of such a fickle design thorn.

OldNew
A wooden ring with a painted target on it. Opponents feel compelled to attack exactly the bullseye.

While the holder is acting or is the defender of an action: The abilities and held items of the attacker and of the defender, except for Ring Target, are ignored.

While tallying type effectiveness: The immunities of the attacker and of the defender are ignored.
A wooden ring with a painted target on it. Opponents feel compelled to attack exactly the bullseye.

The effects of Types are ignored.

Immunities to Types can't be tallied.

To fill the void left by its taken effects, Ring Target is being more wholly focused on type negation, with a new effect to ignore the effects that types provide. These new effects apply to every Pokemon in play while a Pokemon in play is holding Ring Target, making it a possible source of type-related support.

As just the tip of the type iceberg, this item would allow dangerous Fire-type physical attackers to be threatened with a Burn.
:cleanse tag:Cleanse Tag
As implied above, this item's old effect text is being re-homed on the new :Heavy Duty Boots:Heavy-Duty Boots.
OldNew
A spiritual talisman bearing painterly characters of warding and purity.

The holder can't take damage, except from hits and from Confusion status.
A spiritual talisman bearing painterly characters of warding and purity.

While the holder is attacking: The abilities of other Pokemon are ignored.

This new effect is an attacking-only variant of Mold Breaker. This effect is still very comprehensive at dealing with enemy abilities when compared to niche answers like Protective Pads, so we're going to let it stand alone for the time being and see how it performs.
:wide lens:Wide Lens
Inheriting a fraction of Ring Target's former role, Wide Lens is being introduced with an effect we're dubbing "Ghold Breaker".
New
:wide lens:Wide Lens (Item)
A helpful magnifying lens that assists the user with using moves accurately and effectively.

While the holder is performing a non-attack action: The holder's Accuracy stage is increased by one (1); and the abilities of other Pokemon are ignored.
:safety goggles:Safety Goggles
In addition to the expected anti-weather and anti-powder functionality, this item is being introduced with the "Reverse Mold Breaker" component of Ring Target's former effects.
Newly Introduced
:safety goggles:Safety Goggles (Item)
A pair of protective goggles that protects the wearer from adverse environmental conditions.

The holder can't take damage, or have Conditions inflicted on them, by the effects of Weather.

The holder is unaffected by moves tagged #Powder.

While the holder is the defender of another Pokemon's action: The abilities of other Pokemon are ignored.
:heavy-duty boots:Heavy-Duty Boots
Don't worry—you can get the icon with or without including the hyphen. This item is taking over Cleanse Tag's old functionality.
Newly Introduced
:heavy-duty boots:Heavy-Duty Boots
A pair of thick, sturdy work boots that protect the wearer from environmental hazards.

The holder can't take damage, except from hits and from Confusion status.
:life orb:Life Orb
We'd prefer to not force players to run a different item for each individual attacker they send to a match; but this item is overperforming. So, we're shaving a bit of damage off of this item.
OldNew
A devilish orb that absorbs the life energy of its holder in exchange for power.

When the holder attacks: Give that attack a Power Bonus of four (4).

When the holder hits an opponent with an attack, no more than once per attack: The holder takes two (2) damage.
A devilish orb that absorbs the life energy of its holder in exchange for power.

When the holder attacks: Give that attack a Power Bonus of three (3).

When the holder hits an opponent with an attack, no more than once per attack: The holder takes two (2) damage.

We understand that giving an odd bonus results in "4 or 5" extra super-effective damage depending on external factors, which can be a little annoying. This should remain one of the best options available for dealing STAB super-effective damage with minimal downside.

We thought about making this item add five final damage, but we didn't want to unbind it from Bonus-Proof.
:expert belt:Expert Belt
To ensure this classic damage option stands out among competing damage options, we're adding a Mixed Aid effect.
OldNew
A belt that encourages its holder to step out of its comfort zone to achieve greater success.

While the holder is attacking with a super-effective move that does not share a type with the holder: That attack deals four (4) more damage.
A belt that encourages its holder to step out of its comfort zone to achieve greater success.

While the holder is attacking with a super-effective move, that does not share a type with the holder: The holder has Mixed Aid; also, that attack deals four (4) more damage.

With Mixed Aid, Pokemon can leverage their super-effective "wrong side" coverage a bit more freely. Rampardos and Xurkitree enjoyers may rejoice.


Ability Changes
While we're here, we wanted to juice some ailing Pokemon from the sad sack of shit mon thread.

We also wanted to continue lightly massaging certain effects to no longer infinitely stack. It's our finding that this isn't a good thing to incentivize in a game measured in days.

:chandelure::ninetales:Flash Fire
This ability incentivized players to stall long periods of time with weak Fire-type moves.
Not only was this ability quite over-tuned for little cost in a bid to make Houndoom viable, it also encouraged play patterns that we've found to be unhealthy for an asynchronous forum game.

When played normally, this ability offered its users a pretty ludicrous offensive boost with no ask or reason besides "find a favorable STAB matchup," which is little ask at all.

When played to maximize counters, this ability results in rounds and rounds of stalling followed by non-interactive one-shot KOs against a hapless PvE opponent—wasting valuable reffing time, mainly. We've previously nerfed my own event strategy for the same reasons.

OldNew
Attempting to burn this Pokemon or expose them to heat simply stokes their own fire.

The user is unaffected by Fire-type actions and by Burn.

After a Fire-type attack is completed: Put a Heat marker on the user; and if a Pokemon with Flash Fire was a target of that attack, place one (1) more.

When the user attacks with a Fire-type attack: Raise that attack's power by the number of Heat markers on the user.

(This isn't bonus power.)
Attempting to burn this Pokemon or expose them to heat simply stokes their own fire.

The user is unaffected by Fire-type actions and by Burn.

When a Fire-type attack is completed: Place a Heat marker on the user; then, place two (2) more if that attack targeted the user. The number of Heat markers on the user is said to be their "Heat".

This ability has the following effects, based on the user's Heat.
1+: While the user is attacking with a Fire-type attack: The user's Attack and Special Attack ranks are increased by their Heat.
3+: The user has Attack Aid.
5+: Opponents are Burned.
7+: At the end of each step: The user loses HP, equal to their Heat.

All that said, we were asked by Flash Fire fans not to cap the Heat markers, so with this change we technically haven't.

Only the first added effect is limited to "while attacking with Fire". The other effects are simply generic ongoing effects.

This should add an element of Heat management to the ability that should be fun to fight around!
:tangrowth::meganium:Leaf Guard
This ability has made no waves, but we still think it prudent to cap it before it does. Even as a candidate for buffing, it still shouldn't scale forever.
OldNew
The Pokemon's photosynthesis keeps it pure and healthy while in bright sunlight.

While the Weather is Sun: Major Status can't be inflicted on the user, and they have an additional resistance to Fire.

When the user deals damage with a "Leaf" or "Petal" move: Put a Guard marker on the user with the following effect:
● While the subject has no Major Status: The subject's Defense and Special Defense ranks are increased by one (1).
The Pokemon's photosynthesis keeps it pure and healthy while in bright sunlight.

While the Weather is Sun: Major Status can't be inflicted on the user, and they have an additional resistance to Fire.

When the user completes a "Leaf" or "Petal" move: Put a Guard marker on the user, to a maximum of four (4), with the following effect:
● While the subject has no Major Status: The subject's Defense and Special Defense ranks are increased by one (1).


Playable Content
Don't think that the death of Ring Target is all we have for you! The meat of this patch starts here: A long-awaited Facility now opens, and the two existing ones will get the work they need.

The following is now true of all content:
  • Progress Rewards now round normally, rather than always rounding down.
  • Level 3 or lower Pokemon may now "pre-earn" Techniques from appropriate venues. They must still reach Level 4 in order to access those techniques.


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Safari Zone Release!

Following a long period post-tests as other work took priority, the Safari Zone should finally be ready for release!
  • Habitats now give EXP by default, rather than requiring players to stall and capture multiple targets per trek.
  • All Poke Balls have been re-tuned, and wild Pokemon minimum EP has been squashed to be less granular.
  • Obtained items from Conservation Rewards can be kept, for use in appropriate facilities. Finally, you can obtain Potions!
  • All Wayfinders have had their Assists reviewed, and most Assists have been rebalanced.
  • Habitats have been polished and adjusted.
The Pinnacle Habitat "Ancient Herald of World Peace" and two others are ready for deployment, once all of the wrinkles in this version are ironed out.

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Raid Frontier Adjustments

We have our eyes on the Raid Frontier's ongoing woes: Mainly, that Raids with agency feel awful to "pilot" when the player is sufficiently prepared, that the queue is held up by a relatively small number of Raid-reffing enthusiasts, and that some raids feel out of balance with others of their Level.

With that in mind, consider these the first phase of upcoming work on the Raid Frontier. We feel that the facility is close enough to its intended function to be left open, even while we continue to work on it.
  • The Pinnacle Raid "The Clashing Cataclysmic Colossi!" is now open once more.
  • The Raid "The "Loyal" Lousy Lackabouts!" has been lightly revised.
  • The Pinnacle Raids "The Source of the Enigma" and "The Building Blocks of the Cosmos!" will be released after we've observed runs of Colossi and made any needed adjustments, which may include the work below.
The future work may include:
  • Slowing down the most action-heavy Raids, to make each individual round more tolerable for referees.
  • Giving ref-piloted raids fewer actions, with more move options, so they are more engaging to pilot and still fair to challenge.
  • Consolidating most effect-dense raids to their essentials, and cutting "fluff" effects with little impact.
  • Vocations could use a balance pass.
For now, please continue enjoying the Raid Frontier to its fullest!

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Realgam Tower Adjustments

We've updated the default backpack size, but that didn't matter to the Realgam Tower while it still used the old sizing. With this patch, Realgam Tower has been updated to the Indigo Disk, including:
  • Backpack size is now 3*[Team Size]+1, matching Tower Matches.
  • Rewards have been moved to the rewards post of the signup thread, and edited:
    • 2v2 Trainers now offer 10 EXP as progress rewards
    • 3v3 and 4v4 Trainers now offer 10 EXP as progress rewards, and 2 or 5 as victory reward.
  • Many minor details have changed. Read the newly formatted signup thread and try to spot them!

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March League Circuit

This will be up, minutes after this post! With yours truly hosting, this won't be a Circuit you want to miss!
 
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April Adjustment Patch
Actually, why are we naming these a month ahead? Who knows. We might be stuck like this now! Within this patch you'll find a encherining, catgacating set of economy changes, a new cartchy battle venue, and even a pasadise of sweet balance changes.

This patch will be effective in all future rounds, except for in ongoing competitive matches and ongoing seasonal events.
For matches that are ongoing, it may be helpful to cross-post altered content, such as item descriptions, into your match thread for easier reference.​
:sv/gholdengo:
Currency Adjustments
After the last JC revision, we've been monitoring the response from players. Concerns over long wait times in queue, and concerns over having to "barter" with other refs to mutually referee things are common. It's not hard to see why: Until recently, the entire playerbase was bottle-necked through two or three venues for play; so the total number of reffings available was low. And then we opened the Raid Frontier and the Safari Zone.

We'd like to urge players to remember: The playerbase as a whole has only a finite capacity for reffing, made up of all players' sum "free time they're willing to spend on BBP". Essentially, that's a budget we have to work within. As more facilities open, and players sign up for five, eight, or even ten things at once, we'll inevitably have more reffings available than refs can reasonably take. That is to say, queues will become a fact of life in BBP again, much like they were in ASB.

One of the most common armchair comments was roughly, "there's too much JC in the system, and if only players were starving for JC, then my Raid would get reffed and I'd be able to progress." That's true in part, but it asks more work of JC than the currency is capable of.

:gimmighoul-roaming:
Quick aside: JC can only do exactly one job, which is to motivate players to referee at all. In order to play somewhere, a player must have JC from reffing somewhere in order to pay entry. This isn't venue-specific, so JC isn't good at compelling players to take reffings they find unpleasant—they can wait for a more palatable reffing instead, since that would give JC as well. There's also only so much free time JC can compel players to give to BBP. The first concurrent reffing or two a referee takes might be pleasant social gaming with other players; but by the fifth or tenth reffing the ref is just doing menial labor for sub-niche consensus-backed monopoly money. All JC can reasonably do is let players know when they're playing more than they are reffing or approving.

If I were asked right now if JC was doing that one job, the only job it can do, I would say... Somewhat. It is true that there's far more JC entering the system than is leaving it. That means that players often "graduate" from the need for JC, meaning that most reffings are done out of social altruism more than self-interest.

:hemogoblin:
That's a good thing, mind you: I don't want BBP to boil down to strictly self-interested transactions. The whole reason the game exists is to build mutual social dependence between players and bring people together to enjoy a shared hobby. That said, we will still make some changes to even out the JC system; to better spur players now and again to pick up new reffings even when no one inside of their clique needs one.

Below, find changes to JC, and new currencies introduced to pick up jobs that JC is poorly suited for.

Advanced Currencies
We're introducing a form of elevated currency, alongside JC, that buys access to what we're now calling "Advanced Facilities", such as the Battle Pike.
When we reworked Judge Counters, we always knew we would have to have content that "creates" JC (by paying more than it costs) and content that "destroys" JC (by paying less). One of the key decisions we had to make was whether to price and pay content in a ref-first or player-first way:
  • Ref-First design was to involve sketching out how much work each reffing was, set every reffing payout accordingly, and then setting entry costs based on those payouts.
  • Player-first design was to involve pricing every entry cost based on the attainable rewards, and then basing payouts on those entry costs.
What we ended up doing, for better or worse, was both: Entry costs are based on expected reward, and referee pay was based on perceived workload. This naturally resulted in a curve we thought we could use: Pinnacle content would destroy JC, and Leveling content would create it, and all would be well.

Two snags have emerged in this model, though: The Level system itself, and our risk-adverse playerbase. Because we made effort to make mid-Level Pokemon competitive against fully Leveled Pokemon if the matchup is favorable, many players are content raising a stable of Level 3 Pokemon instead of trying to push to perfect a smaller number of Level 4 or Technique-using Pokemon; which means JC-creating content is being played more than we had expected. On top of that, players seem to see the cost of Pinnacle content as prohibitive to even trying—seeing no point in pursuing a chance at a Zekrom or Groudon when they could spend that JC on near-guaranteed EXP for Donphan or a near-guaranteed Academy Credit for Iron Hands, even if the legends are clear upgrades. This even further reinforces the issue where early content is played massively more, generating lots of "excess" JC.

The currently-extant :master ball:Academy Credit is a good example of an Advanced Currency. Basic Currencies are used to buy access to chances to obtain it, and it trades for a certain curated set of special rewards—its function is to encourage players to challenge difficult content; rewarding their best shot even if they don't make it all the way. Starting with this patch, three (3) Academy Credits will buy your Paradox Pokemon or Ultra Beast an Advanced Technique of choice! This should help keep keep people from "graduating" from needing or wanting Academy Credits for quite a bit longer.

:comet shard:Comet Shards are an Advanced Currency we're offering to battlers, and :star piece:Star Pieces are their counterpart being offered to refs. These are being positioned as the entry cost of upcoming Advanced Facilities. For all but the lowest-Level challenges (for the Advanced Facility that offer content below Level 4), you'll need both currencies to enter. Our assumption is that Star Pieces will end up slightly more common than Comet Shards, even if we give one to players and one to refs. Players have to attain a progress milestone for Comet Shards, but refs only have to finish the reffing.

These two currencies are intended to make riskier Pinnacle challenges more appealing. If more players are taking attempts at Pinnacle content, to earn Comet Shards, then JC will be spent more aggressively. Our assumption is that some of these attempts will end in success, putting desirable prizes in players' hands, but you could still prove us wrong!

:stardust:Stardust is a currency that functions much like Academy Credits. It'll purchase a curated list of Pokemon, associated items, and Techniques for specific Pokemon. The Stardust shop will launch with the first Advanced Facility—details could be below!
JC Adjustments
We've concluded that JC's current failure to motivate players to take less-optimal reffings is tied to what we're now calling "JC Leaks".
First, we're plugging the JC leak that is Battle Tower. We're going to charge players more for larger matches, and Battle Tower referees will now be paid exactly as much JC as players paid for entry, up to a certain amount. We'd like referees to be paid for their greater effort—and we'd like overly-large matches to be unappealing to referees. We'll also pay a certain amount to referees of Beginner Battles, to keep new players moving along.

Battle Tower changes:​
Entry Cost: 2 JC -> 1 + Team Size JC.
Referee Pay: 6 JC -> 2 + Team Size JC, or 8 JC, whichever is lesser.
Referee Pay for Beginner Battles: 6 JC (unchanged).​

Events will charge each player normal entry, based on the source facility. JC and other currency rewards earned by event referees will be based on the source facility, increased by 50%. This change means events will destroy about half of one entrant's JC fee. Additionally, event referees will stand to earn a :star piece:Star Piece as a completion reward.

Seasonal Event changes:​
In-Season Entry Cost: Nothing -> Regular JC for the source Facility, per player.
Out-of-Season Entry Cost: Vouchers -> Vouchers per team, and regular JC for the source Facility, per player.
Referee Pay: Normal pay for the source facility -> Normal pay for the source facility, but with currency pay increased by 50%.
Referee Completion Pay: 1 :star piece:Star Piece.

Regular Facilities will be made to destroy a little more JC with a pretty straightfoward change.

Last revision, we based Entry Costs on the rewards obtained. For example, we valued a Technique Unlock at "about 4 JC per Pokemon". When we priced EXP, we didn't take into account the quality of that EXP—but logically, higher-Level EXP is more valuable than lower-Level EXP. Now, entry costs across the game will reflect this.

Regular Facility changes:​
Entry Cost for Level 2 content: Increased by 1.
Entry Cost for Level 3 content: Increased by 3.
Entry Cost for Pinnacle content: Unchanged.​

This change abandons our previous attempts to "batch" content into memorable "entry-cost tiers". There wasn't much rhyme or reason to the costs of content, and most players simply looked up the cost when signing up as a matter of course. After all, most entry costs are listed in the data directory of that content.
Facility Adjustments
We're adjusting some facilities.

:melmetal-gmax:Raid Frontier
Based on feedback, and especially by the strong dis-preference displayed by referees for piloting the Raids, we're making adjustments to how Raid enemy behaviors are designed.
We're also employing some new notation to help both Raid authors and referees; and rules changes within the facility to support that notation.

Also, we'd be amiss not to take the chance to shake up Raid arenas and Vocation balance while we can, so we're doing that too.

Action Modifiers and Notation
We aim to reduce the number of actions in a Raid round, and thus reffing burden, without trivializing the Raids' challenge.

To achieve these, we're directly improving the actions used by Raid opponents using a new set of modifiers. Followers of the Union Street thread will probably already have seen these in development.

Here's an example:
Phase 3
Random action, choose targetChoose both action and targetRandom action, target PR
These actions are each Piercing and Triple Speed.
Spore
Clear Smog
Confuse Ray​
Confuse Ray
Taunt
Accelerated Synthesis x2
Trailblaze +10
Venoshock x2​
Max Seed Bomb x2
Max Crunch x2
Max Close Combat x2
Max Stomping Tantrum x2​

Actions may be noted individually ("Accelerated Synthesis") or in groups ("These actions are"). The modifiers are as follows:
  • Addition ("+10"): If the action deals damage and/or heals HP, that damage and/or healing is increased by this amount.
  • Multiplication ("x2"): If the action deals damage and/or heals HP, that damage and/or healing is multiplied by this amount.
  • Piercing: Effects belonging to the Raiders are ignored while this action is being performed.
  • Double/Triple/Quadruple Speed: This action's turn is sequenced as if the user had more Speed, depending on the modifier.
    • (This can result in, and is intended to often result in, a Raid opponent taking different turns earlier or later in a step.)
Using this notation, many Raids that featured 4+ Raid actions per round are being condensed into, usually, three. Some Raids will still demand a certain amount of complexity.

Phases
Rather than running all of a Raid's mechanics at once, we're going to lean on Raid Phases to split the more complicated Raids into more manageable chunks.

The Raid Frontier already has some of the groundwork for segmenting Raids into Raid Phases:
Some raids have multiple sections, called "Raid Phases". (Not to be confused with 2.1 "Phases of a Battle")

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.

Raids consist of one Raid Phase unless they state otherwise.

The "Initial Setup" field of Raid data will be appropriated for Phase information, like so:
Phases:
  1. :amoonguss:Amoonguss (★) x1
  2. :toedscruel:Toedscruel, :shiinotic:Shiinotic, :breloom:Breloom x1 each
  3. :brute bonnet:Brute Bonnet (★) x1

Raid opponents, especially Bosses, will also sometimes have different data depending on the Phase, like so:
Phase 1 Abilities: None
Phase 2 Abilities: Overgrow, Chlorophyll, Thick Fat

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
Random action, target PRChoose both action and targetRandom action and target
Giga Drain x2
Sludge Bomb x2
Skull Bash +20​
Venoshock
Weather Ball
Stomping Tantrum​
Sleep Powder
Power Whip
Sludge Bomb
Sunny Day​

Phase 2
Random action, target PRChoose both action and targetChoose 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​
By default, the Phase will change at the end of the round, if each Raid opponent has 0 or less remaining HP.

Also by default, 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.

With this change, we're also making most Bosses Unfainting, and make Raids specify their victory condition. Typically, this will be "complete the last Raid Phase."

Lastly, we can use Phases to measure player Progress, for the Raids that use them.

Of course, some Raids will overwrite this behavior, depending on their needs. You can imagine how Ninjas will still need to switch Pokemon with the arena effect; or how Loyal Three will still need Bosses to be subject to the effects of Fainting.

Vocation Balance Pass
This is a chance, not just to make the lesser vocations more enticing, but also to make Vocations a more important part of a Pokemon's contribution to later Raids.

Some of these changes are just clarifcations, but they're lumped in with these for completeness.
VocationOldNew
:auspicious armor:
Bodyguard
The user has Covering. Their hidden Pokemon is the single lowest-HP other ally. (If there is a tie, the user covers no one with this effect.)The user has Covering. Their hidden Pokemon is the Aggressor. (If there is more than one Aggressor, the user covers no one with this effect.)
:assault vest:
Commando
The user can hold any number of items.

When an ally consumes or drops an item: Restore that item, then move it to the user.
The user can hold up to three (3) items.

When another ally consumes or drops an item: Restore that item, then move it to the user.
:gracidea:
Duelist
If the user would take damage from a hit; instead, the user takes 90% of that damage rounded down, and note the difference between the initial damage and the adjusted damage on this ability.

When the user is hit: The attacker takes damage, equal to the amount of damage last noted on this vocation.
The user has Defense Aid.

If damage to the user would be increased by an action's Addition modifier (like "Trailblaze +10"); instead, the attacker takes that much damage.


(* Fezandipiti's Duelist Vocation will retain an adjusted version of the old text.)
:ability shield:
Paladin
If the user's action or condition would heal their own HP; instead, it heals that much HP to the user, and half x(0.5) that much HP to each ally.The user is Bonus-Proof.

If damage would be increased by an action's Addition modifier (like "Trailblaze +10"); instead, the user loses half (0.5) that much HP.
:room service:
Butler
At the end of each round, if no raider consumed any items this round: Restore each item that each raider has consumed.This Vocation starts the battle with two (2) Service markers on it.

At the end of each round, unless ordered otherwise, if this Vocation has any Service markers: Remove a Service marker from this Vocation, then restore each item that each raider has consumed.
:galarica wreath:
Cleric
When the user creates a Condition on an ally, or when the user removes a Condition from an ally: The user heals that ally for 8 HP.When the user creates a Condition on an ally, removes a Condition from an ally, or raises an ally's stage(s) that was at or below zero: The user heals that ally for 8 HP.
:protective pads:
Rearguard
At the end of the round, if the Protector has less percent HP remaining than the user: The user and the Protector exchange roles and vocations. (Even if one or both are fainted.)At the end of the round, unless ordered otherwise, if the Protector has less percent HP remaining than the user: The user and the Protector exchange roles and vocations, even if one or both are fainted.
:loaded dice:
Gambler
At the start of the raid, and at the end of each round: Note each of the following on this vocation.
  • A Type, chosen at random from among all Types.
  • A category, chosen at random from among Physical or Special.
  • A core stat stage, chosen at random from among the four core stats.
The user is the last noted Type, and their attacks are the last noted Category.

At the start of each round: Raise the user's noted stat stage by two (2) for their next five (5) turns.
At the start of the raid, and at the end of each round: Note each of the following on this vocation.
  • A Type, chosen at random from among all Types.
  • A Power Bonus, chosen at random from 1 to 8 with equal odds.
  • A core stat stage, chosen at random from among the four core stats.
The user is the last noted Type, their attacks given the last noted Power Bonus, and their last noted stat stage is treated as though it were maximized.
:twisted spoon:
Psychic
The user's attacks are Special.The user's attacks are Special, and the user's Special Attack rank is at least 12.
:punching glove:
Pugilist
The user's attacks are Physical.The user's attacks are Physical, and the user's Attack rank is at least 12.
:pretty wing:
Scribe
When a raid opponent uses a standard move: The user learns that move as a borrowed move for the rest of the battle.
(Standard moves are any move in the Data Audit, as it exists in the Data Audit, except Z-Moves and Max Moves.)
When a raid opponent uses a standard move: The user learns that move as a borrowed move for the rest of the battle.
(Standard moves are any move in the Data Audit, as it exists in the Data Audit, except Z-Moves and Max Moves.)

When the user attacks with a borrowed move, that they didn't originally know: Give that attack a Power Bonus of four (4).
:lustrous orb:Sorcerer
After the user hits a Boss with the last hit of a super-effective attack: Note that attack's names on this vocation until the end of the Raid.

The user's attacks have increased power, equal to the twice (x2) the number of names noted on this vocation.

The user can't attempt attacks with any of the names noted on this vocation.
When the user completes a super-effective attack: Note that attack's names on this vocation until the end of the Raid.

When the user attacks: Give that attack a Power Bonus, equal to the two plus the number of names noted on this vocation (2 + names).

The user can't attempt attacks with any of the names noted on this vocation.
Individual Raid Changes
Raids will have to be updated to use these new modifiers, of course. For the time being, Raids are each individually closed.

Rather than change every single Raid at once, in this patch, and split this patch into multiple posts; we'll instead update each extant Raid in the days following this patch. These updates will be checked off in the Raid Frontier signup thread; and as they're completed, those Raids will become available again.

The current queue will have raid selections removed, but players will be left in place. (e.g. "LouisCyphre (unselected)") As Raids are updated, starting from Sporeverlord and moving down the Data Thread, you'll have the option to change your signup to that updated Raid. (With new Boasts, if desired.)

That's a long way to say, you get to keep your place in queue.

For currently-ongoing Raids, it may be prudent to copy relevant info into your challenge thread for reference.
:kangaskhan:Safari Zone
This facility has been found to be almost completely functional; albiet easy. We're making a small change to increase challenge without disrupting Safari's now-enjoyable flow.
Difficulty
You all flocked to respond to ramblings on the state of the Safari Zone, so none of the changes below should come as a surprise to you.

To reiterate, the Safari Zone is currently too easy. It's currently possible to muscle your way through most habitats with a passable backpack and little forethought, and wild Pokemon are quite exploitable too. It may be flavorful for a wild Pokemon's mood to worsen as they take damage, just like a BBP player's, but it creates too many unwanted incentives for players and referees to stick around.

Now, a Wild Pokemon's mood only depends on how many rounds they've spent active and/or benched (but not rounds spent in reserve). Referees will no longer need finagle their damage taken for the purpose of "unlocking" more moves to fight back with.

Rounds Active or BenchedWild MoodModifiers Applied
1st Round​
Curious​
The Pokemon's attacks, that share no types with the Pokemon, have no types and at most 8 BAP.​
The Pokemon can't create Major Status or Protection.​
The Pokemon can't attempt actions that cost HP/EP.​
2nd and 3rd
Rounds​
Irritated​
None.​
4th Round
onward​
Threatened​
At the end of each round: The Pokemon attempts to Escape.​

This complicates moods somewhat more than I would have liked, admittedly. Players will likely have to refer to the Safari thread often to remind themselves what Curious modifies. We didn't find any simpler alternatives, such as "curious Pokemon can't attack", that would have crafted the desired experience.

Boast Rewards
Many players found them speculating what the :unknown:Unrevealed Pokemon in the Safari Zone boast rewards were; but they were kept waiting by my difficulty in tying boasting to the mini-quest I had envisioned for Safari's minor Legendaries.

Now, if you sign up for the Safari Zone with exactly 8, 11, or 14 Bravado (including Bravado from the Habitat's Level), you'll have a special Wayfinder to start with. But be warned—you might find them difficult to handle!
:ho-oh:Realgam Tower
Don't forget—Mowtom is still looking to be impressed by your Realgam submissions!
Unchanged.
:exeggutor-alola:Battle Tree
Released.
:seviper:Advanced Facilities
These are coming along well! So well, in fact, that you can expect the first of them to launch in April! You'll have a place to spend your Comet Shards and Star Pieces soon enough.
You aren't getting any yet! :totodiLUL:

We'll just say this: This launch will be large enough to require a change to the DAT!
:perrserker:Boasting Hall
We're making adjustments to the Boasting Hall to encourage players to boast in riskier content.
We're finding that players would prefer to pile many Boasts in weaker content, rather than challenge higher-Level battles with fewer boasts. This is a fine trend, but we would like it if players Boasted in both lower- and higher-Level content. We hope this leads to more interesting and memorable battles for players and refs alike.

A venue's Level will now contribute to the total Bravado for all reward types, in the following amounts:
Level 1: 0 Bravado​
Level 2: 3 Bravado​
Level 3: 5 Bravado​
Pinnacle (Level 4): 7 Bravado​
The ordinary reward tiers for Boasting in facilities will be changed from 6/8/10, to 8/11/14 to reflect this change and to encourage more aggressive Boasting. Compared to previous tiering, here's how this breaks down:
  • For the first tier, you needed 3 points of Boasts for a Level 3 challenge, and you still need only 3.
  • For the second tier, you needed 5 points of Boasts for a Level 3 challenge, and you now need 6.
  • For the third tier, you needed 7 points of Boasts for a Level 3 challenge, and you now need 9. But for a Level 4 challenge, you need only 7 points of Boasts.
One-time boasts are being rebranded as Special Quests, and are now repeatable. Repeatable Boast Rewards will be rebranded as "Standard Rewards". The Boasts asking for "a Bravado of 4 or more" now include the venue's Bravado from Level; so they will now as for 9 or 11, depending on their target venue's Level.
2.9 Post-Event Checks
This rule is being made to support the new "Unfainting" condition, used in the Raid Frontier, so that the game doesn't technically freeze up.
OldNew
11. If any Pokemon has 0 or less HP, or has 0 or less Energy: Put Fainting on the Pokemon that reached 0 HP or 0 En the least recently.11. If any Pokemon, except Unfainting Pokemon, has 0 or less HP, or has 0 or less Energy: Put Fainting on the Pokemon that reached 0 HP or 0 En the least recently, except Unfainting Pokemon.
 
Scroll up for the first half of this patch!

Balance Adjustments
What kind of BBP Patch would it be, if we didn't make a balance pass for whatever Pokemon we're most sick of being asked about?

:mew:Mew
Yuck.
No Trait -> Reduces the team's Technique Control by 1.

We expect Mew to remain one of the best ways to spend a Technique Control for the foreseeable future. There's no reasonable nerf that isn't either a nightmare for tracking (we aren't doing "Pick 100 moves"; you just pick the 100 best anyway) or a nightmare for less move-gifted Pokemon (some game piece that invalidates a large fraction of Mew's movepool).

For the time being, you're just going to have to take comfort in this nerf. Now, counter-strategies that spend a Tech can be said to be resource-neutral with the Mew user.
New Condition: Recovery Aid
We're introducing this new fanfiction condition to help us buff or adjust various game pieces related to healing, without slowing the game to a crawl.
This new condition will heal the subject at the end of each round, if the subject wasn't healed during that round. In a sense, this condition can be thought to offer healing that doesn't stack with other sources of healing.

This condition has some odd avenues of counterplay, such as creating Grassy Terrain, but it's also beholden to all of the existing counterplay to healing, so we're not very concerned about that.

Recovery Aid (Condition)
The Pokemon can shrug off a certain amount of punishment.

An integer value can be specified for this condition. If no value is specified, the default is 10.

Higher-value copies of this condition overwrite lower-value copies.

At the end of each round; if the subject hasn't had their HP healed this round: The subject heals HP, equal to the specified value.

The effect mentioning "overwriting" handles situations where a Pokemon would be granted different values of Recovery Aid; especially by multiple ongoing effects.

Below, you'll find several new sources of Recovery Aid. Many sources grant Recovery Aid to the user's allies as well.
:dusknoir:Sleep
To help curb the strength of Rest, especially in lower Level formats, we're removing the regeneration component.
This regeneration was implemented as part of a set of changes to weaken Sleep-spamming strategies. In practice, the once-per-round restriction was more than enough to achieve this.

OldNew
The Pokemon has almost entirely drifted into dozing, right in the middle of battle.

This condition can't be inflicted on each Pokemon more than once per round.

When the subject takes damage from an attack: Put a Restless marker on the subject until they are no longer Asleep or until they leave play.

At the end of the subject's turn: The subject heals 5 HP and 3 Energy; then, if the subject has a Restless marker, discard this condition.

The subject can't attempt actions, except actions that state they may be attempted while asleep.
The Pokemon has almost entirely drifted into dozing, right in the middle of battle.

This condition can't be inflicted on each Pokemon more than once per round.

At the end of the subject's turn, if the subject has taken damage from an attack since their last turn ended: Discard this condition.

The subject can't attempt actions, except actions that state they may be attempted while asleep.

Rest and Comatose are addressed further below.
:shuckle:HP Aid
The last source of HP Aid in the core game, Power Band, is losing it in this patch. This functionally retires this condition for the time being.

Given the chaos that can ensue when sources of HP Aid are rapidly "ignored and un-ignored", it's uncertain if we'll ever revisit this tool. In this state, at least. Effects granting "temporary HP" / initial overhealing, such as Gluttony, are more likely to fill this space in the future.

:power band:Power Band and Power Belt
These items are having their first provided effect changed to Recovery Aid.
Power Band's effect to provide HP Aid creates issues with anything that can temporarily ignore items, such as Frisk. We're replacing it with Recovery Aid because it's a similar effect.

Power Belt's effect to provide Bonus-Proof shuts out one of the best ways to deal with high Defense stages, so we're replacing it with Recovery Aid as a nerf.

ItemOldNew
:power band:
Power Band
A thick contraining band for training the holder's concentration.

The holder's maximum Special Defense stage is halved (x0.5).

This item gains the following effects, based on the holder's Special Defense stage:
1+: The holder has HP Aid.
2+: While no Pokemon is acting: The abilities of Pokemon other than the holder are ignored.
3+: The holder has Magic Guard, in addition to their other abilities.
A thick contraining band for training the holder's concentration.

The holder's maximum Special Defense stage is halved (x0.5).

This item gains the following effects, based on the holder's Special Defense stage:
1+: The holder and their active allies have Recovery Aid 4.
2+: While no Pokemon is acting: The abilities of Pokemon other than the holder are ignored.
3+: The holder has Magic Guard, in addition to their other abilities.
:power belt:
Power Belt
A stout belt for training the holder's toughness.

The holder's maximum Defense stage is halved (x0.5).

This item gains the following effects, based on the holder's Defense stage:
1+: The holder has Bonus-Proof.
2+: When the holder is hit by an attack: The attacker takes damage, equal to twice (x2) the holder's Defense stage.
3+: This item also has the effect text of each of the holder's Abilities.
(References to a "user" in those effects refer to the holder.)
A stout belt for training the holder's toughness.

The holder's maximum Defense stage is halved (x0.5).

This item gains the following effects, based on the holder's Defense stage:
1+: The holder and their active allies have Recovery Aid 4.
2+: When the holder is hit by an attack: The attacker takes damage, equal to twice (x2) the holder's Defense stage.
3+: This item also has the effect text of each of the holder's Abilities.
(References to a "user" in those effects refer to the holder.)
:talonflame:Gale Wings
What a horribly unbuffable Pokemon! We took our best swing at it anyway.
This ability currently has old templating (referring to a move's "ready priority", which doesn't exist this gen), so this is a chance to give it a fresh templating.

OldNew
The Pokemon has mighty wings that allow it to fly at high speed.

The first priority of the user's Flying-type moves is increased by 1. (The ready priority if the move has one, and the execution priority otherwise.)
The Pokemon has mighty wings that allow it to fly at high speed.

The priority of the user's Flying-type moves is increased by 1; and Evasive status created by those moves has the duration "until the end of the step".

While the user's HP is at half (50%) or above: The user has Attack Aid.

While the user's HP is below half (<50%): The user has Recovery Aid 10.

The abilities Berserk, Defeatist, Emergency Exit, Multiscale, Shadow Shield, and Wimp Out will now used the same phrasing, where "half (of maximum HP)" is assumed. This seems to be intuitive enough for us to get away with it, even in Gen 9 BBP.
:leftovers:Leftovers
Formerly a premier defensive item, this item has fallen by the wayside as defensive Pokemon have come to favor damage mitigation.
We're restoring this item to higher recovery amounts, now that counterplay to healing is more widely available.

Pokemon that already have very high natural defenses, or built-in mitigation like Bonus-Proof and Defense Aid, were somewhat poorly served by pure mitigation items. Leftovers is also more potent than mitigation items against fixed damage or effect damage.

OldNew
A portion of food with a long shelf life that a holder can easily snack on.

At the end of each step, if the holder's HP is below 50%: The user heals two (2) HP.

At the end of each step: The holder heals two (2) HP.
A portion of food with a long shelf life that a holder can easily snack on.

At the end of each step: The holder heals six (6) HP the first time this effect triggers each round; or two (2) HP otherwise.

Increasing the healing for the first trigger of Leftovers' effect improves the item in single-step rounds, and makes it more consistent as an item choice in more situations.
:tentacruel:Rain Dish and Ice Body
These abilities provide a lot of passive healing. We're slightly worsening them in Singles, and slightly improving them in Triples.
We had tuned them to outshine Leftovers; but Weather is also easier to maintain now.

OldNew
The Pokemon collects rainwater to rejuvenate themselves and mend their own wounds.

At the end of each step, if the Weather is Rain: The user heals four (4) HP.
The Pokemon collects rainwater to rejuvenate themselves and mend their own wounds.

At the end of each step, if the Weather is Rain: The holder heals six (6) HP the first time this effect triggers each round; or two (2) HP otherwise.

Ice Body mirrors this change. Dry Skin is still left alone.

This change means that, if the weather changes mid-round, that first step with the correct weather would give the user the heal for six.
:kerfluffle:Aroma Veil
While we were including this ability in the Recovery Aid system, we took the chance to catch it up with changes made to the game pieces it mentions.
This ability had an amount of figurative rust that had accumulated over the last few patches. For example, it did nothing to stop Psychic Noise.

As a result, while we were buffing this ability with Recovery Aid, we've also had to moderately rework the whole ability.

OldNew
The Pokemon releases a calming scent to clear their allies' heads in battle.

The user and allies are unaffected by the moves Attract, Disable, Encore, Heal Block, Taunt, and Torment; and unaffected by combinations containing those moves.
The Pokemon releases a calming scent to clear their allies' heads in battle.

The user and active allies are unaffected by the conditions Infatuation, Psychic Noise, Sealed, and Taunt; and by the move Encore.

While it is the user's turn or the turn of an ally: The effects of the conditions Heal Block and Imprison are ignored.

The user and active allies have Recovery Aid 6.
:rapidash-galar:Pastel Veil
This ability is also limited to a pretty unusable Pokemon. You, of course, realize what that means.
What's one more gigabuff for the road?

OldNew
The Pokemon sparkles with an iridescent glow that banishes impurities.

The user and their allies are unaffected by Poison status.
The Pokemon sparkles with an iridescent glow that banishes impurities.

The user and their allies, including inactive allies, are unaffected by Poison status. (While this ability is in play.)

The user and their active allies have Recovery Aid 10.

This change allows Rapidash-Galar to function as a manner of auto-cleric for Poison, even in Singles content, which can have ramifications for future content or future metagames.

The large-value Recovery Aid is tacked on to ease Rapidash-Galar's statistical inferiority. Recovery Aid 10 is equivalent to a free held Leftovers in Singles, and it's even more effective than that in faster formats.
:alcremie:Sweet Veil
This ability is also being included in the Recovery Aid changes; but carefully, so as not to break a particular user.
There are several powerful Pokemon with this ability; and by "several" we mean exactly :tsareena:one competitively viable user that stands head-and-shoulders above the others.

To buff this ability for those other users, we have to tiptoe around what that one Pokemon lacks. So, we're giving this ability an effect that's powerful only in combination with a source of Recovery Aid. In the Recovery Aid ecosystem; this is a fairly important effect.

While we're here, though, we're still going to also give this ability the same bench-cleansing improvement that Pastel Veil received.

OldNew
The Pokemon releases a glucose-heavy mist around themselves, sending it and any ally into a forced sugar rush.

The user and their active allies are unaffected by Sleep.
The Pokemon releases a glucose-heavy mist around themselves, sending it and any ally into a forced sugar rush.

The user and their allies, including inactive allies, are unaffected by Sleep.

The original triggered effect of Recovery Aid, on the user or their allies, triggers "if the subject hasn't had their HP healed more than once this round", rather than its usual criteria.
:aromatisse:Healer
Much like Sweet Veil above, Healer has some very good users and some weaker users. This change aims to buoy up the latter Pokemon.
We're doing this by tying this buff to Recovery Aid as well. The only fully-evolved Pokemon to get Healer and a natural source of Recovery Aid is Aromatisse, the Pokemon we're targeting.

This change should also make the Recovery Aid provided by Power Band and Power Belt enticing for a handful of new users.

When we said, "one more gigabuff", that was purely rhetorical. There are more gigabuffs to go around.

OldNew
The Pokemon is swathed in a serene aura that allies can't help but feel relieved by.

When the user or an active teammate is inflicted with a Major or Minor status: Remove all other Major and Minor status from that Pokemon.
The Pokemon is swathed in a serene aura that allies can't help but feel relieved by.

When the user or an active teammate is inflicted with a Major or Minor status: Remove all other Major and Minor status from that Pokemon.

If the user or an ally, with no Major Status, would heal HP due to Recovery Aid; instead, they heal twice (x2) that much HP.

This was a tricky effect to template, especially to communicate "if the user with no major status" OR "if an ally with no major status". Referring to healing done by an effect of a condition on a specific Pokemon was also cumbersome to spell out, so we're hoping the current phrasing is clear enough. We may revisit this if we find a better templating later on.

At first, I had tried to phrase this ability in a way that limited it to "once per Pokemon per battle", but the wording was so tangled as to be unusable.
:ribombee:Honey Gather
Yet another Pokemon with a lot of savings left in their power budget. These changes are focused on emphasizing pivoting.
OldNew
This Pokemon emits a scent of sweet honey to lure in unwitting foes.

While the user is in play: Each foe's Evasion stage is reduced by one (1).
This Pokemon emits a scent of sweet honey to lure in unwitting foes.

Each foe's Evasion stage is reduced by one (1).

While it is a round where the user entered play: The user has Recovery Aid 12.

The removed text is redundant: The effects of abilities already only work while they're in play, unless they specifically say otherwise.

Honey Gather's only relevant user, Ribombee, will enjoy this large heal even if they've leaned on Draining Kiss or Roost during their round due to the changes to Sweet Veil.
:pajantom:Comatose
As a result of changes to Sleep, above, we're compensating this ability.
This is a good chance to rope a strong physical attacker and pivot into the new Recovery Aid ecosystem, as well.

OldNew
The Pokemon exists in a constant state of drowsiness that resembles sleepwalking.

The user is always Asleep.

The user can attempt actions while Asleep.

If the user would heal HP or En due to an effect of Sleep; instead they heal half that amount, rounded down.

The user is unaffected by non-Sleep major status.
The Pokemon exists in a constant state of drowsiness that resembles sleepwalking.

The user is always Asleep, and always has Recovery Aid 6.

The user can attempt actions while Asleep.

The user is unaffected by non-Sleep major status.
:venusaur:Type-Pinch Abilities
These abilities have always been niche; rarely boosting more than one attack in a battle. This change makes them relevant sooner.
OldNew
The Pokemon turns to their inner serenity and calm in a pinch.

When the user attacks with a Grass-type attack, while the user's HP is at or below a third of their maximum HP (x1/3): Give that attack a Power Bonus of three (3).
The Pokemon turns to their inner serenity and calm in a pinch.

The user's Grass-type attacks deal more damage with hits, based on the user's HP:
● More than half: Two (2) more damage.
● Half or less: Four (4) more damage.

Blaze, Torrent, and Swarm mirror this change.

This a weird way to raise damage, only shared with the type-boosting items such as :charcoal:Charcoal. We arrived here from a process of elimination:
  • The goal of the change was to make these abilities relevant to :infernape:Infernape and :feraligatr:Feraligatr, who already feature Power Bonuses from abilities; so further Bonuses were out.
  • Increasing Attack and Special Attack ranks while attacking with the relevant type would have ran in to issues with complex templating. (Even more than this one!)
  • Due to :smokomodo:Smokomodo and :scizor:Scizor having Technician, directly raising the power of the moves was out. Also, this approach has consistently created confusion with Power Bonuses in the past.
  • Even this increase still conflicts with :lokix:Lokix's Tinted Lens. But you should try out Lokix anyway.
I considered having each of these four abilities tack on a different benefit, but it was hard to find four different roughly-equal effects that both suited their four types, and served each of their users well. So instead, I went with a smaller damage increase even when the user's HP is high. It seems thematic to encourage the starters (and Swarm users) to use their defining STAB type.
:fidgit:Frisk
This ability removes most item decisions from the game, and many of the users quite playable without it. We're weakening this ability while trying to increase its interest.

Update 2024-Mar-28 @ 03:11 UTC (still unsure how best to convey patch-adjusting adjustments here)
Based on feedback received
This is a new type of template, that kind-of-sort-of borrows from Trace, without creating a new post including creating a new post. We're trying it out with Fling first It caused problems with players getting perfect information when sending out into an opponent whose item is known.

OldPatchPost-Patch
The user can quickly identify the items held by opponents, and potentially sabotage them.

The user is unaffected by Natural Gift and by Fling.

While the user is being attacked: The effects of the attacker's held items are ignored.

While the user is attacking: The effects of defenders' held items are ignored.
The user can quickly identify the items held by opponents, and potentially sabotage them.

The user is unaffected by Natural Gift and by Fling.

As the user's trainer sends the user out, they may name up to two (0-2) different item names.

The effects of items, that were named when the user was last sent out, are ignored.
The user can quickly identify the items held by opponents, and potentially sabotage them.

The user is unaffected by Natural Gift and by Fling.

At the beginning of battle: The user's trainer may name up to three (0-3) different item names to be noted on this ability; after which, scheduled posts resume.

The effects of items, that were noted on this ability, are ignored.
(For each instance of Frisk on your team, you may name the same items or different items.)

Weakening the ability from "ignore almost all items" to "only ignore two three items" is a huge nerf. We're hoping, though, that attempting to read your opponent's plans, and target their two three best items against you, will be more entertaining for both players involved.

...Or their three four best items, as the case may be. :grimmsnarl:
:politoed:Damp
Politoed has ruined everyone's fun. We're moving the ability-doubling effect to Ability Shield, and leaving a slightly weaker replacement.
The main catalyst for this change was so that we didn't have to worry about Pokemon doubling up on abilities gained from items. We've found this to be a very dangerous interaction to have running around.

OldNew
The Pokemon exudes a moisture into the air that inhibits explosive reactions.

Opposing Pokemon can't execute self-sacrificing moves that have a BAP.

Opposing Pokemon can't execute Mind Blown.

While the Weather is Rain, or while an active Pokemon has Air Lock or Cloud Nine: Damp also has the effect text of each of the user's other Abilities.
The Pokemon exudes a moisture into the air that inhibits explosive reactions.

Opposing Pokemon can't execute Mind Blown or self-sacrificing moves that have a BAP.

Power Bonuses granted to the user's attacks, while the Weather is Rain, are increased by two (2).

While the user is Golduck: The battle has Rain. (In addition to other Weather.)

The text referencing Air Lock and Cloud Nine was removed because it didn't work: Ally Weather-blocking abilities would block it anyway, and the user's own Weather-blocking ability would allow it to work in Rain anyway.

Since this change obliterates Golduck's envisioned gameplan of doubling abilities copied by Role Play, we're adding some text specific to Golduck to give them a much-needed niche of their own.

Also, this compensates poor :swampert:Swampert for nerfing Bide yet again.
:delibird:Vital Spirit
We're making this half of the paired effect Delibird-specific.
We're not making the effect of Insomnia specific to Delibird at this time, but we have our eye on it.

OldNew
The Pokemon is restless and doesn't stay in the same spot for too long.

The user is unaffected by Sleep.

When the user enters play, if the user has Insomnia: The user's Defense, Special Defense, and Speed stages are increased by two (2) for the user's next four (4) turns.

(See Insomnia for its interaction with Vital Spirit.)
The Pokemon is restless and doesn't stay in the same spot for too long.

The user is unaffected by Sleep.

When the user enters play, if the user is Delibird: Raise the user's Defense, Special Defense, and Speed stages by two (2) for the user's next four (4) turns.

(See Insomnia for its interaction with Vital Spirit.)

We also took this chance to update the templating, too.
:swampert:Bide
We've mostly liked how the new play pattern for this move has shaken out, but it is hitting too hard too easily.
We're reducing the damage multiplier from x3/2 to x4/3, and we're making the "attacking version" of Bide have negative priority so that more Pokemon can deal with it effectively.

OldNew
The user braces themselves to take incoming punishement. On later uses, they unleash the stored energy as well.

When the user completes this move: Grant the user a unique status called Biding, until they complete an attack, with the following effect:
● When the user takes damage from a hit: Add the amount dealt to the amount noted on this condition.
● The user's Bide targets the last Pokemon to hit them, rather than themselves.

This move deals fixed damage.

Bide's BAP is equal to the total amount of damage noted on Biding conditions on the user, times one and one-half (x3/2).
(Until Bide is "started", this is typically zero.)
The user braces themselves to take incoming punishement. On later uses, they unleash the stored energy as well.

When the user completes this move: Grant the user a unique status called Biding, until they complete an attack, with the following effect:
● When the user takes damage from a hit: Add the amount dealt to the amount noted on this condition.
● The user's Bide targets the last Pokemon to hit them, rather than themselves.
● The priority of the user's Bide is -1.

This move deals fixed damage.

Bide's BAP is equal to the total amount of damage noted on Biding conditions on the user, times one and one-third (x4/3).
(Until Bide is "started", this is typically zero.)
:alakazam:Light Screen
We're flattening the "curve" of Screens, allowing them to be highly effective in larger formats.
Our thinking is that with two or three opponents in play, the likelihood of having an opponent that can remove the Screen increases. Also, these moves can help reduce the lethality of larger formats and slow them down somewhat.

We're also happy to have the chance to slightly simplify these moves, since they're Move Level 0.

And, though this is a small factor, we no longer feel the need to "upsell" the use of Screens with larger Defense numbers, now that their strength has become well-accepted by the playerbase.

OldNew
The user raises a paling of light that protects their team from Special moves.

Create a Screen field condition named Light Screen on the user's team, for a number of steps equal to the user's Special Defense rank, with the following effect:
● While a member of the affected team is being attacked with a Special attack: That member's Special Defense rank is always at least 14, minus the number of that team's members in play.
(13 for one member in play, 12 for two members in play, and so on.)
The user raises a paling of light that protects their team from Special moves.

Create a Screen field condition named Light Screen on the user's team, for a number of steps equal to the user's Special Defense rank, with the following effect:
● While a member of the affected team is being attacked with a Special attack: That member's Special Defense rank is always at least 12.

Reflect, Aurora Veil, and G-Max Resonance mirror these changes. In addition, the latter two now create their screen for a fixed duration of six (6) steps.
:snorlax:Rest
We're rephrasing this effect to ensure that Restful Sleep remains restful, given the Sleep changes above.
The user bunkers down to sleep and rest, rejuvenating themselves in the midst of battle.

(If the user's HP is full, or if the user is unaffected by Sleep, this move can't execute.)

Remove all Major Status from the user; then, inflict Sleep on the user for their next two (2) turns, with the following additional effects:
● When this condition is created: The subject heals 20 HP, as a recovery.
● Restless markers can't be placed on the subject.
● The subject is unaffected by non-Sleep Major Status.

(Sleep typically can't be created on a Pokemon that is already Asleep.)
The user bunkers down to sleep and rest, rejuvenating themselves in the midst of battle.

(If the user's HP is full, or if the user is unaffected by Sleep, this move can't execute.)

Remove all Major Status from the user; then, inflict Sleep on the user for their next two (2) turns, with the following additional effects:
● When this condition is created: The subject heals 20 HP, as a recovery.
This condition's triggered effect to discard itself can't trigger.
● The subject is unaffected by non-Sleep Major Status.

(Sleep typically can't be created on a Pokemon that is already Asleep.)
:ability shield:Ability Shield
We're upgrading this niche item with a pair of experimental effects.
"Can't be ignored" is a frighting piece of effect text, but we're trying it here anyway. If we end up having to walk that change back in the future, so be it.

OldNew
A charming badge shaped like a shield.

The holder's Abilities can't be changed by the effects of other Pokemon; also, the user can't be given Abilities by the effects of other Pokemon.
A charming badge shaped like a shield.

The holder's Abilities can't be changed or ignored by the effects or conditions of other Pokemon; also, the user can't be given Abilities by the effects of conditions created by other Pokemon.

When the holder is attacked, while the holder has one or fewer Abilities: Give that attack a Power Penalty of two (2).

To be frank, this change precluded any buff to Sticky Hold. Having an ability and item, that make each other immune to disruption, would become an immediate issue if the item involved had relevant upside—which this item now has.
:assault vest:Assault Vest
We're easing this item's restriction to open up the defensive item space even more.
OldNew
A protective vest so thick, it makes certain movements impossible.

The holder can't attempt non-damaging actions.

Raise the holder's Special Defense Rank by one-half (x1.5), rounding up.
A protective vest so thick, it makes certain movements impossible.

When the holder completes a non-damaging action: Place an Entrench marker on this item until it is dropped or transferred.

While this item has an Entrench marker:
The holder can't attempt non-damaging actions.

Raise the holder's Special Defense Rank by one-half (x1.5), rounded up.
:dowsing machine:Barometer
Rather than tie this item's balance to four different abilities with uncertain balance futures, we're carving it a niche of its own.
OldNew
(Represented with :dowsing machine:)
A tool used to take detailed measurements the speed and direction of the winds.

The holder has the abilities Ice Body, Rain Dish, Sand Force, and Solar Power in addition to their other abilities.
(A Pokemon can't have more than one "copy" of an ability.)
A tool used to take detailed measurements the speed and direction of the winds.

While a Weather is in play: The holder has Recovery Aid 6.

This item also has the effect text of each Weather in play that was created by the holder.

The Recovery Aid de-synergizes with Pelipper's Rain Dish and Vanilluxe's Ice Body; but the former prefers a pivoting consumable like Focus Sash and the latter prefers a damage item such as Choice Specs anyway. It's okay for this item to disfavor certain auto-setters.
:razz Berry:Stage-Converting Berries
In a bid to make these Berries worth considering, we're making them simply grant additional stages, rather than convert them.
This table cost me so much character count.

BerryOldNew
:razz berry:
Razz Berry​
If a move's effect would raise the user's Attack by an amount; instead, that effect raises the user's Attack and Special Attack stages by the same amount each (for the same duration), and the user consumes this item.When the user's Attack stage is raised: Raise the user's Attack, Special Attack, and Speed stages by one (1) each for the user's next three (3) turns; and the user consumes this item.
:bluk berry:
Bluk Berry​
If a move's effect would raise the user's Defense by an amount; instead, that effect raises the user's Attack and Special Attack stages by the same amount each (for the same duration), and the user consumes this item.When the user's Defense stage is raised: Raise the user's Attack, Special Attack, and Speed stages by one (1) each for the user's next three (3) turns; and the user consumes this item.
:nanab berry:
Nanab Berry​
If a move's effect would raise the user's Special Attack by an amount; instead, that effect raises the user's Attack and Special Attack stages by the same amount each (for the same duration), and the user consumes this item.When the user's Special Attack stage is raised: Raise the user's Attack, Special Attack, and Speed stages by one (1) each for the user's next three (3) turns; and the user consumes this item.
:wepear berry:
Wepear Berry​
If a move's effect would raise the user's Special Defense by an amount; instead, that effect raises the user's Attack and Special Attack stages by the same amount each (for the same duration), and the user consumes this item.When the user's Special Defense stage is raised: Raise the user's Attack, Special Attack, and Speed stages by one (1) each for the user's next three (3) turns; and the user consumes this item.
:pinap berry:
Pinap Berry​
If a move's effect would raise the user's Speed by an amount; instead, that effect raises the user's Attack and Special Attack stages by the same amount each (for the same duration), and the user consumes this item.When the user's Speed stage is raised: Raise the user's Attack, Special Attack, and Speed stages by one (1) each for the user's next three (3) turns; and the user consumes this item.

2,640 characters, just for this table. Did you know we only get 65,000 of those per post?
:sticky barb:Sticky Barb
Following with Frisk's nerf, it's not reasonable for a single item to blank the majority of opposing items and have upside on top of that.
We had looked at ways to make item removal slightly more costly, or to be more specific, make the decision between facing a matchup with or without items more meaningful. We considered insulating Sticky Hold against this item, even, but decided that would be unwise.

OldNew
A menacing metal sphere covered in hooked barbs. It can cause injuries that make it difficult to hold items.

When the holder completes an attack, if the holder made contact with any defenders: Destroy this item. Then, if this item was destroyed, create a unique status named "Barbs" on the first defender the holder made contact with until they leave play, with the following effects:
● The subject can't hold items, except immutable items.
● At the end of the step: The subject takes two (2) damage.
A menacing metal sphere covered in hooked barbs. It can cause injuries that make it difficult to hold items.

When the holder completes an attack, if the holder made contact with any defenders: Destroy this item. Then, if this item was destroyed, create a unique status named "Barbs" on the first defender the holder made contact with until they leave play, with the following effects:
● The subject can't hold items, except immutable items.

We instead chose to reduce the payoff for removing an item with Sticky Barb. Presumably, the user is already happier to go itemless than the victim. There's no real reason for the item to also inflict regular Poison, incurable by most means except switching, with near-guaranteed success.
 
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I suppose I should record these properly.


New Playable Facility: The BBP Contest Hall Spectacular!

1711981719923.png


In this brand-new Advanced Facility, take the role of a Coordinator and bring your single competitng Pokemon to fame and stardom!

To make the most of this facility, we've prepared some helpful tools:
  • The main forum has a tag "Contests", that should be used for all non-Event Contest threads. A link that filters the main forum to show recently-updated contests can be found right here.
  • In the Profile Maker, we've prepared a "Contest Movepool Viewer", that you can import or approximate in your own sheet. This should be helpful in planning your Contest strategy!
    1711981980606.png
  • We'll be updating the Battle Tower with language that allows players to run their own, Casual contests with the same rewards as a normal Tower battle.
  • Try to coordinate with other players to play Pinnacle (Level 4) content, which awards the :comet shard:Comet Shards and :star piece:Star Pieces needed to enter high-Level Contests! Speaking of...

Advanced Facility Incentives
We currently have two Advanced Facilities under construction: The Battle Pike and the Legend Gauntlet. We also have one further facility underway, though it may either end up as an Advanced Facility or a progression facility.

We're hoping to drive traffic to Pinnacle content because we believe them to be the apex of what makes BBP interesting: Teambuilding, risk evaluation, commital decision-making, rare collectables, and more.

To spur this traffic, we're going to be adding :comet shard:Comet Shards and :star piece:Star Pieces as rewards to the following content:
  • The BBP League Circuit (including this month!)
    • Referees will be paid a :star piece:Star Piece for reffing these battles to completion, and another for doing so promptly (without crossing DQ).
  • Level 4 Singles Realgams (:garchomp:Cynthia, :incineroar:Kukui, :dialga::palkia:Adaman or Irida, :genesect:Colress, :reshiram:N, :kyurem-black:Ghetsis)
    • Challengers will be paid a :comet shard:Comet Shard at the 2/3rd Milestone, and another at the 3/3 (victory) Milestone.
    • Referees will be paid 2 :star piece:Star Pieces for reffing these challenges to completion.
  • Level 4 Doubles Realgams (:tyranitar-mega::metagross-mega:Evice + Nascour, :infernape::regigigas:Barry + Palmer)
    • Challengers will be paid a :comet shard:Comet Shard for each of the 2/4th, 3/4th, and 4/4th Milestones, for a possible total of 3.
    • Referees will be paid 3 :star piece:Star Pieces for reffing these challenges to completion.
  • Pinnacle Raids (:machamp-gmax::gengar-gmax:Procession, :groudon::kyogre:Colossi, :unknown:Enigma)
    • These will pay less generously than Realgam, reflecting their relative ease.
  • Pinnacle Safari (:walking wake::iron leaves:Ground Zero, :unknown:World Peace, :unknown:Longing Abyss)
    • The challenger will likely earn less Comet Shards for these challenges than for Realgams, if they're found to be easier.
    • Referees can likely expect similar pay to Realgams, reflecting the high amount of bookkeeping asked of them.
  • Pinnacle Tree (pinnacle tree)
    • ask nightblitz what pinnacle tree will look like first
All of these changes are in addition to any existing rewards, rather than replacing any.

We're hoping, with this change, to incentivize players with access to Pinnacle content to have an attempt running most of the time, in at least one facility, while they level their Pokemon elsewhere.

We don't expect the Contest Hall to be able to destroy all of these Comet Shards and Star Pieces all on its own. Instead, we'd like to get a feel for how many of these pieces players end up accumulating, and use that information to price Pike and TLG. We expect both of these facilities, but especially Pike, to be burdensome to referee; so gating these facilities behind Advanced Currency will help spread out potential challenges and ensure we aren't asking our referees for more work than they can handle.


Upcoming BBP Work that I owe
With the Contest Hall and the last big Event of the (event-relative) year launched, my big period of crunch for the season is over with. We won't be seeing another large-scale Celebration Event until October 2024.

In the meantime, I hope to finally catch up on CAP Data Pages, finish revising the remaining un-updated Raids, and maybe even enjoy playing my own game.
 
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May Major Update

This patch will be effective on May 1st UTC, except in ongoing seasonal events.

You'll hopefully forgive me for getting this out a little close to the month rollover.​

:sv/conkeldurr:
Update Updates
We're going to start trying to consolidate changes into major patches, much like this one, with the intention of giving the game more stability. Players should be able to buy and level Pokemon assured (mostly) that they'll function as they do for some amount of time.

To repeat myself from chat, we wanted "planet patches" that soak up and absorb what would otherwise have been a near-monthly scattering of "asteroid patches". This should also help prevent returning players from being too overwhelmed by slews of changes.

And frankly, this should also help players get over themselves and find counter-strategies between major patches, instead of just complaining and hoping the next monthly patch catches it. :swole:
  • Timing: We hope to make these effective in January, May, and September; dividing the BBP year into even thirds.
  • League Circuit: We expect to run plain League Circuits on patch months; saving us a little labor and letting players take the new changes for a spin in a clean environment.

:sv/duraludon:
Tower Bounties
New in this update, we're adding a feature to the Battle Tower tentatively called "Bounty Offers", where players can stake items or currency on their casual battles; up to a certain size.
Bounty Offers let players (and moderators) sweeten the pot for prospective challengers and refs, in order to get their silly custom matches actually played.

You may post your match with a Victory prize, a Completion prize, or both.

To post a custom match with Bounty Offers, post in the Prize Claim tower what prizes you are staking, and then post in the Battle Tower with the staked prizes.

For each type of prize (Victory and Completion), you may offer:
  • Up to 5 TC, 5 RC, and/or 10 JC, and/or...
  • Up to 2 Purchasable Items.
You can only offer Bounty Offers for matches with:
  • No more than two trainers,
  • Team Sizes of no more than 3,
  • Step Counts of no more than 3, and
  • Recovery and Chill counts no greater than the default.
  • (maybe any future restrictions we forgot)
Abuse of Bounty Offers (e.g. forfeits found to have intent to win-trade) will be moderated.

Speaking of moderation, we're reserving the ability as moderators to create Bounty prizes ex nihilo. That was the original intent of this feature—frankly, we intend to limit-test possible balance changes by putting treats on the battles. The rules above are an expansion of that concept, intended to let players sculpt their own, home-brew events or special battles using the custom battle features.

Why only "tentatively called"? Because maybe, someday, we'll have a mechanic for putting bounties on powerful players. I can dream...
Alongside this change, we feel we can finally allow users to self-ref their own casual battles and contests; except for those with Bounties. Staking an offer for your own victory or completion is a little nonsensical.


:sv/tapu-bulu:
Terrain Updates
We're making a pass to offer each Terrain more Pokemon that synergize with that Terrain, to spice up teambuilding and Terrain control.

Rather than another rote "add text to abilities on under-loved Pokemon until they're good" balance pass, we're looking to add some more interest to common match situations. Also, instead of adding more text to moves and creating more landmines, we're targeting Abilities—it is much less burdensome to research the Abilities that are affecting a match than it is to research the moves that could affect it.

It's not the intent of these changes for players to have to make dedicated Terrain teams. Some players have wanted to, though, and we felt it safe to give them more options for those teams. Our hope is that players will find themselves making a team with Terrain qualities, and it might influence the last member they choose for their team, or they might decide the theme is helpful and pivot their team-in-progress to embrace it.

I'm sure everyone intuits that "standing in [terrain name]" means "is Standing, and the current Terrain is [terrain name]", right? Glad we're on the same page.
For :tapu koko:Electric Terrain:
This Terrain already has powerful Future Pokemon as in-theme users, not to mention strong Rising Voltage attackers like Raichu(-Alola) and Xurkitree. However, it has rather middling effects and setters.

Instead of trying to increase the power of this theme by buffing the Terrain itself, we're trying to bring in some fringe-playable Pokemon to offer new typings and playstyles to the theme.

AbilityOld Partial TextNew Partial Text
:probopass:
Magnet Pull
Opposing Steel-type Pokemon can't be declared for manual switching during Switching Phases.Opposing Steel-type Pokemon, and opposing Pokemon standing in Electric Terrain, can't be declared for manual switching during Switching Phases.
:voodoom:
Lightning Rod
When the user enters play or gains this ability: Raise the user's Special Attack stage by one (1) for their next three (3) turns, or for their next six (6) turns if they are Electric-type.When the user enters play or gains this ability: Raise the user's Special Attack stage by one (1) for their next three (3) turns, or for their next six (6) turns if they are Electric-type or are standing in Electric Terrain.

(we should probably look at cleaning up that enters-play phrasing when we find time)


For :tapu bulu:Grassy Terrain:
This Terrain is probably the most usable on its face. It has meaningful offensive and defensive applications that a wide but finite group of Pokemon, helping a variety of typings. The recovery over time also helps cultivate a specific bulky-offensive playstyle for the theme.

Because the theme already helps a variety of Pokemon in powerful ways, we're offering fewer improvements compared to the other Terrains. Including Sap Sipper, alongside the Ground-weak Pokemon and Grass-type attackers the theme already supported, is already enough.

Goodra-Hisui was already a very strong recipient of Grassy Terrain support, but we expect that players will be up to the task of dealing with it.

AbilityOld Partial TextNew Partial Text
:eldegoss:
Cotton Down
After the user is hit: Lower the Speed stage of each other Pokemon in play by one (1) for their next three (3) turns.When the user is hit, or when the user is healed by Grassy Terrain: Lower the Speed stage of each other Pokemon in play by one (1) for their next three (3) turns.
:florges:
Flower Veil
Grass-type allied Pokemon (including the user, if applicable) are unaffected by Major Status, and their stat stages can't be lowered.The user, as well as Grass-type teammates and teammates standing on Grassy Terrain, are unaffected by Major Status, and their stat stages can't be lowered.
:goodra-hisui:
Sap Sipper
---If the user would be healed by Grassy Terrain; instead, the user is healed for twice (x2) that amount.


For :tapu lele:Psychic Terrain:
This Terrain is quite powerful in a generic sense. The priority protection ends up mattering in BBP more often than many players expect. While it doesn't insulate extremely frail sweepers from one-shots the way it does in the source games, it does stop extremely common forms of disruption like Fake Out and Prankster users.

As a theme, though, players have found it unsatisfying. Unlike the source games, it doesn't particularly support frail statlines, and instead exists as a niche utility effect. We're lassoing the Analytic users to give these theme a satisfying offensive direction.

We're also supporting a large group of Psychic-type and legendary Pokemon by including Telepathy as a defensive option.

AbilityOld Partial TextNew Partial Text
:magnezone:
Analytic
When the user attacks a Pokemon that has already taken a turn in this step: Give that attack a Power Bonus of two (2).When the user attacks a Pokemon that has already taken a turn in this step, or a Pokemon that is standing on Psychic Terrain: Give that attack a Power Bonus of two (2).
:gardevoir:
Telepathy
---The user is unaffected by multi-target attacks used by opponents standing in Psychic Terrain.


For :tapu fini:Misty Terrain:
Lastly, this Terrain is used strictly for its utility. Rather than supporting any particular Pokemon, players use Misty Terrain to equip Berserk Gene to its setters, or to counterplay PvE content that involves major status. In theory, this ability is counterplay to Guts, but I don't think I've ever seen it come up in a relevant match.

We're roping in a few abilities that imply Fairy-like qualities. As much as I would have liked to include Prankster for strong flavor... Well, let's not kid ourselves.

Magician and Infiltrator both lasso a large variety of viable non-Fairy Pokemon for consideration, helping to make Misty Terrain relevant to teammates other than the setter. As a reminder, Misty Terrain still strongly supports Pokemon with stat-stage synergy thanks to Berserk Gene. You can still use it to support Bibarel, just like you always wanted.

Chilling Neigh and Grim Neigh are included here mainly as flavor, but their presence in the backwar should lend greater threat to Misty Terrain strategies.

We would have liked to tie the Fairy-type more, but their abilities are very diverse and there isn't a clear throughline. We thought about naming "Veil" abilities as a group, but they were all recently buffed with effects relating to Recovery Aid.

AbilityOld Partial TextNew Partial Text
:delphox:
Magician
---While the Terrain is Misty Terrain: The user can hold any number of items not owned by their team, in addition to their other held items.
:dragapult:
Infiltrator
While the user is acting: The effects of the Decoys of other Pokemon are ignored; also, the effects of other teams' Screens are ignored.While the user is acting: The effects of the the following conditions are ignored:
● Decoys on other Pokemon.
● Screens on other teams.
● Defense Aid and Bonus-Proof on opponents standing in Misty Terrain.
:glastrier:
Chilling Neigh
When an opponent Faints, even while the user is inactive: Raises the user's Attack stage by one (1) for their next six (6) turns.When an opponent Faints, even while the user is inactive: Raises the user's Attack stage by two (2) if that opponent was standing on Misty Terrain, or by one (1) otherwise; for their next six (6) turns.

:spectrier:Grim Neigh mirrors the change to Chilling Neigh. Because :calyrex-ice::calyrex-shadow:As One grants the fused Pokemon's component abilities, it too mirrors this change.

:sv/xatu:
Future Update Radar
We're going to hold off on major revisions until September (or, technically, very late August). This gives you players a clear timetable to try things out without worrying about anything but bugfixes or content releases.

Several pieces of work have our attention for the September Major Update, including the following:
Order-Easing Work: We plan to start attacking the sheer volume of labor involved in making an order post in battle, with a multi-pronged approach:
  • The main object of attack is "lookup fatigue", wherein players quickly become overwhelmed by the amount of research required to post a set of orders.
  • "Landmine" moves—moves that are easy to overlook and are very punishing—and the danger they present will be audited for clarity.
    • Counter and Mirror Coat exemplify the desired level of clarity.
    • +3 priority Spotlight combos exemplify the very obtuse dangers we want to be rid of.
    • An example (and just an example) of a change we might make is to make Bide +1 priority again, but disallow re-use in the same round. This makes it a very dangerous move again, but telegraphs that danger in a way players can respond to.
    • Another component of telegraphed dangers will involve the Abilities of Pokemon in play. You'll likely see some of the removed complexity be re-homed onto Abilites, such as with the Terrain work above.
    • To wrap this up in a catchy, quotable bow: We want to move some lurking dangers out of the move list, and on to the playing field.
  • We'll have to have a long, difficult talk at how best to preserve Combos, without making players research every move known by every Pokemon in play, using a tool, every round.
    • Combos are an integral part of BBP's identity as a game... and the greatest source of lookup fatigue.
    • Several players cite spending upwards of an hour (or more!) in the Combo Finder, every time they post orders, looking for ways their opponent could turn the tables on them.
    • If Combos end up being written or chosen in advance; the rules for making Combos could be made more permissive. This would reduce their complexity and lead to more individually powerful Combos.
    • Something will have to give, regarding these. Pokemon today are starting to know as many moves as Mew could know in early generations, and that number will simply keep growing.
Our hopes for easing orders: This pass is part of an effort to let us tighten the game in several ways:
  • We'd like to make DQ timers more strict overall, to keep progress moving. In particular, we'd like to switch more things to Hours, since players seem to have more respect that system. We can't do this unless we first make it easier to order.
  • We'd like fewer matches to be decided by single, backbreaking errors that set them further back than they can possibly recover. The game should be balanced around players, not perfect theoretical trainers.
    • This is a vague, vibes-based statement. A concrete example would be making it more difficult to completely evade a full round of opponents' actions.
Problem Effect Work: We plan to revise several effects that we believe have gotten away from us and are doing more harm than good, including repeat offenders like Pressure.

Recovery and Chills Work: We're clearly straining the limits of what Recoveries and Chills do to limit the length of a match. I'd like to find a more comprehensive solution that allows me to give out healing effects more liberally, without these effects being overbearing when piled together.
  • This work might involve some kind of "wound damage", rebranded to be more in-flavor for Pokemon, that limits how much total HP a Pokemon can recover. This would result in players only needing enough healing in their team to "hit cap", as it were.
  • This work might instead involve limiting how many times a Pokemon can heal each turn, step, or round.
  • It might also involve something else entirely. This is high-concept work that's only just now being explored.
  • The main impetuous is wanting to be able to give out small amounts of healing in buffs, not unlike the Sap Sipper change in Terrain work, above.
Problem Rules Work: As implied in this feedback-seeking post, we'd like to do work to trim unintuitive portions from rules.
  • For example, we find many players struggle with trigger sorting—asking "does Weakness Policy beat Knock Off?" every week or so. This may involve new terms for trigger phrasing ("When event, before other triggers" or similar), an audit of trigger criteria (Knock Off could trigger upon "completing this attack"), and/or other approaches.
  • We'd like input for rules that users do and do not find intuitive; so we know what we can safely keep and what's working well.
  • As a rule of thumb, if you handle an interaction correctly without having to refer to a rule very often, it is probably intuitive to you.
Event Work: We plan to do a pass through all of the past events; balancing their rewards and costing them appropriately.
  • This work involves deciding what an appropriate relationship with rerunning old Events looks like—should players be grinding these for repeatable rewards? Re-running events they previously failed? Should the past Events be an important checklist of rewards for new players to chew their way through (frontloading important rewards for new players), or should they be somewhat inferior to progression content (so that running them is merely nice)?

:sv/pikachu-pop-star:
Contest Changes
We thank you all very much for enjoying the Event "The Inevitable Victory of Stella Magna!" That victory sure was inevitable, wasn't it?

We'll be making the following small adjustments to Contests in order to keep it interesting:

Orders
The contestant ordering last will now receive two (2) orders to appeal with, rather than one (1). Ordering in the middle should be worse than ordering last.

Grassy Terrain
This move will be given a Contest effect matching that of the other Terrain-setting moves:

OldNew
Beautiful | ?? Appeal | -- Jam | No tags
The contestant coats the floor in a fluffy layer of grass.

This move's Appeal is equal to thrice (x3) the number of fully calm Judges.
Beautiful | 3 Appeal | -- Jam | No tags
The contestant coats the floor in a fluffy layer of grass.

This round, the Contest gains: Moves with "Leaf", "Vine", or "Petal" in their names are Sensations. (From any contestant.)


Playable Content
We, of course, have new pinnacle content to sink your teeth in to in this patch.

ryuki.png

A new hard-rockin' challenger awaits!

Rock Star Ryuki (Level 4) will be available in the Realgam Tower for your challenge soon after this post goes live!

This hard-hitting heavy-metalist has a pair of unexpected Pokemon in tow! Can you stand the mosh, or are you about to become their rug?
 
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July Minor Update

This patch will be effective in all future challenges.
(There are no balance changes to players' Pokemon in this patch; only new or revised PvE opponents; or revisions to new battles.)​

:sv/celebi:
Round Hours and Battle Hours
Based on their success as a mechanic in the League Circuit, we're going to expand the system of Round Hours and Battle Hours to facility challenges!

Even if players are late just as often as they are now; so long as they start using absence tools more (Iceboxing / Referee Assist) and communicating with each other I will consider this change a success.

These rules, and rules for iceboxing and referee assist, have been written into the relevant sections of 12.x. We encourage players to scrutinize these sections after this patch goes live, and offer feedback in the usual places. (I may have missed a mention of "DQ Time", for example.)
For each whole hour that passes, while it's a given user's turn to post, that user loses 1 Hour from their relevant pool.
  • Players and referees each typically have 72 Round Hours (3 days). These are spent first, and refresh at the end of each round.
  • For each battle in a challenge, players typically have 72 Battle Hours (3 days), and referees typically have 120 Battle Hours (5 days). For challenges with multiple battles, such as from the Battle Tree, these refresh at the end of each battle within the challenge.
Compared to the League Circuit's 24 / 72 time limit, we expect players will find 72 / 72 to be much less restrictive, even though the Battle Hours are the same. A player who checks in on BBP and posts every three days, would never touch their Battle Hours at all!

Currently-Ongoing Challenges will continue using whatever DQ rules they started with. Hours will only be applied to newly-created challenges, starting after this post.

Running out of Hours
If a player runs out of Battle Hours, the referee is to re-queue that player by returning the player's challenge to the bottom of the relevant facility's queue.
  • The referee who issued the the re-queue may reclaim the challenge once it becomes available in the queue, if so desired.
  • When the player's challenge is taken by a referee later, the player is given 48 Battle Hours.
  • If a player runs out of Battle Hours a second time in the same challenge, the referee is to disqualify ("DQ") that player. Their continued tardiness is to be taken as a motion to forfeit the challenge.
If a referee runs out of Battle Hours, the referee is referee-disqualified ("ref-DQ'd") from the challenge. The player is to re-queue their own challenge, returning it to the top of the relevant facility's queue.
  • Subsequent referees to take that takes that challenge will have 72 Battle Hours (3 days).
  • The challenge can't be taken by the last referee to be DQ'd in that challenge. (That referee would have to take the next challenge after in the queue.)
  • Referees are encouraged to keep their workload within their abilities and to leverage Referee Assist.

:sv/slowking:
Referee Whitelisting
Informally, we've maintained "whitelists" of referees found in good standing with BBP. These lists were maintained by individual facility owners, and contained users who those owners felt were capable of reffing that facility.

Now, we're using this as a foundation on which to build a new system to reward our most punctual and responsible referees with extra privileges and rewards.

Starting on September 1st UTC, whitelist status will be necessary to referee Level 4 challenges.
Whitelisted referees can ref Level 4 challenges, and thus whitelist status permits players to earn :star piece:Star Pieces from more sources than just Events.

Non-whitelisted referees can ref Circuit, but whitelisted users will be preferred when possible.

Users can seek whitelist status by submitting completed reffings, in which they themselves are timely (using no Battle Hours), in the Referee Whitelist Submission thread.

Moderators and approvers will be vigilant for ref-DQs of whitelisted users, and will tally them on the whitelist. Whitelisted referees can submit a complete and timely reffing, that finished after they received their strike, for each strike they would like to remove.

Referees that accumulate three strikes will be removed from the whitelist. Once removed, the referee can re-attain whitelist status by submitting new, complete, and timely reffings, just like they did before.

We recommend that referees make use of Referee Assist to avoid being ref-DQ'd. (See 12.7b "Referee Assist")

:sv/stoutland:
Introducing: Lifelines
Starting in this update, we're introducing the Lifeline mechanic—a set of special resources offered in difficult ventures to help players bounce back from defeat, albeit with reduced rewards.

Essentially, your goal is to avoid having to use them. Your referee's goal, in part, is to push you to the point that you must use Lifelines or lose.

For example, you may see the following text at the top of the new Pinnacle Raids:
Lifelines - 2
(Each round where you order first, you may use a Lifeline before your orders; but doing so worsens your rewards. Braggarts can't use Lifelines.)
:revival herb:Lifeline Cleanse - Remove all conditions from your Pokemon.​
:black glasses:Lifeline Taunt - On each Boss, create the unique condition created by Taunt until the end of the round.​
:fluffy tail:Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.​
:revive:Lifeline Revive - Remove Fainting from one of your inactive Pokemon; and if you do, set their HP and Energy to 50.​

If you choose to use a Lifeline, you'll say so in your order post, before any orders for your Pokemon. Its effect will be followed as an instruction at the end of the Ordering Phase.

Only Level 3 and Level 4 ventures have Lifelines as of this update. We believe that Level 1 and Level 2 ventures are already accessible.

Lifeline Uses, and the reward for retaining them, will be based on the venture's Level:
  • Level 3 challenges will offer 1 Lifeline Use, and will offer bonus EXP for retaining it.
  • Level 4 challenges will offer 2 Lifeline Uses, and the Technique or special Pokemon on offer will scale depending on uses retained.
Each Lifeline can only be used while ordering first, and each can be used once per challenge. (They don't "refresh" per-battle.)

Lifelines are divided by venue, then by Level:

VenueLifelines
:exeggutor-alola:
Battle Tree​
(Level 3 and 4 Tree ventures aren't quite ready yet, but we've prepared these Lifelines for when they are.)
Lv3+
:revival herb:Lifeline Cleanse - Remove all conditions from your Pokemon.
:life orb:Lifeline Smuggle - Equip your choice of :life orb:Life Orb, :leftovers:Leftovers, or :red card:Red Card to an active Pokemon.
Lv4:
:fluffy tail:Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
:poke doll:Lifeline Switch - Switch your Pokemon.
:ho-oh:
Realgam Tower​
Lv3+
:revival herb:Lifeline Cleanse - Remove all conditions from your Pokemon.
:Potion:Lifeline Resupply - Fill half of the empty space in your backpack, rounded down, with Ethers. Then, fill the remaining space with Potions.
Lv4
:fluffy tail:Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
:poke doll:Lifeline Switch - Switch your Pokemon.
:kangaskhan:
Safari Zone​
Lv3+
:revival herb:Lifeline Cleanse - Remove all conditions from your Pokemon.
:soothe bell:Lifeline Soothe - Reset the mood count of each Wild Pokemon in play, returning them to a Curious mood.
Lv4
:Potion:Lifeline Resupply - Fill half of the empty space in your backpack, rounded down, with Ethers. Then, fill the remaining space with Potions.
:melmetal-gmax:
Raid Frontier​
Lv3+
:revival herb:Lifeline Cleanse - Remove all conditions from your Pokemon.
:black glasses:Lifeline Taunt - On each Boss, create the unique condition created by Taunt until the end of the round.
Lv4:
:fluffy tail:Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
:revive:Lifeline Revive - Remove Fainting from one of your inactive Pokemon; and if you do, set their HP and Energy to 50.

lysandre.png

Playable Ventures
In accordance with the introduction of Lifelines, we have several other changes to existing ventures—as well as some exciting new challenges!

"Ventures?"
We're trying out a name for "things you can do, that are provided by battle venues." Individual Raids, Realgam opponents, and Safari Habitats are all ventures.

Venture Balance
We're making some adjustments to existing ventures, to help further smooth out the leveling experience.
:perrserker:
Boasts
We'll be taking this chance to ease the higher-end normal Boast targets somewhat. Note that all Boasted runs forego any Lifelines.
  • Middle-tier boast rewards 11+ Bravado -> 10+ Bravado
  • High-tier boast rewards 14+ Bravado -> 12+ Bravado
  • Special Quest Boast thresholds remain unchanged
  • Boasting disables all Lifelines in that challenge.
This should allow more Pokemon like Zapdos and Tapu Bulu, who help check popular threats, into the BBP ecosystem.

:floette-eternal:
Safari Capture Targets
We're adding the following rule to the core Safari capture rules:
  • When a wild Pokemon's Escape attempt fails, and that wild Pokemon has more Fatigue than EP, reduce their Fatigue by five (5).
We're also adjusting the :safari ball:Safari Ball and :park ball:Park Ball to better serve explorers:

:safari ball:Safari Ball​
Healing on throw: 5 -> 3
:park ball:Park Ball​
Healing on throw: 5 -> 3
Fatigue Roll: 1-4 -> 1-1

This should help keep players on-track when their captures don't quite go as planned.

:rockruff:
Howling Pack Valley
The maximum EP of the semi-Mega Pokemon in the final trek is being greatly reduced:
  • Maximum EP of :houndoom-mega::manectric-mega::lucario-mega:: 120 -> 90.
This should make them more appropriate for Level 1 challengers, given their high damage output.

:amoonguss:
Vs. The Spectacular Spore-verlord!
This raid is having its actions streamlined as well.
  • Most of the very high damage modifiers (+15, x3) have been reduced.
  • The status actions, such as Growth, have been improved with modifiers instead.
  • HP values have been flattened out, especially for the Minions.
This should make the raid approachable for more teams; as suits a Level 1 raid.

:tinkaton:
Vs. The Cold-Iron Tink-tacular Turf War!
The following effect will be added to the arena effect "The Last Line of Defense":
  • Each zone can't have more than one of each Forretrification. (Different upgrades are still the same Forretrification.)
Additionally, Tinkatink Warriors are being given the following behavior, allowing them to fight back against the player's Pokemon:
  • Choose target: Fairy Wind =4
In accordance with this, the number of Tinkatink Warriors in the last phase have been reduced from 20 to 10.

The raid should remain comparatively easy, but shouldn't be as trivial as before.

:silvally:
Vs. The Self-Perfecting Beast-Slaying Machine!
The core stats of Silvally (Boss) are being adjusted:
  • Defense: 7 -> 0
  • Special Defense: 7 -> 0
This should allow players to better race this Boss' immense damage output.
lysandre-masters.png

New Pinnacle Challenges
With the above work out of the way, we're happy to finally release—and re-release—some long-promised and much-awaited Pinnacle challenges!

We'll allow signups for the challenges below, starting 72 Hours after this patch is posted. Until then, we'll be taking player feedback as to their tuning and potential exploits. We believe it'd be best if the ideal approach to these challenges required active participation.
:sv/melmetal-gmax:
The Raid "Vs. The Fundamental Elemental Procession!" returns to offer players access to Dynamax. The fewer Lifelines you use up, the more unlocks you'll earn for your team!

This raid has been streamlined into distinct, consecutive phases with random pairs of Bosses—every attempt should be a new and exciting challenge!

:sv/groudon::sv/kyogre:
The Raid "Vs. The Clashing Cataclysmic Colossi!" returns to offer players powerful Uber Pokemon to spend their tech on.

This raid has been completely re-envisioned to involve two wholly separate teams of raiders! Truly, this challenge now represents the capstone of a player's Raid Frontier journey.

:sv/eternatus:
The Raid "Vs. The Source of the Enigma." is opening for the first time!

The player must aid the Heroes of Galar and bring them back from the brink of defeat! This raid demands that the player carefully manage limited, but replenishing, stores of Energy and leverage the capabilities of their ailing Guest allies.

:sv/gyarados-mega:
The Safari habitat "Ancient Herald of World Peace" is opening for the first time!

This Safari challenges players' battling prowess above their capture abilities, forcing them to contend with a gauntlet of powerful and type-diverse Pokemon.
 
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September 2024 Major Update
We definitely didn't fast-track too many different pieces of work that were intended for the January Season Patch. Please tuck in and enjoy some light reading.

Trainer Level is effective immediately upon this patch.
All balance changes in this patch will be effective in all rounds that start on or after September 1st UTC.
Venture changes will be effective in challenges that start on or after the same date.
Players will be able to claim Trainer Rewards—specifically, the EXP Records—up to their new Trainer Level.​
(The 20 JC is the same 20 JC many players got for completing their first beginner battles. We can't let people double-dip on that, unfortunately.)​
New players, who started BBP this year, will also be able to claim newly-added starting items.​
Please double-check your queued challenges to see if this patch impacts them.​

In this patch, we aim to do the following:
  • Look for chances to "casualize" rules and effect language.
  • Address balance issues pertaining to negation and induced ignorance.
  • Address issues with the kinds of labor the game asks of players.

Patch Content
  • Rules Updates
    • Trainer Level
    • Combo Cleanup, Part 1
    • Goodbye, Markers
    • Handbook Updates
  • Playable Ventures
    • Contests and Leveling
    • High-Level Battle Tree
    • Safari Capture Adjustments
    • Event Revisions
    • Boast Adjustments
    • Brave the Gauntlet
    • Venue Minor Adjustments
  • Balance Changes
    • Traits
    • Conditions
    • Items
    • Abilities
    • Moves
  • Future Radar

Rules Updates
At this point in Generation 9's lifespan, much of the biggest balance work of the game has finally settled down, and all four major progression Facilities (Tree, Realgam, Safari, and Raid) are open and functional. Thanks to that, we have bandwidth open to better address problems in new-player progression.

Thanks to that, we can also do deeper work on "order fatigue" or "lookup fatigue", and make it easier for players ordering first to understand what their opponent is capable of. Combined with new features to reward players for growing their team, and a bit of railroading to keep players from tossing themselves to the sharks right away, and BBP should now be easier to get in to than ever.

:sv/bulbasaur:
Trainer Level
It's no secret that BBP's new player experience could use polish. Starting with this patch, we're going to afford our newest players a better start.

We'll be giving players their very own Levels in this update. The majority of users reading this, who play BBP, are already Trainer Level 4 or 5. Congratulations!

Using this system, we're going to more deliberately chart a new player's path through BBP:
Player Profiles will now have a parameter called "Trainer Level" (T.Lv), that starts at zero. The maximum Trainer Level is 5.

As a player's Pokemon attain new Levels or Techniques for the first time, their Trainer Level will increase, and they'll earn rewards:

:komala:T.Lv0 (#999): Create a trainer profile. — Awards starting items. (You can include these when creating your profile.)​
:lapras:T.Lv1 (#6ad): Promote a Pokemon to Level 1 via Beginner Battle. — Awards 20 :tea:JC.​
:rillaboom:T.Lv2 (#3a3): Promote a Pokemon to Level 2 via earned EXP. — Awards :ability urge:Lo-EXP Record.​
:dragonite:T.Lv3 (#972): Promote a Pokemon to Level 3 via earned EXP. — Awards :dire hit2:EXP Record.​
:groudon:T.Lv4 (#c33): Promote a Pokemon to Level 4 via earned EXP. — Awards :x attack3:Hi-EXP Record.​
:mewtwo-mega-y:T.Lv5 (#939): Earn :venusaurite::normalium z::big mushroom::ruby: one of each Advanced Technique. — (No reward yet.)​
(Those are color codes as #rgb. Use them if you like.)​
We are still deciding on an appropriate reward for attaining T.Lv 5. It will likely involve access to certain challenges, rather than further progression.
The main function of Trainer Level is to gatekeep new players' access to difficult activities when they first sign up for BBP. The following venues now only admit players and referees* of sufficient Trainer Level:

pokekid-gen8.png
pokekidf-gen8.png

All Players
Battle Tower (Beginner Battles)
At the start, we want to funnel brand-new players into the format designed to teach
them how to order and post.
schoolgirl.png
schoolboy.png

Trainer Level 1+
Battle Tree, Safari Zone, Battle Tower (All Custom Battles)
These two Leveling venues are gauntlets of weakened opponents, where new players can
practice crafting strong orders and subs.
risingstarf-gen6.png
risingstar-gen6.png

Trainer Level 2+
Realgam Tower, Raid Frontier, Event Hub, Contest Hall
Once players have pushed through the easier Battle Tree or moderately hard Safari Zone;
they're likely ready for the meat of the game.
acetrainer.png
acetrainerf.png

Trainer Level 3+
Boasting Hall, Legend Gauntlet (when it opens)
Also, T.Lv4+ venues as a referee.​
Players who have selected Natures for their Pokemon, and attained mostly-complete movepools,
are equipped for the highest-effort PvE venues.
veteran-gen6.png
veteranf-gen6.png

Trainer Level 4+
Battle Pike (when it opens), League Circuit
We're saving the most cutthroat PvP venue and the longest and most complicated PvE venue for last.

New Player Items
Starting this patch, players will have a new starting inventory when they sign up:

OldNew
:oran berry:Oran Berry, :pecha berry:Pecha Berry, :cheri berry:Cheri Berry
:rawst berry:Rawst Berry, :muscle band:Muscle Band, :wise glasses:Wise Glasses​
Battle Items:
:oran berry:Oran Berry, :lum berry:Lum Berry, :lucky egg:Lucky Egg,​
:muscle band:Muscle Band, :wise glasses:Wise Glasses, :life orb:Life Orb​

Non-Battle Items:
:shadow mail:Harvest Event Voucher, :snow mail:Festive Event Voucher,​
:heart mail:Devoted Event Voucher, :orange mail:Deviant Event Voucher​
:star piece:Star Piece​

If you started BBP in 2024, and before this patch, you can claim the difference in starting items:
1x :lum berry:Lum Berry, 1x :lucky egg:Lucky Egg, 1x :life orb:Life Orb, 1x :star piece:Star Piece, and 1x each :shadow mail:Harvest Event Voucher, :snow mail:Festive Event Voucher, :heart mail:Devoted Event Voucher, :orange mail:Deviant Event Voucher.​
:sv/gallade:
Combo Cleanup, Part 1
I've already waxed poetic about the health and history of BBP's (and ASB's) Combo system in prior patches. Pokemon have more possible Combos than ever before. Players have better tools for looking up Combos than ever before.

The result? Combinations, and the second-order haymaker moves used in them, have a choke-hold on how people play the game. Combos are used primarily to gain turn efficiency—to use powerful non-attacking moves without "wasting" a possible attack.

The first impact this has is that whenever second order has a Combo Token available, the player ordering first is fending off four actions. Because first order's Combos are easily countered by second order, this benefit is heavily skewed in second order's favor. This has severe knock-on effects on how players prioritize switching, whether players are willing to type trapping or pivoting moves, how willing players are to set easily-removed Screens or Hazards to teammates in reserve, and more.

This has been pretty seriously eroding game balance from top to bottom. The value of almost every game piece hinges on the value of switching and of turn efficiency, both of which Combos badly distort. Moves like Sheer Cold are even balanced primarily around being used in Combos.

Addressing this will take multiple passes, so we're going to make some changes in this patch, and more drastic changes on the turn of the next Season.
We're set to make the following changes to Combination moves:

Technique Status
We're designating Combination moves as the "standard Technique"—contrast with "Advanced Technique".​
As a result, Combinations now cost 1 Technique Control, in addition to their other costs. Combo Tokens are retired.​
For the rest of Season 2 only, Combinations ordered after any opponents have ordered will cost an additional Technique Control, for a total of two (2). This rule is intended as a half-measure to stand in for further changes being made in Combo Cleanup Part 2, scheduled for the January Major Update.​
The other, now-specifically-Advanced, Techniques will be specified to require Level 4 under normal conditions. Specific NPC opponents, such as Guzma, will have access to Advanced Techniques at Levels below 4. Level 2 and 3 ventures will now typically allow teams 1 or (sometimes) more Technique Control, allowing them to use Combos.​

Combo Legality and Properties
We're preparing to remove most of the legality restrictions for Combos. After Part 2, only the most essential restrictions will remain.​
For Part 1, we're making the following changes to 9.4a "Ordering a Combo":​
  • The new Technique Control cost will be mentioned, and mentions of Combo Tokens will be removed.
  • Pokemon must now be able to both attempt and executeeach component move in order to attempt the Combo.
    • This is a large departure from previous behavior, and now prevents non-attack moves from being Combined under Taunt.

Also for Part 1, we're making the following changes to 9.4b "Combo Properties":​
  • Primary Component: The component move listed first is the "primary" component. The other component moves are "supporting" components.
  • Type: The type of the primary component.
  • Category: Depends on the components:
    • "Other" if no components are attacks.
    • The Category of the attack component move listed first.
  • Energy Cost: The multiplier for Energy Cost will depend on the components of the Combo:
    • Attacks components only: Total Energy Cost of components x 1.
    • No attack components: Total Energy Cost of components x 2.
    • Attacks and non-attack components: Total Energy Cost of components x 3. (Very punishing.)
  • Flags: Combos now inherit all "Yes" flags from any of their components.
    • Combinations can now be Snatched if any of their components can be Snatched.
    • Combinations can be Reflected if any of their components can be Reflected.
      • This can result in Reflectable attacks.
We want players to more often use non-attacking moves as stand-alone actions, or in Combos with each other. The alternative is to balance every non-attacking move in the game around being used in a damaging combo, and simply assuming they'll never be worth a turn on their own; which is not something we're willing to do.

Expect part 2 to a further, dramatic shift in the Season 3 patch:, featuring:
  • More lenient rules for combo legality in 9.4. We'll be keeping only the most important rules.
  • Removal of the "before any opponents have ordered" clause. You can expect to have a good grasp of your opponent's combo options without tiresome lookup.
  • Changes to Profile Generator and the Data Audit, related to the Combo Finder.
:sv/heatran:
Goodbye, Markers
Markers were created to preserve certain Generation 8 functionality that we no longer need. We're retiring Markers as a mechanic.
Markers existing "like conditions" creates a lot of conflict with players' different and varied expectations. Some players expect them to be exactly alike, and some players expect them to be more different. Both kinds of players then say, "Well, if Markers don't work [how i expect], why are they [like/different from] Conditions?" This is a conversation we have with most players at some point in their tenure.

In older versions of BBP and ASB, the rules were much more lax as to what constituted a "status change" you could sub for. One particular point of balance that prior management maintained, in Generations 7 and 8, was that players shouldn't be able to sub for Switching or Phazing as we know them. Instead, players should have to spend more subs, boxing out different sets of moves that *could* perform matchup control. The point of this was to make it so that players couldn't easily lock foes into a losing matchup.

In current BBP, Markers don't really justify their existence the way they used to. Even the above goal doesn't really hold water. Rather than fighting tooth and nail for matchup dominance, players are simply raw switching whenever able. Players are unwilling to waste a turn on matchup control without spending a Combo, preferring instead to gain turn advantage with stun tools, or to simply attack. Crucially, using a move such as U-turn gives the opponent second order or a chance to switch, making them almost self-sabotaging.

We're retiring Markers and their related rule 7.5 "Markers". In its place will be 7.5 "Note-taking", describing the process of writing arbitrary word or integer values on an object. (For example, creating Sealed "noting Flamethrower" when a Pokemon uses Disable on Flamethrower.)

Each marker will be replaced in one of three ways, on a case-by-case basis:

Make it a Condition.
Most named Markers can just be labeled "Marker Condition" right now, without harming their function. All that changes is that they can be subbed for.​
Candidates for this change include Switching and Phazing. Charge can be made into a Condition by giving it an effect that allows it to stack.​
Plenty of unique markers, such as the Stockpile Marker from Stockpile, confused players into treating them like Conditions anyway.
Make it a note.
Many markers in the game were used for counting only. Any marker with no text, that accumulates on another object, could just become a number on that object.​
Candidates for this treatment include the Heat Markers on Flash Fire, the Anger Markers on Anger Point, and the Poison Markers on Poison.​
As an example, Flash Fire could simply say, "This ability starts at zero Heat." This clearly tells players that the ability has a property called Heat, that property is a number, and that number starts at zero. No need to involve a strange type of object to count!

Make it go away.
Not every Marker in the game is doing good work. Quite a few are part of designs that have held up poorly. The best thing to do with this kind of marker is to design a new replacement.​
Candidates for this treatment include the Forecast markers on Weather moves.​
There's plenty of ways to make Weather moves worse than Defog at replacing Weather, without having to create a strange object-parasite with its own clunky effect text.
:sv/gurdurr::sv/timburr:
Handbook Updates
To support the work above or below, the following changes will be made to the battle rules in the Handbook.

This is the boring part, but also the important part.
New Terms:
Core Types - The 18 fundamental types, excluding "esoteric" types such as Stellar.​
5.3a "Types" already refers to this term. Used mainly in effect text.​
Effectiveness - The multiplier for damage a Pokemon takes from attacks of a given type.​
Formerly "Type Effectiveness Multiplier". What a mouthful.​
Used in 5.3b "Effectiveness" and 8.5 "Type Check".​
Intent - The action a Pokemon plans to use on a given turn. A Pokemon's intent is dictated by their orders and their substitutions.​
Formerly "order" or "held order" or a number of confusing alternatives.​
Used in 2.7a "The Battling Phase", 10.6 "The Trigger Component", 10.7 "The Result Component", and elsewhere.​
T.Lv - "Trainer Level". Represents a player's progress through BBP, and unlocks further venues for play.​
Technique - A special game action available in battle, requiring Technique Control as a cost.​
Formerly synonymous with "Advanced Technique". Advanced Techniques now refers to Mega Evolution, Z-Moves, Dynamax, and Terastal.​
Stack Limit - The number of copies of a given Condition allowed on a single Pokemon. The default is one (1).​


[2.7a] The Action Phase
Mentions of "receiving orders from their given orders" (...) will be replaced with "deciding intent based on their given orders" (better).

This doesn't functionally change anything, but it should now all be easier to explain.


[2.9] Post-Event Checklist
Step 6 of the checklist will be updated to remove mention of Markers, and to include mention of Stack Limit:
  • Old: If a Pokemon has a condition or a marker on them, that they are Unaffected by: The Condition or Marker is discarded.
  • New: If a Pokemon is unaffected by a Condition they have; or they have copies of a Condition in excess of their Stack Limit: Discard the oldest copy of that Condition from that Pokemon.
Additionally, mentions of the "Effect Queue" will be updated to mention the "Trigger Queue".


[2.10] Simultaneous Effect Resolution
Mentions of the "Effect Queue" will be updated to mention the "Trigger Queue".

/!\ This section will need to be cleaned up later. It should explain how to handle multiple overlapping Ongoing Effects, multiple number modifiers, and multiple replacement effects.​


[3.4] The Trigger Queue
Added. This rule governs the resolution of multiple concurrent Triggered Effects.

The short version: If an event triggers multiple effects, all such effects resolve. Once their criteria has been met, their criteria doesn't matter anymore.

This rule pushes 3.4 "Belonging and Control" down by one number.


[4.1] Teams and Trainers -> Teams, Trainers, and Zones
Text defining the Battlefield, Backpacks, and each team's Field will be added.


[5.3] Type, Effectiveness, and Abilities -> Types and Effectiveness
This section will be refocused purely onto types and their qualities.
  • It will briefly explain how a type can have weaknesses, resistances, and immunities; and also that types have effects, using the Flying-type as an example.
  • It will explain that type effects aren't ability or item effects (for things that care), but they are effects that belong to the owner (for things that care).

[5.3b] Effectiveness and Affinities -> Effectiveness
Mentions of "affinities" will be retired. Instead, this rule will govern weaknesses, resistances, and immunities.
  • It will explain how a Pokemon collates the weaknesses, resistances, and immunities of their types into the type's "effectiveness" on that Pokemon, using Gyarados as an example.
  • It will explain that effectiveness directly affects damage taken from most attacks of a given type.
  • It will name the different ranges of effectiveness (super-effective", etc.) and indicate that both the multiplier and the range-names can be referred to.

[5.4] Inherent Traits -> Abilities and Traits
A new subsection 5.4a "Common Traits" will be added, detailing the function of recurring traits, such as that of Tech-spenders.

A reference to the special Traits detailed in "[5.10] Unique Traits" will be added.


[5.10] Unique Traits
An overview of this rule's subsections will be added to this rule, much like 2.5 "The Switching Phase" and 8.x "Performing an Action".

Text will be added stating that Pokemon with a movepool-replacing Trait can't be given borrowed moves, except as described in their own Traits.

Two new subsections will be added, pushing down 5.10a "Unown".


[7.2] Conditions
Rules governing the instructions "grant" and "inflict" will be added.
  • Both "grant" and "inflict" mean to create the specified Condition on the specified Pokemon.
  • "Grant" is a benign synonym, and "inflict" is a hostile synonym.
  • Effects can refer to "When a Condition is inflicted" to exclude the benign "grant", and vice-versa.
Rules governing "Stack Limit" will be added.
  • Each Condition has a "Stack Limit", or a maximum number of copies a Pokemon is allowed to have of that Condition.
  • A Condition's Stack Limit on a Pokemon is one (1) by default.
  • If a Condition would be created on a Pokemon in excess of the Stack Limit, instead, it isn't.
  • If a Condition has a Stack Limit of zero or less on a Pokemon, that Pokemon is considered to be Unaffected by that Condition. (For effects that care about that, if it should ever come up.)
  • Effects can raise or lower the Stack Limit for the same Condition on different Pokemon.
    • Example: Wind Rider may state, "The Stack Limit of Charge on the user is increased by one (1)," allowing the user to stack more Charge than other Pokemon.

[Old 7.5] Markers
Removed.


[7.5] Notating Objects
Added. This rule governs the process for noting arbitrary words, names, or numerals on objects. (Example: Create Sealed, noting the move Flamethrower.)

Most players and refs already do this very commonly—Decoy (10 HP), Imprison (Defog), and Paralysis (4) are all examples of objects with values noted on them.

Be careful not to confuse notes with the following:
  • Durations: "Attack +3 (4 turns)" or "Sandstorm (2 rounds)"
  • Additional Names: "Stealth Rock/Duplicate" or "Partial Trapping/Whirlpool"
  • Extra Copies: "Charge (x3)" or "Leech Seed (+Duplicate)"

[9.4] Combination Moves
Revised with the new requirements for combinations.

A warning will be added, specifying that further changes are coming in January.


[9.8] Pokemon Capture
Wholly reworked.


[10.6] The Trigger Component
Action clauses will distinguish when they observe intent (the current step) and when they observe orders (prior or future steps).
(You won't have to write your clauses any differently; they should just automatically work.)


[10.7] The Result Component
Result clauses will distinguish when they change intent (the current step) and when they change orders (prior or future steps).
(You won't have to write your clauses any differently; they should just automatically work.)


[12.5b] Delinquency
Text giving control of a delinquent player's Pokemon to their remaining teammates, if any, will be added.
  • Pokemon whose trainers have been removed from the match for delinquency are said to be "stranded".
  • The remaining teammates will decide which reserve each stranded Pokemon will be moved to.
  • The delinquent Trainer's backpack is inaccessible, as are any items that get returned to that backpack. The stranded Pokemon are equipped, if necessary, from the remaining Trainers' backpacks.

Playable Ventures
Alongside the introduction of Trainer Level, we're pleased to present improvements for venues from the beginning of the progression path, all the way to the end. After these changes, combined with the Lifeline system introduced last patch, players should find both Leveling and other progression less stressful and more intuitive.

Each venue will specify the Trainer Level required for entry there, like so:
  • "Players and referees must be T.Lv2 or higher."
Battle Tower routes T.Lv0 players specifically to Beginner Battles, so that thread will have special handling for this.

:sv/diancie-mega:
Contests and Leveling
Players have requested greater access to Contests; seeing it as another potential simultaneous Leveling outlet, or perhaps as just a fun diversion from core BBP.

Overall, our stance on the Leveling process is set in stone: It is our preference that majority of the EXP that Pokemon receive, be received via gameplay where they are present. However... That doesn't necessitate battle gameplay, does it?
We'll first be making an adjustment for the entry costs for Contests:

Level 1Level 2Level 3Super Contest (Level 4)
Old:
1:tea:JC
1:star piece:Star Piece​
3:tea:JC
2:star piece:Star Pieces​
6:tea:JC
1:comet shard:Comet Shard
3:star piece:Star Piece​
10:tea:JC
1:comet shard:Comet Shard
4:star piece:Star Pieces​
New:
4:tea:JC
1:star piece:Star Piece*​
6:tea:JC
2:star piece:Star Pieces*​
8:tea:JC
3:star piece:Star Piece*​
10:tea:JC
1:comet shard:Comet Shard
1:star piece:Star Piece​
*For Level 1-3 Contests, you can replace one or more :star piece:Star Pieces with 12 :tea:JC each.​

The JC costs are increased slightly because rewards for lower-Level Contests have also increased. :comet shard:Comet Shards are now spent solely for Super Contest entry.

Though expensive, it is now possible to use 12 :tea:JC as a substitute for a :star piece:Star Piece, specifically for Leveling Contests. This means that players that are flush with :tea:JC finally have a place to spend it all!

The price is quite high on purpose—we want players to chase and spend :star piece:Star Pieces to access non-battle venues. This is intended as an luxurious way to turn excess :tea:JC into EXP, at an inefficient rate.

Then, we'll increase the amount of Stardust paid to players of lower-Level Contests, like so:
  • Old: Progress Reward: 2, 4, 7, or 10 :stardust:Stardust, based on Contest Level.
  • New: Progress Reward: 6, 7, 8, or 10 :stardust:Stardust, based on Contest Level.
Lastly, we'll be adjusting the payout for lower placements, in Contests of all Levels:

OldNew
Placement Multiplier:
1st Place: Rewards * 5.​
2nd Place: Rewards * 3.​
Last Place: Rewards * 1.​
Placement Multiplier:
1st Place: Rewards * 5.​
2nd Place: Rewards * 4.​
Last Place: Rewards * 3.​

These changes combined make losing a Contest much, much less punishing. They should now be viable avenues of Leveling and obtaining Stardust even when the opposition is strong.
:sv/exeggutor-alola:
High-Level Battle Tree
A long time in coming, we're finally expanding the Battle Tree to accept all Levels of challenge.
First, we'll cover the specifications of Level 3 Battle Tree. The first two Levels of Tree have different methods of Gimmick creation. Level 3's method will be a continuation of Level 2, like so:

Level 1 Gimmicks:​
  • The narrative's Pokemon deal four (4) more damage with attacks.
  • One Gimmick Effect of the referee's choice, at some point in the battle, at end-of-round.
Level 2 Gimmicks:​
  • The narrative's Pokemon deal four (4) more damage with attacks.
  • One (1) Gimmick built by the referee, in the format [Condition]: [Effect].
Level 3 Gimmicks:​
  • The narrative's Pokemon deal five (5) more damage with attacks, plus the number of prior battles this challenge.
  • Two (2) Gimmicks built by the referee, in the format [Condition]: [Effect].
  • The referee will give the narrative's Pokemon one (1) more move from their "regular" movepool, but they must justify it narratively.
As specified in the last minor patch, Level 3 Tree challenges will have Lifelines:

Lifeline Uses: 1​
:revival herb:Lifeline Cleanse - Remove all conditions from your Pokemon.​
:life orb:Lifeline Smuggle - Equip your choice of :choice scarf:Choice Scarf, :leftovers:Leftovers, :life orb:Life Orb, or :red card:Red Card to an active Pokemon.​

Level 3 Tree challenges will cost 7 :tea:JC.​

Pinnacle Battle Tree
Level 4 Battle Tree challenges will be best-2-of-3. The player can continue their challenge after losing one battle if they narrate one of the following as a special RP segment. (The referee narrates the loss and then prompts the player, "How do you continue?")
  • How the player escapes from the situation.
  • How the player learns from their loss and prepares for their next battle.
  • How the loss, somehow, didn't actually count or wasn't actually fair.
Defeat offers many exciting narrative opportunities. Don't underestimate the appeal of a good growth arc!

In Level 4 RP segments, Level 4 Tree challenges demand two (2) pieces of participation from each Pokemon.
Example: To cross a deep ravine, a player may need Beedrill's String Shot and ability to fly; as well as Oranguru's Instruct and considerable intellect, to build a bridge.

Lastly, Level 4 Tree opponents will have even more Gimmicks:
  • The narrative's Pokemon deal five (5) more damage with attacks, plus the number of prior battles this challenge.
  • Three (3) Gimmicks built by the referee, in the format [Condition]: [Effect].
  • The referee will give the narrative's Pokemon one (1) more move from their "regular" movepool, but they must justify it narratively.
  • Additionally, the referee will give each of the narrative's Pokemon one (1) different move from this list, but they must justify it narratively.
    • Spider Web, Ceaseless Edge, Dragon Tail,
      Aura Wheel, Moonblast, Counter,
      V-Create, Oblivion Wing, Shadow Force,
      Spore, Thousand Waves, Chilly Reception,
      Fake Out, Mortal Spin, Mirror Coat,
      Stone Axe, Metal Burst, Steam Eruption
Level 4 Tree challenges have the following Lifelines:

Lifeline Uses: 2​
:revival herb:Lifeline Cleanse - Remove all conditions from your Pokemon.​
:life orb:Lifeline Smuggle - Equip your choice of :choice scarf:Choice Scarf, :leftovers:Leftovers, :life orb:Life Orb, or :red card:Red Card to an active Pokemon.​
:fluffy tail:Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.​
:poke doll:Lifeline Switch - Switch your Pokemon.​
Level 4 Tree challenges cost 15 :tea:JC, and pay 12 :tea:JC.

Level 4 Tree Rewards:
Player Progress: Battles Won / 2 (not out of 3)
Milestone (1/2 Progress): :snow mail:Festive Event Voucher​
Victory: 1x :master ball:Academy Credit​
Victory, with 1+ Lifeline Uses remaining: One (1) raider earns the ability to :venusaurite:Mega Evolve.​
Victory, with all Lifeline Uses remaining: 2x :comet shard:Comet Shard.​

Referee Progress: Rounds Reffed + RPs Asked / Total Rounds + RPs
Progress Reward: 10 :tea:JC, 5 :amulet coin:RC​
Completion Reward: 2 :tea:JC, 2 :amulet coin:RC, 1x:star piece:Star Piece, +1 more for a timely reffing. (A completing ref is timely if they used no battle hours.)​
:sv/kangaskhan:
Safari Capture Adjustments
To serve new player progression, the current Fatigue mechanics will be replaced with a less punishing Capture Tracker system.

This patch section focuses on Capture. There are further Habitat adjustments in a section below.
Format Changes:
  • Steps per Round: 3 -> 2
  • Throw Balls: At the start or end of a round -> During orders, like Medicine
  • Recoveries: 1 for wild Pokemon -> 0 for wild Pokemon
  • Fatigue: Removed. Replaced with the Capture Tracker.
  • Without fatigue, Wild Pokemon no longer escape. Instead, the explorer can Escape by discarding any three (3) items or one (1) Escape item (You can also use the Escape item. It works either way.).
  • Wild Pokemon are now fully healed, and all Conditions are discarded from them, when they become a Wayfinder.
  • When a new wild Pokemon is sent out by the trek (e.g. not Ground Zero Final Trek switching), the explorer becomes the starting player.
  • Lastly, Conservation Rewards are being moved to treks completed without taking a new Wayfinder, rather than releasing Pokemon. There's no longer any incentive to stall and "farm" rewards.
Curious Mood: A bunch of annoying restrictions -> Cannot attack. Unaffected by Taunt and by Protection.
Threatened Mood: Attempts escape every round -> Gains the command Ball Reject.
Ball Reject (Command)
The user demonstrates their wild might and challenges a trainer's capture attempt.

(This command can't be attempted more than once per user per battle. This command can't be attempted except by Wild Pokemon that are Threatened.)

Remove the oldest Ball in the user's Capture Tracker.

Additonally, a new wild mood will be added to the Safari Zone, for the purpose of designing better encounters.

Rounds Active or BenchedWild MoodModifiers Applied to the Wild Pokemon
Special mood from effects only.​
Enraged​
The Explorer cannot Escape.​
The Pokemon's minimum EP is zero, allowing them to Faint from damage.​
The Pokemon's attacking moves can be attempted while Asleep.​
The Pokemon can't take damage from their own actions, or from Conditions they create.​

Ball Effects:
Poke Balls will be revised to have simpler capture effects:

:poke ball:Poke Ball
Capture Criteria — The target's EP is below 20%, and the target has two or more Major Conditions.​
:great ball:Great Ball
Capture Criteria — The target's EP is below 20%, and the target has one or more Major Conditions.​
:dive ball:Dive Ball
Capture Criteria — The target's EP is below 40%, and the thrower's Pokemon have gained Evasive this round.​

If a Ball is thrown, its Capture Criteria is checked:
  • If the criteria is met, the throw is successful and the ball is added to the Pokemon's Capture Tracker, below.
  • If not, the throw is failed and the ball is returned to the thrower.

Capture Tracker:
Wild Pokemon now have a meter for capture, that "stores" the Balls thrown to capture them. To capture a wild Pokemon, fill this meter.

This meter, called the Capture Tracker, can store a number of successfully-thrown Balls, depending on the Pokemon and how high their EP is:

A :boltund:Boltund in the first Trek might have:​
[ O O O O ] but only 40 EP.​
An Elusive :lycanroc-midnight:Lycanroc-Midnight might have:​
[ O O O ] and 90 EP.​
A Boss :yveltal:Yveltal might have:​
[ O ] and 150 EP.​

Putting it Together:
The goal is now to fill the wild Pokemon's Capture Tracker with different types of successfully-thrown Balls. Throws will fail if the wild Pokemon already has that same type of Ball in their Tracker.

Here's an example Battle Status for a wild Pokemon with a Capture Tracker:

:sv/rockruff:
Rockruff-Dusk​
EP: 10 / 50​
Capture: [ :poke ball::great ball: O ] <- The wild Pokemon's Capture Tracker.
Rock | Own Tempo​
5/3/3/3/60 : 1/1​
Burned, Paralyzed (2)​

The wild Pokemon has two different Balls in their Capture Tracker, with room for one more.

If one more successful Ball throw is made, the wild Pokemon will be caught.

Conclusion
This should make low-Level Safari much, much more approachable. The Safari Zone should now be an appropriate venue for new players to practice resource management. Also, Referees are likely to disrupt their capture setups, which showcases the counterplay to different tools in BBP.

High-Level Safari will now be an exercise in turn efficiency to a greater degree than before. Finding time to fit many Capture Attempts into a matchup, while fending off their opponent, should adequately challenge experienced players.
:sv/calyrex:
Event Revisions
We're streamlining most of the existing Events, so that Vouchers can be a proper piece of players' progression.
Event Hub:
  • The current Event Museum thread will be versioned out, to be replaced with an Event Museum Mk. II thread.
    • This will go up as soon as it is ready.
  • All Events, except for "Dragon Master Lance (Nov 2023)" and "The Z-Powered Blooming Flower! (Jan 2024)" have become Level 2 or 3.
  • Events offer teams Technique Control equal to their Level minus one.
  • All "main" event rewards (:dire hit2:EXP Records, :azure flute:Sovereign items, :parcel:Magna's Mail, etc.) are now once per player only.
  • Rewards that would be earned again are instead replaced with an amount of :gb-sounds:Nostalgia, redeemable in the "Mesmerizing Memorabilia" Shop.
    • Rewards include newly-introduced:pal pad:Eevee-XP Records
    • Once obtained, extra copies of :meteorite:Sovereign Magnificence, :azure flute:Sovereign Malevolence, :parcel:Magna's Mail, and other Event-unique held items may be purchased here.
    • Additionally, strange new :green scarf:tokens have appeared in the shops...
Oct 2023: The Harvest Usurper's Arrogance!
  • Level 3.
  • Reorganized into three Raid Phases, rather than a custom "wave" structure:
    1. Long phase vs. Harvest King and his proxies
    2. Short intermission vs. Acumen Grunts
    3. Long phase vs. The Hired Muscle
  • Removing the healing-per-round, and instead give the opponents more sane HP and defenses.
Nov 2023: Dragon Master Lance
  • Level 4
  • Format is now Bring 4, Pick 3, with a Step Count of 1.
  • One player "picks" both of their Pokemon; the other picks only one.
  • Now uses Snake Ordering.
  • Combined slots 1 and 2: :exeggutor::ampharos::dondozo::scrafty::sandaconda::pyroak:
Dec 2023: The Conquering Northern King!
  • Level 3
  • Reorganize into a single Raid with Raid Phases.
  • Reduce opponents to sane HP and Defenses.
Jan 2024: The Z-Powered Blooming Flower!
  • Level 4
  • Format is now Bring 4, Pick 3, with a Step Count of 1.
  • One player "picks" both of their Pokemon; the other picks only one.
  • Now uses Snake Ordering.
  • Removed slot 3. ( :nihilego::pheromosa::blacephalon: )
Feb 2024: Little Leaders
  • Completely reworked.
  • "Level 3 Little Cup" function remains intact.
  • Base Facility is now Realgam Tower
  • Format is now regular Triples, with Switching Off and with position enabled.
    • Tindalos the Type: Null occupies the middle position on the players' side.
  • Now uses Snake Ordering. Simone and Tindalos can't order alone. (e.g. One player posts orders for themselves alone, and the other posts orders for themselves and for Simone, based on Snake Order.)
  • The opposing students no longer battle in waves. Instead, they enter battle in a semi-random order; and their stats have been adjusted.
  • Play Powers have been discarded, and players can bring their own items.
    • Tindalos now holds an :eviolite:Eviolite, so the players will have to pick other items.
  • Players now earn a resource called Imagination by performing prescribed actions, which can be spent on Twists to turn the tide of battle.
May 2024: Mummy-Hunting in Unovan Sands
  • Largely reworked: Players now each explore separate treks in parallel.
  • Lowered to Level 2.
  • Before each trek: The players divide their shared backpack between themselves, and then they split up. Each player explores a different "branch".
    • For example, the first Trek has 1-a, 1-b, and 1-c branches, with two different wild Pokemon. Each player goes down a different branch. One branch goes unused.
  • The wild Pokemon and wild arenas have been revised to use a Confidant (as per Illusion).
    • The referee will get to set traps for the players, based on the Mummy's curses.
Apr 2024: The Inevitable Victory of Stella Magna
  • Raised to Level 3.
  • Duchess the Saharaja is now Level 4.
May 2024: The Defenders' Vacation
  • Lowered to Level 2.
Jun-Aug 2024: Paldean Independent Study Exchange! — Paldean Report Card
  • Unchanged.
:sv/articuno-galar:
Boast Adjustments
We're easing the Bravado targets of both standard and quest Boast rewards. We're also replacing many standard Boasts.
Standard Boasts are an important part of "mid-game" progression, where players prepare themselves for Pinnacle Challenges that lay ahead.

As suggested by the chosen Pokemon above, we'll be adjusting the Safari Boasts pertaining to the Galarian Birds.

Specifically, we'll be making changes to their Assists. Their downsides will be made even worse, but they will now also provide unique upsides that should make Boasted runs more interesting.
:articuno-galar:Articuno-Galar:zapdos-galar:Zapdos-Galar:moltres-galar:Moltres-Galar
Old
Battle "Assist": Contempt
The Pokemon's icy glare unnerves the explorer's own Pokemon.
Wild Pokemon have Unnerve and Pressure, in addition to their other abilities.
Battle "Assist": Bolt
The Pokemon's wild stampede frustrates any attempt to lay traps for other Pokemon.
Wild Pokemon are unaffected by Trapping and Partial Trapping.
Battle "Assist": Wrath
The Pokemon's intense anger terrifies untrained Pokemon that behold them.
Wild Pokemon have the Threatened Mood instead of any other mood.
New
Battle "Assist": Contempt
The Pokemon's icy glare displays their disapproval of items they find barbarous.
When the explorer's Pokemon equip an item from the backpack, 80% of the time: Destroy that item, even if it is an immutable item.

Battle Assist: Correction
The Pokemon barrages the explorer's team with unsolicited and denigrating advice.
The explorer's Pokemon know the following moves as borrowed moves, based on the Habitat Level:
Lv1+: Encore
Lv2+: Disable
Lv3+: Torment
Lv4: Imprison
Battle "Assist": Bolt
The Pokemon's wild stampede frustrates any attempt to lay traps for other Pokemon.
The explorer's Pokemon can't create Field Conditions, Trapping, or Partial Trapping.

Battle Assist: Outpace
The explorer's team is carried forward by the wake of the Pokemon's breakneck pace.
The explorer's team always has Tailwind. Other teams can't create Tailwind.
Retain current Wrath.

Battle Assist: Triumph
The Pokemon cries out in victory each time a defeated opponent is discarded.
When another captured Pokemon is released: The explorer's team each heal 13 HP and 13 Energy.
Secondly, certain Boasts will be retired and replaced. Some of these replacements are as a result of changes elsewhere in the patch; others are simply for a change of pace.

Next, we are adjusting Quest Boasts, to both be more approachable overall and better reflect the strength of their rewards:
  • :rayquaza:Admospheric Admonishment: 11 Bravado -> 9 Bravado
  • :kyurem:Showdown with N: 11 Bravado -> 9 Bravado
  • :silvally:Quell the True Beast: 9 Bravado -> 7 Bravado
  • :eevee:Rise to the Stage!: "Send out Eevee as your lead." -> "At the start of battle, move Eevee to your bench."
  • :eternatus:Bring the Dawn!: Largely reworked:
    • 11 Bravado -> 9 Bravado
    • Retain "While neither your Zacian, nor your Zamazenta, is attacking: Boss' HP can't be reduced below 1 by any means."
    • "The Guest Zacian-Crowned and Guest Zamazenta-Crowned do not join you."
    • "In addition to your normal PR, SU, and AG; send your own Zacian and Zamazenta as replacements for the Guests. They start on your bench with 1 remaining HP."
    • "When either of your Zacian or Zamazenta faint: You lose the battle."
  • :unknown:Unannounced Quest #1: 11 Bravado -> 9 Bravado
  • :unknown:Unannounced Quest #2: 11 Bravado -> 9 Bravado
Lastly, these Standard Boasts are retired:
  • No Combos (General 1)
  • Greater Numbers (Realgam 1)
  • Greatest Numbers (Realgam 3)
  • No Backup (Realgam 1)
  • Potion Recall (Safari 1)
  • Unwelcome Guest (Safari 2)
  • Hesitation (Raid 1)
  • Party Divide (Raid 1)
  • Roughshod (Raid 1)
The following new Standard Boasts are now available:
Not a Place of Honor (General 1)
When a Pokemon from the braggart's team enters play: That Pokemon takes 16 damage.​
Barbarism (General 1)
The braggart's Pokemon can't create Encore, Flinching, Imprison, Sealed, Sleep, Taunt, or Torment.​

A set of three mutually-incompatible Realgam Boasts:
Z-Move Exhibition (Realgam 2)​
Incompatible with Dynamax Exhibition and Terastal Exhibition.​
During battle setup: The referee puts three different Z-Crystals of their choosing in the NPC trainer's backpack.​
The NPC trainer's Pokemon have Z-Move access, regardless of their Level.​
The NPC trainer's starting Technique Control is increased by one (1).​
Dynamax Exhibition (Realgam 1)​
Incompatible with Z-Move Exhibition and Terastal Exhibition.​
The NPC trainer's Pokemon have Dynamax access, regardless of their Level.​
The NPC trainer's starting Technique Control is increased by one (1).​
Terastal Exhibition (Realgam 2)​
Incompatible with Z-Move Exhibition and Dynamax Exhibition.​
During battle setup: The referee assigns each of the NPC trainer's Pokemon a different Tera Type of their choosing.​
The NPC trainer's Pokemon have Terastal access, regardless of their Level.​
The NPC trainer's starting Technique Control is increased by one (1).​

A pair of mutually-incompatible Realgam Boasts:
Pruning (Realgam 2)​
Incompatible with Direct Methods.​
Send in your Pokemon with no more than five (5) moves of each Level. (Remove the rest from their profiles as you send in.)​
Your Pokemon can't change Species or borrow moves. (They can still change Formes.)​
Direct Methods (Realgam 1)​
Inconpatible with Pruning.​
The effectiveness of attacks, that are used by the braggart's Pokemon and don't share a type with their user, is at most x1.​
The braggart's Pokemon can't create Switching or Phazing.​

Littering (Safari 1)
At the end of each round: Place a copy of each Medicine the braggart used this round, in the backpack of the Wild team.​
(The Wild team has a backpack, like all teams do, even though it initially starts empty.)​
Call of Nature (Safari 2)
(Incompatible with "No Switching")​
The braggart must switch their Pokemon if possible, every Switching Phase.​
Double Major (Raid 2)
The braggart signs up with two different Vocations for each of their Pokemon. (For Raids with multiple Pokemon sharing a role, none of those Pokemon may share any Vocations.)​
At the end of setup, and at the each round: Randomly designate one of each Pokemon's Vocations as "active", and the other as "inactive".​
The effects of inactive Vocations are ignored.​

Piñata (Raid 2)
The effectiveness of each core type against the Protector is at least x1.5.​

Unfated (Raid 1)
The braggart's Effect Checks, Accuracy Checks, and Critical Checks are Unlucky.​
The Raid's Effect Checks, Accuracy Checks, and Critical Checks are Lucky.​
:sv/zapdos:
Brave the Gauntlet
The Legend Gauntlet is making its long-awaited return!
Shortly after this post, the sign-up thread for The Legend Gauntlet will be posted. Please allow some time for the OP and placeholder posts, before signing up.

The Legend Gauntlet has two tiers: The Lesser Gauntlet and the Greater Gauntlet.
  • Both Gauntlets demand referees be T.Lv3 or higher.
  • The Lesser Gauntlet demands players be T.Lv3 or higher.
  • The Greater Gauntlet demands players be T.Lv4 or higher.
:sv/porygon2:
Venue Minor Adjustments
We're using tools from this patch to improve existing venues in small ways.

Please double-check your queued challenges to ensure they're prepared for any such changes that impact them.
The follwing Raid vocations will be adjusted:
  • :safety goggles:Daredevil will multiply the effectiveness of Boss attacks they take by the chance they would have had to hit; instead of allowing Boss attacks to miss the Daredevil.
  • :room service:Butler will restore items "twice per Raid" rather than referring to Service Markers.
  • :utility umbrella:Reporter will gain the effects of Weather created by the user, like Barometer.
  • :malicious armor:Blackguard will steal stages and Conditions only from allies' actions; rather than from their abilities or items.


The Raid "The Spectacular Spore-verlord!" will be adjusted to be playable without Combos, particularly in the add phase:
  • :amoonguss:Amoonguss HP: 280 -> 250
  • :toedscruel:Toedscruel HP: 130 -> 80
  • :shiinotic:Shiinotic HP: 115 -> 80
  • :breloom:Breloom HP: 100 -> 80
  • :brute bonnet:Brute Bonnet HP: 230 -> 250
This better reflects the lack of powerful multi-target attacks at Level 1. Without the ability to build your own, total HP has to come down.


The Raid "Vs. The Cold-Iron Tink-tacular Turf War!" will be given changes to its "Generals", mini-bosses that perform specific functions, in order to make them into more exciting field duels.

The enemies in this Raid will be changed as follows:
  • :naviathan:Ocean-Might General
    • Battle Pay: 200 -> 400
    • HP: 300
    • Ignores :kartana:Kartarmory, meaning that your Aggressor will likely need to handle them.
  • :goodra-hisui:Spiral-Shell General
    • Battle Pay: 200 -> 400
    • HP: 250 -> 300
    • Ignores the Aggressor role multiplier to damage, meaning that you will need to rely on :kartana:Kartarmory multipliers.
  • :scizor-mega:Sharp-Edge General -> "Swift-Wings General"
    • Battle Pay: 400 -> 300
    • HP: 400 -> 1200
    • Now ignores :excadrill:Excadrilling, meaning they move immediately.
    • Now features high HP, but remains fully succeptable to :kartana:Kartarmory and Aggressor multipliers, which you will need.
  • :steelix-mega:Earth-Moving General
    • Battle Pay: 400 -> 300
    • HP: 500 -> 150
    • Structure Damage: 9,999 -> 999
    • Behaviors have been removed. Now focuses solely on attacking structures instead of defenders.
    • Ignores :kartana:Kartarmory like the :naviathan:Ocean-Might General does, meaning that your Aggressor will likely need to handle them.
  • :tinkatink:Tinkatink Warrior
    • Battle Pay: 20 -> 0
    • This change means that :gholdengo:Ghold Mines placement should prioritize Generals.
The Forretrifications will be changed as follows:
  • :excadrill:Excadrill
    • New Effect: Scourge Invaders in this zone [excluding] Bosses, that spawned this round, can't [damage structures].
    • New A Upgrade: "excluding"→ "including"
    • New B Upgrade: "damage structures"→ "change zones"
    • Now enemies can hurt you. This change also means you should use the A upgrade in zones with standing structures, and the B upgrade in zones missing their structures.
  • :celesteela:Celemplacement
    • Cost: 500 -> 200
    • New Effect phrasing: At the end of each step: Reduce each Boss' HP, equal to [100] plus [one-tenth (x0.1)] of their remaining HP.
      Limit one (1) Celemplacement. (Function unchanged.)
    • The bulk of the Gimmighold spent in this raid would be spent on this Forretrification. Because Tinkatink Warriors no longer give any Battle Pay, the price is being greatly reduced to match.
  • :aegislash:Aegismithy
    • No changes at this time, but we're aware that it doesn't do anything. If the new Generals prove to be a handful, we'll use this option to help mitigate them. If the new Generals are easy to deal with still, we might quitely remove this Forretrification at a later time.


The Raid "Vs. The Cataclysmic Clashing Colossi!" will be changed to penalize extremely high damage teams. They will also deal less damage themselves, resulting in a slower overall fight.

Adjustments to the arenas:
  • A.C.S.C (Groudon arena craft) HP: 120 -> 300 HP
  • R.S.C. Ocean-Eater (Kyogre arena craft) HP: 120 -> 350 HP
    • Kyogre does more overall damage than Groudon, so the Ocean-Eater needs more HP to survive Kyogre's hits.
  • The arena crafts now also take damage when the raiders' attacks damage a Boss.
    • This limits how much damage the player can safely deal before disengaging.
    • The better the player can protect themselves from the Boss, the more damage they "get" to deal.
  • Tendency gain per round: two (2) -> one (1)
    • Because the player is penalized for delivering large nukes, the fight takes longer overall.
    • Tendencies of six or more (6+) start to become dangerously volatile for the player. We're aiming for the Bosses to reach six Tendency near the end of the battle.
Adjustments to the bosses:
  • Remove "+5" and "+8" modifiers from Groudon's attacks.
  • Groudon's third behavior slot now specifies "non-attackmove". Their second slot specifies "any".
    • The intent is that Groudon should be less aggressive, but very versatile.
  • Replaced Groudon's ability option ( 3:red orb: ) Protean with Neutralizing Gas.
  • Reduced the additive modifiers on Kyogre's attacks to "+4" for Ice Beam and Ancient Power, and "+2" for the rest.
  • Kyogre's second behavior slot now specifies "attackingmove". Their third slot specifies "any".
    • The intent is that Kyogre should be more aggressive, but softer to disruption.
  • Replaced Kyogre's ability option ( 3:blue orb: ) Magic Bounce with Neutralizing Gas.

Safari Zone
Because explorers now Escape, rather than wild Pokemon (due to new capture mechanics):
  • Escape Items (Fluffy Tail, etc), will be rephrased accordingly.
    • Old: If the recipient has 80 or less HP or EP: The recipient escapes the battle.
    • New: The user's trainer Escapes from the battle.
  • The Field Assist "Stealth" will be adjusted:
    • Old: Rather than post orders for the first time each Trek; the player may choose to Sneak By the current Wild Pokemon. If they do, that Wild Pokemon escapes from the battle. (Essentially, skip that Pokemon.)
    • New: The explorer can Escape without discarding any items, once per Trek.
The Lifelines for Level 4 Habitats will be changed:
  • ":revival herb:Lifeline Soothe" will be removed from Level 4 Habitats.
  • Two new Lifelines will be added to Level 4 Habitats:
    • :poke doll:Lifeline Switch - Switch your Pokemon.
    • :premier ball:Lifeline Capture - Put a :premier ball:Premier Ball in the Capture Tracker of a wild Pokemon, if that Tracker is empty.
The format setting "Items can't cause wild Pokemon to escape in this habitat." will be removed from all applicable Habitats.


All Safari Habitats have been revised to use updated Assists, have Capture Trackers, and to have new EP totals.
 
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Balance Changes
We have two main philosophies driving the changes in this patch: The amount of knowledge and lookup in each round needs to go down; and players should have to play around the remaining demands rather than ignoring them.

:sv/miasmaw:
Ignorance and Player Labor
Here, "ignorance" specifically refers to a strategy built around removing parts of the game from play. Using balanced game pieces, like Safety Goggles, constitutes an ignorance strategy too.

Players have drifted towards items like Sticky Barb for most of Generation 9 BBP. This is in part a response to how strong items and abilities have become—but also, a response to the sheer amount of game knowledge BBP demands.

We can't safely cut back on the amount of ignorance available to players, unless we also cut back on the sheer amount of game knowledge and table lookup BBP asks of players. So, as described above, we're doing both. You'll see many game pieces below reverted to a more source-game inspired effect. We're taking this chance to preserve only the most interesting fanfiction effects. Fanfiction effects reverted below should be considered educational experiments.

:sv/beedrill:
Traits and Balance
Using the Traits of Pokemon as a balancing tool was something we shied away from at the beginning of Generation 9, except for specific box-cover prize Pokemon. We wanted the box-cover Legends and their peers to be aspirational prizes for players near the end of their BBP progression. We needed a resource to tie them to for them to be released, though, which lead to the creation of Technique Control. These Legends became "Tech-spenders", and they came to compete with Mega Evolution and other spenders.

We intentionally did not include any Pokemon that returned Technique Control at that time. Rather than pricing Pokemon into a point-buy system (nowadays represented in Smogon's Draft League formats), we wanted to balance Pokemon by their best qualities, or overlap of qualities unique to them. However, this approach has been eclipsed by Game Freak's willingness to introduce Pokemon wielding the rare qualities of other extant Pokemon. As an example, I had written a buff to Oblivious when writing Gen 9 based on the user being larger than their attackers, that was intended for Wailord and Mamoswine, but was poached by Dondozo.

This approach of stapling Pokemon-targeting buffs to existing pieces also poisons our design well. We want to offer creative team-building tools like Exp. Share, but fanfiction ability-combo-text dominates that space. This type of ability-combo text is also unintuitive to learn. When we do this, we're hiding a third, secret ability "between" two overlapping abilities (Or any two overlapping pieces, really).

Going forward, we'll be looking for measured, elegant ways to leverage the Trait system. Fanfiction traits can give Pokemon a unique function, and clearly communicate that function to players scrolling the DAT or their opponents' profiles.

ASB veterans probably remember a number of anime-inspired inherent buffs, such as many winged or floating Pokemon getting Levitate as a command. We aren't likely to go back to this any time soon, or even any time next season. We still want Pokemon to function mainly using their source-game qualities. We're not going to Fanfiction a Bug-type Explosion clone onto Beedrill, and we're not going to give Carnivine an extra step per round.

Trait Adjustments

:xatu::lugia:
Technique Control Traits
We're changing how powerful Pokemon "cost" Tech. We're also providing a Tech-assisting Trait to certain Pokemon.
First, we're changing the Traits of Pinnacle-reward Pokemon. Now, these Pokemon deduct Tech when they're sent out for the first time each battle. As people can now obtain quite a few, we thought it important to allow them in the same reserve without penalty.
  • Reduces the team's Technique Control by 1. -> Requires 1 Tech to send out, once per battle.
  • If a team has reserve Pokemon they can't afford to send out, those Pokemon are stuck there.
Secondly, we're doing a large pass on Pokemon who suck ass. This change is experimental, but we're offering certain Pokemon a free Technique usage. This can be spent on any Technique they obtain, including combinations, if so desired.
  • No trait / Other existing traits -> Spends no Tech for their first Technique each battle. (including Combos!), plus their other existing traits.
  • It would take a very strong argument to add a Pokemon to this list.
  • It would not take much for us to revoke this Trait from a Pokemon that performs too well.
We may give these Traits a catchy pair of names in the future, but for the time being we prefer that they be spelled out clearly. Also, these Traits don't "cancel out". If ever a Pokemon ends up with both of these Traits, then they would cost 1 Tech Control the first time they were sent out, and then get a free use of one of their known Techniques afterwards.

List of Pokemon receiving this "free-Technique" Trait:
:abomasnow:Abomasnow
:accelgor:Accelgor
:ambipom:Ambipom
:arbok:Arbok
:ariados:Ariados
:aromatisse:Aromatisse
:banette:Banette
:barraskewda:Barraskewda
:bastiodon:Bastiodon
:beautifly:Beautifly
:beedrill:Beedrill
:bellossom:Bellossom
:bibarel:Bibarel
:boltund:Boltund
:bombirdier:Bombirdier
:brambleghast:Brambleghast
:butterfree:Butterfree
:cacturne:Cacturne
:carbink:Carbink
:carnivine:Carnivine
:castform:Castform
:chatot:Chatot
:cherrim:Cherrim
:chimecho:Chimecho
:cinccino:Cinccino
:clawitzer:Clawitzer
:comfey:Comfey
:corsola:Corsola
:cramorant:Cramorant (/!\ caution: could be broken with this /!\)
:cryogonal:Cryogonal
:dachsbun:Dachsbun
:dedenne:Dedenne
:dewgong:Dewgong
:drifblim:Drifblim (/!\ caution: could be broken with this /!\)
:dubwool:Dubwool
:dugtrio-alola:Dugtrio-Alola
:dugtrio:Dugtrio (/!\ caution: could be broken with this /!\)
:dustox:Dustox
:eiscue-noice:Eiscue-Noice
:eiscue:Eiscue (/!\ caution: could be broken with this /!\)
:eldegoss:Eldegoss
:electrode-hisui:Electrode-Hisui
:electrode:Electrode
:emolga:Emolga
:falinks:Falinks
:farfetchd:Farfetch'd
:fearow:Fearow
:flapple:Flapple
:floatzel:Floatzel
:frosmoth:Frosmoth
:furfrou:Furfrou
:furret:Furret
:galvantula:Galvantula
:garbodor:Garbodor
:glaceon:Glaceon
:glalie:Glalie
:gogoat:Gogoat
:gorebyss:Gorebyss
:gourgeist:Gourgeist-Small
:grafaiai:Grafaiai
:grumpig:Grumpig
:gumshoos:Gumshoos
:heatmor:Heatmor
:heliolisk:Heliolisk
:hitmonchan:Hitmonchan
:hitmonlee:Hitmonlee
:hitmontop:Hitmontop
:houndoom:Houndoom
:huntail:Huntail
:hypno:Hypno
:illumise:Illumise
:indeedee-f:Indeedee-F
:jumpluff:Jumpluff
:klefki:Klefki
:klinklang:Klinklang
:komala:Komala
:kricketune:Kricketune
:leafeon:Leafeon
:leavanny:Leavanny
:ledian:Ledian
:liepard:Liepard
:lilligant-hisui:Lilligant-Hisui
:lilligant:Lilligant
:linoone:Linoone
:lokix:Lokix
:lumineon:Lumineon
:lunatone:Lunatone
:lurantis:Lurantis
:luvdisc:Luvdisc
:lycanroc-midnight:Lycanroc-Midnight
:magcargo:Magcargo
:malamar:Malamar
:maractus:Maractus
:masquerain:Masquerain
:meganium:Meganium
:meowstic-f:Meowstic-F
:mightyena:Mightyena
:miltank:Miltank
:minior-meteor:Minior-Meteor
:minun:Minun
:morpeko:Morpeko
:mothim:Mothim
:mr.-mime:Mr. Mime
:ninjask:Ninjask
:noctowl:Noctowl
:noivern:Noivern
:oranguru:Oranguru
:orbeetle:Orbeetle
:oricorio:Oricorio-Baile
:oricorio-pau:Oricorio-Pa'u
:oricorio-pom-pom:Oricorio-PomPom
:oricorio-sensu:Oricorio-Sensu
:orthworm:Orthworm
:pachirisu:Pachirisu
:parasect:Parasect
:persian:Persian
:phione:Phione
:pidgeot:Pidgeot
:pincurchin:Pincurchin
:plusle:Plusle
:purugly:Purugly
:pyroar:Pyroar
:pyukumuku:Pyukumuku
:quagsire:Quagsire
:qwilfish:Qwilfish
:rapidash-galar:Rapidash-Galar
:rapidash:Rapidash
:raticate-alola:Raticate-Alola
:raticate:Raticate
:relicanth:Relicanth
:ribombee:Ribombee
:salazzle:Salazzle
:sandslash:Sandslash
:sawsbuck:Sawsbuck
:sceptile:Sceptile
:scrafty:Scrafty
:seaking:Seaking
:seviper:Seviper
:sharpedo:Sharpedo
:shiftry:Shiftry
:shiinotic:Shiinotic
:shuckle:Shuckle
:simipour:Simipour
:simisage:Simisage
:simisear:Simisear
:skuntank:Skuntank
:slurpuff:Slurpuff
:solrock:Solrock
:spidops:Spidops
:spinda:Spinda
:squawkabilly:Squawkabilly
:stunfisk-galar:Stunfisk-Galar
:stunfisk:Stunfisk
:sudowoodo:Sudowoodo
:sunflora:Sunflora
:swalot:Swalot
:swanna:Swanna
:swellow:Swellow
:swoobat:Swoobat
:talonflame:Talonflame
:thievul:Thievul
:tinkaton:Tinkaton
:togedemaru:Togedemaru (/!\ caution: could be broken with this /!\)
:trevenant:Trevenant (/!\ caution: could be broken with this /!\)
:tropius:Tropius
:unfezant:Unfezant
:venomoth:Venomoth
:vespiquen:Vespiquen
:vivillon:Vivillon
:volbeat:Volbeat
:watchog:Watchog
:whimsicott:Whimsicott
:whiscash:Whiscash
:wigglytuff:Wigglytuff
:wormadam:Wormadam-Plant
:wormadam-sandy:Wormadam-Sandy
:wormadam-trash:Wormadam-Trash
:wugtrio:Wugtrio
:xatu:Xatu
:zangoose:Zangoose
:zebstrika:Zebstrika
:zygarde-10%:Zygarde-10% (Only this Forme gets the free Tech, and only once per battle per Zygarde.)
:smeargle:
Movepool-Replacing Traits
We're updating 5.10 "Unique Pokemon" in general, to specify that Pokemon with a nonstandard movepool can't be given moves by most effects.
This is a quick one. We're adding the following text to 5.10:

Pokemon with a Trait that removes their standard movepool can't be given borrowed moves, except as outlined in their own Trait.​

This impacts :smeargle:Smeargle, :unown:Unown, and two other Pokemon gaining a Movepool-Replacing Traits in this patch. They'll be gaining rules text in their Traits, that allow them to grant themselves borrowed moves.

The :necturna:Necturna family and :revavroom:Revavroom have standard movepools, and their Traits only add extra moves. They're not affected by this change.
:ditto:
Ditto
Ditto is getting their own section in 5.10 "Unique Pokemon".
New Trait: "Learns only Transform."

With the addition of this rule, Ditto now has the simplest movepool-replacing Trait: They simply learn only Transform, and can't know other moves.

:ditto:
[5.10b] Ditto
Instead of a traditional movepool, Ditto learns only Transform. Ditto can't learn other moves.

This should clean up strange instances of move donation.
:mew:
Mew
Mew is getting their own section in 5.10 "Unique Pokemon", detailing a replacement for their current Technique Control-cost Trait.
No pass to address second-order advantage would be complete without examining its patron saint.

Mew was already playing a different game than the rest of the BBP Pokedex; so we're embracing that angle:

Old Trait: "Reduces the team's Technique Control by 1." (This would have been updated to cost on-send, if it wasn't being replaced.)​
New Trait: "Briefly learns any standard move. Can't Combo. See 5.10 "Unique Pokemon" in the Handbook."​

New Rule (The Tech Trait rule, Ditto's rule, and this rule push 5.10a "Unown" and later entries down by 3 letters.):
:mew:
[5.10c] Mew
Instead of a traditional movepool, Mew can use any extant standard move in BBP... But not without warning.

Mew has a Move Count equal to six plus their own Level. (6 + Level)

At the start of the ordering phase, Mew's trainer must declare unique standard moves of Mew's Level or below, up to Mew's Move Count. After this, scheduled posts resume.

Mew knows each move declared for them that round, and no others, as borrowed moves.

If a player would declare moves and then issue orders to Mew in the same post (typically, if they have first order), that player may simply issue orders to Mew.

Mew's orders and Result Clauses combined can't contain more unique moves than Mew's Move Count. If they exceed the limit, Mew's substitutions become illegal, starting with the bottom substitution, until the remaining orders and Result Clauses are within the limit.

Mew cannot use Combinations.

If multiple trainers control a Mew, they declare moves in the reverse of post order.
Example: With four Mew trainers: Fourth order declares moves, then third, then second. First order skips declaring and simply orders, after which second orders, then third, then fourth.

The fantasy of piloting Mew is one of creativity: being able to express yourself with all of the tools in BBP at your disposal. In practice, the way Mew is played is by feeding it as many second orders as is possible, secure in the knowledge that no opponent in the game could possibly sub for all of the ways Mew could destroy them.

This version should, hopefully, deliver better on the fantasy promised by Mew. The 12 or 15 moves selected by Mew's trainer will reflect their playstyle and priorities, even if the same few moves appear often. The Mew pilot gets to showcase their ability to read the battle and build a gameplan; while the opponent only has to sub for a small slice of Mew's capabilities.

Over time, I hope different Mew pilots will develop different priorities in different situations. (We're slapping Shadow Force on the wrist in advance)
:unown:
Unown
Next, we're taking a crack at solving Unown once more. If anyone wants to count how many times Unown has visited the patch notes, feel free.
We're updating Unown's Trait to say this:

Updated: "Pays for moves using Letters drawn at random. See 5.10 "Unique Pokemon" in the Handbook."​

This comes with large rework of Unown's mechanics:
:unown:
[5.10d] Unown
Unown completely lacks a movepool. However, Unown may use any traditional move in the entire game... Semi-randomly.

[ Letter Slots ]
Unown has 26 Letter Slots, numbered in order "A-1" to "Z-26". The number is to help with rolling dice.

At Level 0 and 1, Unown can know one move in each Letter Slot, that starts with that letter. This looks like:

A-1: Aromatherapy
B-2: Baneful Bunker
[ ...and so on ]
At Level 2 or higher, Unown can know two such moves in each slot, like so:
A-1: Anchor Shot / Attract
B-2: Boomburst / Bide
[ ...and so on ]

When claiming Unown, or when Leveling Up Unown, their trainer may fill these Letter Slots with any standard move of Unown's Level or below. Players may also re-select Unown's moves for a nominal fee in the Day Care shop, in the Prize Claim thread.

The numbers are required, so that referees may roll random Letters more easily.


[ Letters ]
Unown stocks a resource called Letters, and spends these Letters to execute moves. Unown starts each battle with the Letters "U", "N", "O", "W" and "N" stocked, and with no other stocked Letters.

Unown has a Stock Size equal to six plus their Level. (6 + Level) This is how many Letters Unown is allowed to Stock.

At the start of battle, and at the end of each round: Unown stocks random Letters, with equal odds, until their Stock Size is full. Unown can stock duplicate Letters.


Moves each cost Unown the stocked Letter that their name start with, in addition to their other costs. Combos instead cost the Letter that each component move's name starts with. Commands don't cost Unown any Letters.

Unown can't receive intent to use moves or Combos that they lack the Letters to perform.
(This is important for opponents' substitutions.)

Unown has Energy again. Lacking Energy was a horrible feature for a playable Pokemon to have.

Unown no longer Faints when they run out of Letters (somehow); instead, they'll be stuck using Commands.

Lastly, the moves available to Unown are mostly up to fate. Compared to the highly-customizable Smeargle, and the knowledge-testing Mew, Unown is now positioned as a strictly for-fun Pokemon for trainers who like to get it twisted.
:silvally:
Trait Descritions
Several Traits simply direct the player to rule 5.10 "Unique Pokemon" in the Handbook. We're adding a short description to each such trait.
  • Old: "See 5.10 "Unique Pokemon" in the Handbook."
  • New: By Pokemon:
    • :ditto:Ditto: "Learns only Transform. See 5.10 "Unique Pokemon" in the Handbook."
    • :Mew:Mew: "Briefly learns any standard move. Can't Combo. See 5.10 "Unique Pokemon" in the Handbook."
    • :unown:Unown: "Pays for moves using Letters drawn at random. See 5.10 "Unique Pokemon" in the Handbook."
    • :smeargle:Smeargle: "Permanently learns moves via Sketch. See 5.10 "Unique Pokemon" in the Handbook."
    • :nincada:Nincada: "Evolves into two Pokemon at once. See 5.10 "Unique Pokemon" in the Handbook."
    • :zygarde:Zygarde: "Can be sent out as Zygarde-10% or Zygarde-50%. See 5.10 "Unique Pokemon" in the Handbook."
    • :revavroom:Revavroom: "Can switch to different Torque moves each round. See 5.10 "Unique Pokemon" in the Handbook."
    • :necturine:Necturine /:necturna:Necturna: "Permanently learns any single extra move via Sketch. See 5.10 "Unique Pokemon" in the Handbook."

Condition Adjustments
Markers were heavily involved in tracking different values on Conditions. With their removal, several Conditions need to be adjusted.

Additionally, we're overhauling specific Conditions that haven't yet settled into a healthy place in the game.

:bellibolt:
Charge
Simple conversion from a Marker to a Condition.
Type: Marker -> Condition.

The Pokemon is gathering charge for their next electrical attack.

Stack Limit: 3.

When the user attacks with an Electric-type attack: Give that attack a Power Bonus of four (4); then, discard this Condition.

"Stack Limit" works how you think it does.

The moves Charge and Wild Charge will now grant this Condition instead of any markers.

Electromorphosis and Wind Power will have text raising the Stack Limit of Charge.
:arbok:
Dread
To fit together with Frost, below, we're adjusting Dread. Instead of granting attackers Attack Aid, Dread will give the victim new phobias.
We're replacing one offensive function with another. Granting Attack Aid helped overcome the defenses of Dread victims, but there are many ways to bypass high defenses built into the game. There are relatively few ways to overcome strong defensive typings, so we're moving Dread into that space—it now gives the victim new weaknesses. This will help crack the bulkier Fairy-, Ghost-, Normal-, and Water-type Pokemon, among others. If there were any bulky mono-Electric Pokemon in the game, Dread would help crack those, too.

Dread's offensive debuff, of granting defenders Defense Aid against the victim's attacks, has been left alone.

As for Dread's other function—Energy depletion—we're pulling back on it. There are, intentionally, very few ways in the game for players to fight Energy loss. Some players have expressed that they love having a win condition that opponents can't interact with, which is how we knew it was best to cut that out.

OldNew
Dread
The Pokemon is struck with an acute, perhaps unnatural, fear.

Energy costs for the subject's actions are increased by the current round count or by five (5), whichever is lesser.

While the subject is attacking: The defender has Defense Aid.

While the subject is being attacked: The attacker has Attack Aid.
Dread
The Pokemon is struck with an acute, perhaps unnatural, fear.

At the end of each round: The subject loses two (2) Energy.

While the subject is attacking: The defender has Defense Aid.

The effectiveness of Bug, Dark, Ghost, and Poison against the subject is at least x1.5.

Dread is being focused into its role of providing windows of strength against high-statted foes. The tools for inflicting Dread are being centered around "dilemma-control" playstyle: Forcing opponents to choose between two bad options.

Most effects applying Dread allow the opponent an option to quickly shed the Condition. However, that option can be punishing. As an example, Spite inflicts Dread until the victim spends 12 or more total Energy on actions, which is the price of Substitute and Protect. The opponent has to choose between giving the Dread user a chance to exploit the extra weaknesses, or give up precious momentum.

Compared to Frost, Dread is less easily accessible by the user. Sources of Dread either allow the opponent to suffer other consequences instead (most sources), work only in niche situations (Tera Shell, Astonish), or require the user to relinquish a Pokemon (Memento, Grudge).

Sources of Dread:
  • Unnerve
    • New effect: "Opponents who have more negative stat stages than the user have Dread."
    • (A Pokemon with -3 Attack stage and -4 Defense stage has two negative stat stages.)
    • Synergizes with Arbok's and Masquerain's Intimidate, especially in non-Singles formats.
  • Pressure
    • New effect: "Opponents who haven't successfully completed an attack this round have Dread."
    • Synergizes with Dusknoir's high defenses, Absol's and Kingambit's Sucker Punch, Aerodactyl's fast Crunch, and other users.
  • Spite and Eerie Spell
    • Old duration: "an amount of their turns, equal to half of the current round count or six (6), whichever is lesser."
    • New duration: "until the defender spends 12 (Spite) / 6 (Eerie Spell) total Energy on costs, starting upon creation"
    • Now only apply Dread to defenders that have any Energy.
  • Tera Shell
    • Unchanged.
  • Memento (new source)
    • Dread duration: "until the defender leaves play."
  • Grudge (new source)
    • Dread duration: "until those Pokemon leave play, or another Pokemon Faints, whichever is sooner."
  • Astonish (new source)
    • Dread duration: "until the end of the defender's next turn."
  • Sources of "unaffected by Dread."
    • Guard Dog, Oblivious
    • Lots of others could go here (Scrappy, Defiant, etc), but we didn't want too many fanfiction jumpscare effects countering our fanfiction jumpscare effects.
:ninetales-alola:
Frost
Freeze is retiring from the game. Its replacement, Frost, is a proactive tool that gives foes a taste of what it's like to be an Ice-type.
Freeze, in its current state, provides a difficult-to-balance stun strategy that doesn't satisfy the user or the opponents. Current Freeze is ineffective except when all of its supporting elements are lined up—Snow in play, Blizzard or other two-marker moves being spammed, and a victim with no Freeze-breaking moves available (or a way to Seal all such moves before they can be used).
Meanwhile, any Pokemon with Snow Warning can attain a Freeze lock without any special effort, and the opponent has to have the counter available (the right move, ability, or Covert Cloak), or lose multiple turns without recourse.

Freeze has gotten several chances now, and hasn't ever approached a state we're happy with. We're cutting our losses and replacing it:

New
Frost
The Pokemon is entombed in a coating of ice will constrain their mobility until they thaw.

The effectiveness of Fighting, Fire, Rock, and Steel against the subject is at least x1.5.

The subject's Defense rank and Special Defense rank are each at most 6.

If the subject attempts, or is hit by, a move that is Fire-type or that mentions "inflict Burn": Discard this Condition.

This flips the status into a formerly-niche offensive space. This major status now induces in its victims utmost frailty—it undermines both their defenses and their typing, leaving them exposed to several powerful attacking types.

On-demand access to Frost is limited to Pokemon with Snow Warning, Powder Snow, support from an ally with Chilly Reception, and Articuno-Galar. These Pokemon can be used to expose opponents to powerful attackers on their team. Aurorus can take advantage of their own on-demand Frost with STAB super-effective Meteor Beam—now finally dishing out damage similar to what they commonly take. Cyclohm is a non-Ice Powder Snow user who can use Frost to push for reliable progress against most opponents, well suiting their bulky statline.

Outside of Snow synergy and Powder Snow, Pokemon that can use Blizzard or Freeze-Dry reliably have the capacity to threaten Frost against difficult-to-crack defenses or typings. Starmie can emulate Aurorus' Frost and Meteor Beam synergy if pressed, thanks to their accurate Blizzard.

In a pinch, Darmanitan-Galar can alternate Powder Snow and Flare Blitz for respectable minimum amount of damage against even the bulkiest Pokemon. Frost must be re-applied after each Flare Blitz, however.

Compared to Dread, Frost is easier to access and easier to inflict on-demand. Frost is also effective against fewer opponents—Ice-types are immune, and many Pokemon can sub a Fire-type or Burn inflicting move—and is a Major Status, for good or ill.

Sources of Frost:
  • By effect check, for the defender's next two (2) turns, at their source-game odds:
    • 10% Ice Beam, Ice Fang, Ice Punch
    • 1/3 of 20%: Tri-Attack
  • By effect check, for the defender's next three (3) turns, at fanfiction odds:
    • 30%: Blizzard, Freeze-Dry
    • 100%: Freezing Glare, Powder Snow
Snow
  • Remove effect mentioning Frost markers.
  • Add "Effect checks, for effects that solely inflict Freeze, automatically succeed."
:wigglytuff:
Infatuation
Rather than copying the entire move, Infatuated Pokemon will now share most of the upside of those moves with the Infatuated mon.
The previous effect of Infatuation was more often downside than not. Even though the Condition had the potential to be very powerful, that potential was almost entirely dependent on opponents playing into it ignorantly.

This new version has less potential to backfire, and also has a less back-breaking ceiling when opponents play in to them. It's less exciting as a result, but we can't have everything.

OldNew
The Pokemon is swooning for or beguilded by another Pokemon, and is vulnerable to suggestions to share useful moves.

Pokemon who don't know Attract are unaffected by this condition.

When this condition is created: The subject becomes Infatuated with the creator.

After the subject executes a non-damaging, non-called action, that targeted only themselves or only the creator: The creator calls and attempts that action without paying its costs.
The Pokemon is swooning for or beguilded by another Pokemon, and is vulnerable to suggestions to share the spoils of moves.

Pokemon who don't know Attract are unaffected by this condition.

When this condition is created: The subject becomes Infatuated with the creator.

If the subject's non-attack move would heal the subject, raise their stat stages, or grant them a condition; instead, it does so for both the subject and the creator.
:machamp:
Mixed Aid
Rather than changing the category of the subject's attacks, Mixed Aid will now raise the subject's lower Attack rank.
This is a straightforward buff. Now, Mixed Aid helps overcome opponents with lopsided defenses, as it should.

OldNew
The Pokemon has a moment of cleverness or insight, allowing them to attack in an unexpected way.

While the subject's Attack rank is higher than their Special Attack rank: The subject's attacks are Physical.

While the subject's Special Attack rank is higher than their Attack rank: The subject's attacks are Special.
The Pokemon has a moment of cleverness or insight, allowing them to attack in an unexpected way.

The subject's Attack rank is always at least one (1) less than their Special Attack rank. (With 9 Sp.Atk, you have at least 8 Atk.)

The subject's Special Attack rank is always at least one (1) less than their Attack rank. (With 9 Atk, you have at least 8 Sp.Atk.)
:dragalge:
Poison
We're breaking the "bad" Poison note off into its own Condition, that makes Poisons on the subject worse while they have it.
Poison is one of the first Conditions many new players try to inflict, for a number of complicated reasons.

By breaking the function of Toxic, Poison Fang, Malignant Chain, etc into its own Condition, we can greatly simplify the most-common Major Status.

OldNew
The Pokemon is subject to a slow-acting toxin that is causing them gradual harm as it acts.

Effects specify regular Poison or bad Poison when inflicting this status.

When this conditon is created "with a number of markers": Place that many Poison markers on this condition.

At the end of the step: The subject takes one (1) damage for each Poison marker on this condition.

Bad Poison has the following additional effect:
● At the end of the round: Place two (2) Poison markers on this condition.
The Pokemon is subject to a slow-acting toxin that is causing them gradual harm as it acts.

This condition is created noting a Dosage of two (2) by default.

At the end of each step: The subject takes damage equal to this condition's Dosage.

The "dosage" phrasing is important for effects that formerly referred to "number of Poison markers", such as Poison Point.
:pikachu:
Paralysis
Mentions of Paralysis markers will now refer to "Strain".
I am out of character space, but Strain of Paralysis is like Dosage of Poison, above. It works the same as Paralysis markers.
:slowbro-galar:
Quickness
This new Condition is replacing the various "Quick markers" leaving the game.
Quickness
The user is tensely coiled like a spring, watching for the perfect moment to strike.
Default Duration: Until the subject leaves play.

In ordersets issued to the user, actions may have the optional parameter "(Quick)".

As the step's turn sequence is determined, if the subject's intended action has the parameter (Quick): Move the user's turn to the start of their priority bracket in the turn sequence; then, discard this condition.

The sources of this Condition as of this patch are :slowbro-galar:Quick Drawm, :quick claw:Quick Claw, and :custap berry:Custap Berry. This is a remarkably powerful effect, so we'd need a very good reason to give it out in fanfiction.

This Condition has the default Stack Limit of 1, so these sources now de-synergize with each other.

We considered using this Condition with :fidgit:Prankster and :talonflame:Gale Wings, but those pieces have interactions (Psychic Terrain, etc) that we would prefer to preserve.
:mollux:
Rain and Sun
These Weathers will now provide Power Bonuses and Penalties.
I don't have a lot of room in this post. You all get what this does, right?
:pecharunt:
Toxin
This Condition exists to be inflicted alongside Poison, replicating the function of "bad Poison".
We wanted a Condition we could inflict and discard, that determines if a Poison is "bad" or "regular". This lets us write effects checking for the presence of Toxin, if we want to reward inflicting Poison more strongly.

Toxin
The Pokemon's Poisoning is growing worse and worse over time.
Default Duration: Until the subject Faints or the battle ends.

Pokemon that aren't Poisoned are unaffected by this Condition.

This Condition persists after the subject leaves play.

When this Condition is created, or when the subject leaves play: Reset the Dosage of each of the subject's Poisons to one (1).

Poisons on the subject have the following additional effect:
● "At the end of each step: Increase this condition's Dosage by one (1), to a maximum of six (6)."

As a personal note, after seeing that this extra Condition has four lines of effect text, I'm much more at ease with the decision to split it from Poison.
:gallade:
Sealed
Time to nerf Gallade again. We're disallowing this Condition from handling an opponent's entire movepool single-handededly.
OldNew
The Pokemon's memory has been tampered with, and they can't seem to remember certain moves.

One or more specific moves must be specified by the effect that creates this status.

If this condition would be created, and the subject-to-be already has Sealed; instead, the moves that would be specified for this condition are added to the moves specified by the existing Sealed.

The subject can't receive orders to use any of the specified moves.
The subject can't attempt any of the specified moves.
The Pokemon's memory has been tampered with, and they can't seem to remember certain moves.

One or more moves must be specified by the effect that creates this status.

The subject can't receive intent to use any of the specified moves.

The subject can't attempt any of the specified moves.

If fate is kind, I'll never have to use "subject-to-be" in effect text ever again.

Item Adjustments

:jaboca berry:Berries Pass
We're trimming down the least-fair Berries to sane states, and buffing certain underperforming berries.
BerryOld Effect being ChangedNew Effect
:aspear berry:
Aspear
On consume: Remove Freeze from the consumer. Grant the consumer a unique status with the following effects:
● The subject is unaffected by Freeze and by Frost markers.
On consume: Remove Frost from the consumer. Grant the consumer a unique status with the following effects:
● The subject is unaffected by Frost.
:occa berry:
Occa
(and relatives)​
● The subject has an additional immunity to Fire.The effectiveness of Fire on the user is at most x0.75.
:ganlon berry:
Ganlon
On consume: Raise the consumer's Defense stage by one (1) for their next six (6) turns.On consume: Raise the consumer's Defense stage by two (2) for their next six (6) turns.
:apicot berry:
Apicot
On consume: Raise the consumer's Special Defense stage by one (1) for their next six (6) turns.On consume: Raise the consumer's Special Defense stage by two (2) for their next six (6) turns.
:starf berry:
Starf
On consume: Raise one of the consumer's five core stat stages at random, with equal odds, by two (2) for the consumer's next six (6) turns.On consume: Raise one of the consumer's five core stat stages at random, with equal odds, by three (3) for the consumer's next three (3) turns.
:micle berry:
Micle
On consume: Raise the consumer's Accuracy stage by two (2) for their next six (6) turns.On consume: Raise the consumer's Accuracy stage to maximum for their next six (6) turns.
:custap berry:
Custap
At the start of the round, if the holder's HP is at or below 50%: The holder consumes this item.

On consume: Grant the consumer a unique status until the end of the round, with the following effect:
● The priority of the holder's actions is increased by one (1).
At the start of the round, if any benched Pokemon are Fainted: The holder consumes this item.

On consume: Grant the consumer Quickness.
:jaboca berry:
Jaboca
When the holder is hit by a Physical move: The holder consumes this item, and the attacker takes damage equal to twice (x2) the damage of that hit.When the holder is hit by a Physical move: The holder consumes this item, and the attacker takes damage equal to the damage of that hit.
:rowap berry:
Rowap
When the holder is hit by a Physical move: The holder consumes this item, and the attacker takes damage equal to twice (x2) the damage of that hit.When the holder is hit by a Special move: The holder consumes this item, and the attacker takes damage equal to the damage of that hit.
:kee berry:
Kee
On consume: Grant the user a unique status until the end of the next step, with the following effect:
● The subject takes no damage from Physical hits.
On consume: Raise the consumer's Defense stage by three (3) for their next two (2) turns.
:maranga berry:
Maranga
On consume: Grant the user a unique status until the end of the next step, with the following effect:
● The subject takes no damage from Special hits.
On consume: Raise the consumer's Special Defense stage by three (3) for their next two (2) turns.
:poke ball:
Balls
All extant Poke Balls have had their effects revised for the new Capture mechanics.
BallNew Effect
:poke ball: Poke Ball​
Capture Criteria: The target's EP is at or below 20%, but above 10%.
:great ball: Great Ball​
Capture Criteria: The target's EP is at or below 30%, but above 20%.
:ultra ball: Ultra Ball​
Capture Criteria: The target's EP is at or below 40%, but above 30%.
:safari ball: Safari Ball​
Capture Criteria: The target's EP is at or below 30%.

Pokemon with this Ball in their Tracker have Recovery Aid 10.
:park ball: Park Ball​
Capture Criteria: The target's EP is at or below 30%.

Pokemon with this Ball in their Tracker have Attack Aid and Defense Aid.
:master ball: Master Ball​
Capture Criteria: Automatic.
:cherish ball: Cherish Ball​
[ this ball is reserved for later ]
:dive ball: Dive Ball​
Capture Criteria: The target's EP is at or below 40%, and the thrower's Pokemon have gained Evasive this round.
:dream ball: Dream Ball​
Capture Criteria: The target's EP is at or below 40% and they are Asleep.
:dusk ball: Dusk Ball​
Capture Criteria: The target's EP is at or below 40%, and their Accuracy stage is negative.
:fast ball: Fast Ball​
Capture Criteria: The target's EP is at or below 40%, and their Speed is twice (x2) that of any of the thrower's active Pokemon.
:friend ball: Friend Ball​
Capture Criteria: The target's EP is at or below 40%, and they share a type with the thrower's Wayfinder.
:heal ball: Heal Ball​
Capture Criteria: The target's EP is at or below 40%, and the target has no Major Conditions.
:heavy ball: Heavy Ball​
Capture Criteria: The target's EP is at or below 40%, and their Weight Class is twice (x2) that of any of the thrower's active Pokemon.
:level ball: Level Ball​
Capture Criteria: The target's EP is at or below 40%, and the thrower has an active Pokemon whose Level is below the Habitat's.
:love ball: Love Ball​
[ this ball is reserved for later ]
:lure ball: Lure Ball​
Capture Criteria: The target's EP is at or below 40%, and they were Marked by the thrower.
:luxury ball: Luxury Ball​
Capture Criteria: The target's EP is at or below 20%.

Pokemon captured, with this Ball anywhere in their Tracker, are recruited with 5 extra EXP before allocation.
:moon ball: Moon Ball​
[ this ball is reserved for later ]
:nest ball: Nest Ball​
Capture Criteria: The target's EP is at or below 40%, and their four original core stat ranks are each 8 or less.
:net ball: Net Ball​
Capture Criteria: The target's EP is at or below 40%, and they are Trapped or Partial Trapped.
:premier ball: Premier Ball​
Capture Criteria: The target's EP is at or below 40%, and they have a Poke Ball in their Capture Tracker.
:quick ball: Quick Ball​
Capture Criteria: The target's EP is at or below 40%, and they have no other Balls in their Capture Tracker.
:repeat ball: Repeat Ball​
[ this ball is reserved for later ]
:sport ball: Sport Ball​
Capture Criteria: The target's EP is at or below 40%.
:timer ball: Timer Ball​
Capture Criteria: The target's EP is at or below 40%, and the round count is 5 or more.
:beast ball: Beast Ball​
Capture Criteria: The target's EP is at or below 40%, and their original abilities include Beast Boost.
:strange ball: Strange Ball​
[ this ball is reserved for later ]
:eject button:
Matchup-Control Items
All items mentioning "Phazing markers" and "Switching markers" will now mention Conditions of the same name.
This change affects:
  • :eject button:Eject Button
  • :eject pack:Eject Pack
  • :grip claw:Grip Claw
  • :iron ball:Iron Ball
  • :red card:Red Card
:journal:
Adventure Rules
This item didn't land. We're replacing its effect.
This item was supposed to be taken as a quest, of sorts, to try to accomplish each of the tasks on the item. For such specific hoops, a plain Power Bonus wasn't a worthwhile payoff.

Instead, we're positioning this item as a survival tool when matches go awry.

OldNew
(Represented with :journal:)
An instruction manual full of exploration tips and battle strategies.

When each of the following occurs, if this item doesn't have the corresponding Sticker marker: Put a Sticker marker noting that number on this item.
1. When one or more of the holder's stat stages are lowered.
2. When a Major Status is inflicted on the holder.
3. When the holder's HP falls from 50% or above, to below.
4. When the holder's Energy falls from 50% or above, to below.
5. When the holder leaves play.
6. When the holder's trainer captures a Pokemon that shares a type with the holder.

This item has each effect associated with Sticker markers noting relevant numbers on this item. (??? this doesn't do anything ??????)

When the holder attacks: Give that attack a Power Bonus, equal to the number of Sticker markers on this item.
(Represented with :journal:)
An instruction manual full of exploration tips and survival strategies.

At the end of the round, based on the holder's remaining HP, grant them the following Conditions:
● 80% or less: Recovery Aid 6
● 60% or less: Defense Aid
● 40% or less: Bonus-Proof
● 20% or less: Quickness
(Example: At 50% HP, the holder gets the first two Conditions.)

Because the trigger is end-of-round, it can't just be equipped by a Pokemon being sent into hazards. That said, it is a strong equip for a revenge killer, if they don't need another item.
:assault vest:
Assault Vest
Mentions of "Entrench markers" will be rephrased.
OldNew
When the holder completes a non-damaging action: Place an Entrench marker on this item until it is dropped or transferred.

While this item has an Entrench marker: The holder can't attempt non-damaging actions.
While the holder has completed a non-damaging action, since they last equipped this item: The holder can't attempt non-damaging actions.
:bright powder:
Bright Powder
This item now provides a continuous bonus of Evasion stage, and upside besides.
Without a binary lock effect on Sand Veil and Snow Cloak, this item can be allowed to more fully perform its function: Helping the holder dodge inaccurate moves. Great for taking matchups where Rock-type attacks or Focus Blast present an issue.

OldNew
A packet of dust. Sprinkled on a Pokemon, it glows so bright it makes it painful to directly look at.

While no actions have missed the holder this round: The holder's Evasion stage is increased by one (1).
A packet of dust. Sprinkled on a Pokemon, it glows so bright it makes it painful to directly look at.

The holder's Evasion stage is increased by one (1).

The holder has Evasive against Combos.
:covert cloak:
Covert Cloak
No longer mentions Frost markers.
A shady-looking cloak that obscures the wearer's shape.

While the holder is being attacked: The Effect Chance of that attack is 0.

Frost markers can't be placed on the holder.
:white apricorn:
Fresh-Start Mochi
No longer mentions Markers.
Many effects tracked by Markers, such as Fake Out's usage, are no longer tracked by a Marker or Condition, and thus no longer affected by this item.

(Represented with :white apricorn:)
A round, soft mochi patty with berries mixed in. The perfect refreshing snack after exercise.

When the user gains a Condition or marker, or when any of the user's stages change: The holder consumes this item.

On consume: Remove all Conditions and all markers from the holder, and reset each of the holder's stat stages to 0.
:light clay:
Light Clay
Now provides duration and damage for setting Screens, instead of providing abilities.
Light Screen's current effects are both complex and niche, leaving the item overlooked in most situations.

OldNew
A lump of soft and translucent clay that refracts light based on its shape.

Screens created by the holder have one of the following additional effects, depending on the Screen:
● Reflect: Members of the affected team have Rough Skin, in addition to their other abilities.
● Light Screen: Members of the affected team have Anticipation, in addition to their other abilities.
● Aurora Veil: Members of the affected team have Ice Body, in addition to their other abilities.
● Other Screens: Members of the affected team have their Defense and Special Defense ranks increased by one (1).
A lump of soft and translucent clay that refracts light based on its shape.

Screens created by the holder are created with a duration of at least 10 steps.

When the holder attacks: Give that attack a Power Bonus, equal to the number of Screens on the holder's team.

We don't expect users to try to pile up different Screens just to stack this Power Bonus. Rather, it's intended to offset the opportunity cost of equipping Light Clay somewhat.

Because of how steps convert into rounds and vice-versa (See 7.1 "Durations"), this effect is stronger the fewer steps there are in a round. This item can be leveraged in Raids to achieve very long durations for Safeguard or Mist.
:loaded dice:
Loaded Dice
This item is getting its source-game effect to extend "accuracy-based" variable-hit moves.
Due to Scope Lens, it seems unlikely that this item will become popular for Pokemon such as Maushold. We're including it regardless—this is a strange effect to leave off of the item.
  • Added: Accuracy checks for the user's attacks, that have already passed any accuracy checks against the current defender, automatically succeed.
:metronome:
Metronome
Now uses a unique Condition to track stacks, rather than Markers.
OldNew
A small metronome that ticks a soft rhythm without missing a beat.

When the holder completes attack: Remove all Beat markers from this item.

When the holder completes a non-attack action, except for triggered actions: Place a Beat marker on this item.

While this item has a Beat marker on it: The holder has Sniper in addition to their other abilities, and their critical hit stage is increased by three (3).
A small metronome that ticks a soft rhythm without missing a beat.

When the holder completes a non-attack action, except for triggered actions: Grant the holder a unique condition named "Beat" until they complete an attack.

While the holder has Beat: The subject has Sniper in addition to their other abilities, and their critical hit stage is increased by three (3).

This does make the item more resilient to theft, but it's still as weak to removal as before.
:quick claw:
Quick Claw
Now grants Quickness.
OldNew
The claw of a blindingly fast beast. It retains an insane speed of its own, dragging its holder along.

At the end of each round, if this item doesn't have a Quick marker on it: Put a Quick marker on this item.

As you issue orders to the user, actions in the main orders may be given the optional parameter (Quick).

When the step's turn sequence is determined, if this item has a Quick Marker and the holder's order has the parameter (Quick): Move the user's turn to the start of their priority bracket in the turn sequence; then, remove all Quick markers from this item.
A light and wickedly sharp claw that glides swiftly even through stone.

At the end of each round: Grant the holder Quickness.
:shell bell:
Shell Bell
Now uses a unique Condition to track stacks, rather than Markers.
OldNew
A handmade bell with a lovely maritime chime. It echoes music from its surroundings.

When the user completes an action tagged #Sound, while this item has no Music markers: Place a Music marker on this item; then, place another if that action was not an attack.

When the user attacks with an attack not tagged #Sound, while this item has any Music markers: Apply the following effects in sequence.
● Remove a Music marker from this item.
● Give that attack a Power Bonus of four (4).
● The user heals 4 HP.
A handmade bell with a lovely maritime chime. It echoes music from its surroundings.

When the holder completes an action tagged #Sound, while they have no Song: Grant the user a unique status named "Song" that persists after leaving play, or two (2) stacks of Song if that action was not an attack, with the following effects:
● Stack Limit: 2


When the user attacks with an attack not tagged #Sound, while has Song: Apply the following effects in sequence.
● Remove a stack of Song from the user.
● Give that attack a Power Bonus of four (4).
● The user heals 4 HP.

This does make the item more resilient to theft, but it's still as weak to removal as before.

This item is probably a candidate for simplication in the future, but we're currently happy with its balance overall.
:zoom lens:
Zoom Lens
Now uses a unique Condition to track stacks, rather than Markers.
OldNew
An optical device that allows the wearer to see more precisely. It takes some time to adjust.

At the end of each Pokemon's turn: Put a Zoom marker on this item until the end of the step, to a maximum of four (4).

The holder's Accuracy stage and critical hit stage are each increased by the number of Zoom markers on this item.

When the holder attacks: Give that attack a Power Bonus, equal to the number of Zoom markers on this item.
An optical device that allows the wearer to see more precisely. It takes some time to adjust.

At the end of each Pokemon's turn: Grant the holder a unique Condition called "Zoom" until the end of the step, with the following effects:
● Stack Limit: 4
● The subject's Accuracy stage and critical hit stage are each increased by one (1).


When the holder attacks: Give that attack a Power Bonus, equal to the number of Zoom stacks they have.

Unlike Metronome or Shell Bell, this item's relationship to theft isn't really affected by this change.

Ability Adjustments

:drifblim:
Marker Rephrasings
Many abilities with markers are being rephrased to note a value, or to look back at prior events in the battle.
There are a TON of these abilities, so we're bundling the least-impactful changes here instead.

Some of these effects read very differently without markers, but they should function the same in most cases. Where information needs to be stored for an ongoing effect, such as with Flash Fire, we're using a note. Where information only needs to be tracked once, or tracked for a round, we can often just refer to the battle's reffings.

Some abilities, that are receiving larger changes or reworks, have their own sections below:
  • Forecast
  • Harvest
  • Illusion
  • Neutralizing Gas
  • Quick Draw
AbilityReplaced Effect(s)New Effect(s)
:parasect:
All Poison-
or Paralysis-Inflicting Abilities
  • Inflict Poison with x (x) markers.
  • Inflict bad Poison.
  • Inflict Paralysis with x (x) markers.
  • References to "Poison markers on Poison conditions".
  • References to "Paralysis markers".
  • Inflict Poison. (Use the default Dosage.)
  • Inflict Poison and Toxin.
  • Inflict Paralysis with x (x) Strain.
  • References to "largest Dosage of Poison".
  • References to "largest Strain from Paralysis".
:drifblim:
Aftermath
When the user takes damage from an opponent's attack: Put a Fuse marker on the user.

When the user is knocked out by direct damage from an opponent's attack: The attacker loses 4 HP for each Fuse marker on the user.
When the user is knocked out by direct damage from an opponent's attack: The attacker loses 4 HP, times the number of attack hits the user has taken since they last entered play.
:tauros:
Anger Point
When the user is hit: Place an Anger marker on the user; or if they were critically hit, instead place three (3) of those markers.

When an Anger marker is placed on the user, if the user now has six or more (6+) Anger markers: Remove all Anger markers from the holder; then [...]
Note the user's "Anger" on this ability, starting at zero, and resetting to zero when they leave play.

When the user is hit by an attack: Increase the user's Anger by one (1), or by three (3) if they were critically hit.

When the user's Anger reaches six or more (6+): Reset the user's Anger to zero; then
[...]
:golisopod:
Emergency Exit
Substitutions issued to the user may check for the presence of a Retreat Marker on the user.

When the user is hit, and the damage brings their HP from at or above half (x0.5) of their maximum HP, to half or below: Put a Retreat marker on the user.
When the user is hit, and that damage brings their HP from above half (x0.5) of their maximum HP, to half or below: Grant the user Retreat, an empty unique condition.
:typhlosion:
Flash Fire
When a Fire-type attack is completed: Place a Heat marker on the user; then, place two (2) more if that attack targeted the user. The number of Heat markers on the user is said to be their "Heat".Note the user's "Heat" on this ability; starting at zero, and resetting to zero when they leave play.

When a Fire-type attack is completed: Increase the user's Heat by one (1), or by three (3) if that attack targeted the user.
:mabosstiff:
Guard Dog
Effects can't place Phazing markers on the user.The user is Unaffected by Phazing.
:cramorant:
Gulp Missile
When the user executes Surf or Dive: Place a Gulping marker on the user; or if the user's remaining HP is less than 50% of their maximum HP, place a Gorging marker instead.

[...]
● If the user has any Gulping markers: Lower the attacker's Defense stage by one (1) for their next six (6) turns.
● If the user has any Gorging markers: Inflict Paralysis on the attacker with three (3) markers.
● Remove all Gulping markers and Gorging markers from the user.
When the user executes Surf or Dive: The user transforms to Gulping Forme; or if the user's remaining HP is less than 50% of their maximum HP, to Gorging Forme instead.

[...]
● If the user is in Gulping Forme: Lower the attacker's Defense stage by one (1) for their next six (6) turns.
● If the user is in Gorging Forme: Inflict Paralysis on the attacker with three (3) Strain.
● The user transforms to their default Forme.
:metagross:
Heavy Metal
While no rounds have ended since the user last entered play: Phazing markers can't be placed on the user.While no rounds have ended since the user last entered play: The user is Unaffected by Phazing.
:durant:
Hustle
When the user spends 10 or more Energy for an action's cost: Place a Hustle marker on the user.

When the user enters play, if it is the first round of the battle: Place a Hustle marker on the user.

The user's Attack rank is increased by twice (x2) the number of Hustle markers on them, or by eight (8), whichever is lesser.
When the user enters play and it is the first round of battle; or when the user spends 10 or more Energy for an action's cost: Grant the user a unique condition named "Bustle" until they Faint, with the following effects:
● Stack Limit: 4
● The subject's Attack rank is increased by two (2).
:tangrowth:
Leaf Guard
When the user completes a "Leaf" or "Petal" move: Put a Guard marker on the user, to a maximum of four (4), with the following effect:
● While the subject has no Major Status: The subject's Defense and Special Defense ranks are increased by one (1).
When the user completes a "Leaf" or "Petal" move: Grant the user a unique condition named "Guard" with the following effects:
● Stack Limit: 4

● While the subject has no Major Status: The subject's Defense and Special Defense ranks are increased by one (1).
:primarina:
Liquid Voice
When the user executes an action that is not tagged #Sound: Place a Music marker on the user until they Faint.

When the user attacks with a move tagged #Sound: Give that attack a Power Bonus, equal to the number of Music markers on the user.
When the user executes an action not tagged #Sound: Grant the user a unique condition named "Music" until they Faint, with the following effects:
● Stack Limit: 7


When the user attacks with a move tagged #Sound: Give that attack a Power Bonus, equal to the number of Music stacks on the user.
:cyclohm:
Shield Dust
Frost markers can't be placed on the user.(Removed.)
:mabosstiff:
Stakeout
[...] Put a Predation marker [...][...] Inflict a unique status named Predation" [...]
:wimpod:
Wimp Out
When the user is hit, and the damage brings their HP from at or above half (x0.5) of their maximum HP, to half or below: Put a Retreat marker on the user.When the user is hit, and that damage brings their HP from above half (x0.5) of their maximum HP, to half or below: Grant the user Retreat, an empty unique condition.

...Goodness, I really did over-crutch on adding markers to random effects.
 
Last edited:
Ability Adjustments (Continued)

:dragapult:
Cursed Body
Now that Sealed no longer has the capacity to declare multiple moves, we're moving that function to Cursed Body.
The ability to repeatedly Seal any move an opponent uses made Disable essentially a "one-move movepool", capable of filling out an entire suite of substitutions on its own. There's no need to use different moves to overcome the results of the opponent's moves, if you can prevent from ever using anything productive.

This change restores a fraction of that utility to users of Cursed Body. These users also provide allies on-field with that capacity, while they remain in play.

OldNew
The Pokemon heralds misfortune for those who cross their path.

When the user is hit by an attack, 30% of the time: Inflict Sealed on the attacker, sealing that attack.
The Pokemon heralds misfortune for those who cross their path.

The Stack Limit of Sealed on opponents is two (2).

When the user is hit by an attacking move, 30% of the time: Inflict Sealed on the attacker, sealing that move.
:bellibolt:
Electromorphosis
This ability will allow the user to accumulate more stacks of Charge from any source.
OldNew
The Pokemon can convert kinetic energy from blows into electricity, powering up when hit.

When the user is hit: Place a Charge marker on the user, then discard all but four (4) of the Charge markers on the user.

When one or more Charge markers are discarded from the user: The user heals that much HP.
The Pokemon can convert kinetic energy from blows into electricity, powering up when hit.

The Stack Limit of Charge on the user is increased by one (1).

When the user is hit: Grant the user Charge.

When one or more copies of Charge are discarded from the user: The user heals that much HP.
:heatran:
Flash Fire
This ability will be rephrased to create no Markers... Somehow.
Old:
When a Fire-type attack is completed: Place a Heat marker on the user; then, place two (2) more if that attack targeted the user. The number of Heat markers on the user is said to be their "Heat".​

New:
Note the user's "Heat" on this ability; starting at zero, and resetting to zero when they leave play.
When a Fire-type attack is completed: Increase the user's Heat by one (1), or by three (3) if that attack targeted the user.

This is one of the harder effects to template without markers.
:castform:
Forecast
Wholly reworked.
This is a generous increase in power, compared to the silly-but-infeasible infinite stacking mechanic.

OldNew
The Pokemon is highly reactive to the weather, to the point of changing their shape.

When the user enters play or when the Weather changes: If the user has a Forme that matches the name of the Weather (Sun, Rain, or Snow), the user transforms to that Forme; otherwise, the user transforms to their default Forme.
When the user leaves play: The user transforms to their default Forme.

When the user transforms from one Forme to another: Place an Atmosphere marker on the user until they faint.

Atmosphere markers on the user persist after the user leaves play.

When the user attacks: Give that attack a Power Bonus, equal to the number of Atmosphere markers on the user.
When the user is attacked: Give that attack a Power Penalty, equal to the number of Atmosphere markers on the user.

The user can't take damage from Weather, can't be inflicted with conditions by Weather, and the user ignores any stat stage reductions associated with Weather.
The Pokemon is highly reactive to the weather, to the point of changing their shape.

When the user enters play or when the Weather changes: the user transforms to a Forme specified below:
● If the Weather is Rain: Rainy Forme.
● Else, if the Weather is Snow: Snowy Forme.
● Else, if the Weather is Sun: Sunny Forme.

While the user is Castform, and is not in their default Forme: The user has Attack Aid and Defense Aid.

While the user is acting, or being acted upon: This ability also has the effect text of each Weather in play that was created by the user.

You can enjoy triple Weather with Barometer Castform; or quadruple Weather with the Reporter vocation.

Because manual-Weather moves can no longer change Weather during the round it was created (see "Manual-Weather Moves" below), Castform will likely struggle against Pokemon who know specifically Sandstorm.
:yanmega:
Frisk
We're weakening this ability in longer matches, as well as removing the "declaration" component that referees often forgot.
OldNew
The user can quickly identify the items held by opponents, and potentially sabotage them.

The user is unaffected by Natural Gift and by Fling.

At the beginning of battle: The user's trainer may name up to three (0-3) different item names to be noted on this ability; after which, scheduled posts resume.

The effects of items, that were noted on this ability, are ignored.
(For each instance of Frisk on your team, you may name up to three items for that instance.)
The user can quickly identify the items held by opponents, and potentially sabotage them.

The user is unaffected by Natural Gift and by Fling.

While it is a round where the user entered play: The effects of opponents' held items, except items that mention "On consume", are ignored.
:trevenant:
Harvest
This ability will be brought closer to its source-game version once again.
When removing markers, this ability stood out as an example of excessive Generation 9 bloat that spins players' heads. There's no reason for this ability to be so complex, for such a murky payoff.

The berries that this ability restores all have their own built-in limitations, such as triggering at the start of the round.

OldNew
The Pokemon is brimming with nutrition that allows berry plants to thrive on them.

This ability starts the battle with a Vernal marker on it if more than half of the items in the user's trainer's Backpack are Berries with different names.

At the start of each step, if the Weather is Sun OR if this ability has a Vernal marker: Equip the user with a random Berry from their trainer's Backpack.

When the user consumes a Berry, while the Weather is Sun AND this ability has a Vernal marker: Restore all of the user's trainer's Berries to the owner's Backpack.
The Pokemon is brimming with nutrition that allows berry plants to thrive on them.

At the end of each step, if the Weather is Sun; and at the end of each round regardless of Weather: Restore each Berry the user has consumed since they last entered play.
:audino:
Healer
Because we're making many Markers into Conditions, we have to be pickier with what Conditions this ability can remove.
The Pokemon is swathed in a serene aura that allies can't help but feel relieved by.

When the user or an active teammate is inflicted with a Major or Minor status: Remove all other Major and Minor status from that Pokemon.

If the user or an ally, with no Major Status, would heal HP due to Recovery Aid; instead, they heal twice (x2) that much HP.
The Pokemon is swathed in a serene aura that allies can't help but feel relieved by.

When the user or an active teammate is inflicted with a Condition from the following list: Remove all other such Conditions from that Pokemon.
Confusion, Doom, Dread, Encore, Infatuation, Flinching, Taunt, Torment, Sealed, Sluggish, and each Major Status.

If the user or an ally, with no Major Status, would heal HP due to Recovery Aid; instead, they heal twice (x2) that much HP.

This change leaves a few key Conditions off the list, such as Identified, Phazing, Trapping, and Switching; for game health reasons. We don't want players to be able to become fully Evasive and functionally immune to Foresight, for example.
:zoroark:
Illusion
This ability will be rephrased to be less synergistic in multiples.
Screenshot this note to scare a 5E D&D player.

OldNew
The Pokemon can mask their appearance to disguise themselves as another Pokemon entirely.

The user starts each battle with an Illusion marker on them. (Even if the user is inactive.)

As you first send out, if your referee is also your opponent, designate a willing player not participating in the battle as your confidant and tag them in that post; otherwise, your referee is your confidant. (Example: "My Illusion confidant is @Butt69.")

You can only have one confidant per battle at a time, who receives information pertaining to all of your Illusion users.

As you send out (including your first sendout), if the user is inactive, and has an Illusion marker: Secretly message your confidant whether the Pokemon you claimed to send out was factually sent, or if you sent out the user in disguise.

Before each round is reffed, if you have sent in a Pokemon: Your confidant will post a screenshot of your message to reveal if the Pokemon you sent out is the user in disguise or not; then, if it was the user, remove all Illusion markers from the user.

(If your confidant becomes inactive, it may be necessary to find a new one. If you send out a Pokemon, your opponents respond, and you change confidants before the next round is reffed, you must give your opponents a chance to change their response.)
The Pokemon can mask their appearance to disguise themselves as another Pokemon entirely.

The user starts each battle with their Illusion unbroken.

As you first send out, if your referee is also your opponent, designate a willing player not participating in the battle as your confidant and tag them in that post; otherwise, your referee is your confidant. (Example: "My Illusion confidant is @Butt69.")

You can only have one confidant per battle at a time, who receives information pertaining to all of your Illusion users.

As you send out (including your first sendout), if the user is inactive, and has an unbroken Illusion: Secretly message your confidant whether the Pokemon you claimed to send out was factually sent, or if you sent out the user in disguise.

Before each round is reffed, if you have sent in a Pokemon this round: Your confidant will post a screenshot of your message to reveal if the Pokemon you sent out is the user in disguise or not; then, if it was the user, break the Illusion of all of your Illusion users. (Including those in reserve.)

(If your confidant becomes inactive, it may be necessary to find a new one. If you send out a Pokemon, your opponents respond, and you change confidants before the next round is reffed, you must give your opponents a chance to change their response.)

This change puts a ceiling on how good stacking Illusion can be.
:milotic:
Marvel Scale
We're allowing the user to status themselves, so that this ability no longer hoses the user's Rest.
OldNew
The Pokemon's mysterious scales further insulate their owner when they are ailing.

While the user has a Major Status: The user's Defense rank is increased by five (5), and the user is unaffected by all other Major Status.
The Pokemon's mysterious scales further insulate their owner when they are ailing.

While the user has a Major Condition: The user's Defense rank is increased by five (5), and further Major Status can't be inflicted on the user by opponents.
:pangoro:
Mold Breaker (and Teravolt and Turboblaze)
We're aligning these abilities with their source-game versions, where they are also active during non-attack actions.
Thankfully, these three abilities have the same text.

OldNew
The Pokemon's violent force allows their attacks to overwhelm the abilities of other Pokemon.

While the user is attacking: The effects of the abilities of other Pokemon are ignored.
The Pokemon's violent force allows their attacks to overwhelm the abilities of other Pokemon.

While the user is acting: The effects of the abilities of other Pokemon are ignored.
:dragonite:
Multiscale
This ability will be rephrased to create no Markers.
OldNew
The Pokemon enjoys the protection of its protective mythical scales.

At the start of the round, if the user has half or more (x0.5) of their maximum HP remaining: Place a Multiscale marker on the user until the end of the round.

While the user has a Multiscale marker: The user has Defense Aid and has Bonus-Proof.
The Pokemon enjoys the protection of its protective mythical scales.

During rounds that started with user at half or more (x0.5+) HP: The user has Defense Aid and is Bonus-Proof.
:miasmaw:
Neutralizing Gas
The strange effect that stores triggers on Markers will be removed.
This was always a rules nightmare, to preserve a source-game interaction that simply isn't worth the effort.

Removed:
  • If a triggered effect of those abilities that would have triggered when their users entered play would be ignored in this way, instead put a Gas Marker on their user with the triggered effect, as well as the following effect:
    ● At the start of the round, if there are no Pokemon with Neutralizing Gas in play: The triggered effect stored on this marker triggers, then this marker is discarded.
:delcatty:
Normalize
This ability is being reworked to now only diminish stat differences.
It's probably wise to introduce future readers to Delcatty's current balance state.

Before this patch, Delcatty's ability removed stats other than HP and Speed from consideration, as well as essentially nullifying all of Delcatty's possible weaknesses. A pretty ludicrous set of buffs for any Pokemon, and a set that Delcatty could use well in 1v1s along with its good coverage and utility moves.

This is compounded by Delcatty's two other abilities. Cute Charm means most non-attacking forms of disruption and stun are ineffective on Delcatty; while Wonder Skin helps insulate Delcatty against many forms of matchup control and ability manipulation. Backed by Ability Shield or Chilan Berry, and Delcatty could ignore much of BBP's mechanics to a degree greater than even current-playerbase-boogeyman Dusknoir could.

The solution, then, is to remove some of the ignorance of these effects.

OldNew
The Pokemon is absolutely ordinary, and most events seem completely mundane in their presence.

While tallying type effectiveness: No type is resistant or immune to Normal.

The attacks of other Pokemon are Normal-type.

Other active Pokemon always have the user's four core stat ranks instead of their own.
The Pokemon is absolutely ordinary, and most events seem completely mundane in their presence.

The four core stat ranks of Pokemon in play are halved (x0.5), rounded down.

This ability now halves the differences between Ranks while Delcatty is in play... Or rather, normalizes them.

I briefly considered adding text to this ability that also "halved the minimum and maximum values" of stat ranks, but decided against it. I don't think the confusion of that design space is likely to be worthwhile.

As such, Kelpsy Berry and the other "stat-setting" Berries are now strong item options for Delcatty, their allies, and their opponents.

Given their broadly applicable coverage and utility, as well as their two other game-warping abilities in Cute Charm and Wonder Skin; we expect that Delcatty should still find their way onto teams.

Delcatty Life Orb Ice Beam into Mega Garchomp:
(9 BAP + 2 SpA + 3 Bonus - 4 SpD) * 2 = 20

Delcatty itemless Ice Beam into Mega Garchomp:
(9 BAP + 2 SpA + 4 SpD) * 2 = 14

Mega Garchomp attack into Delcatty:
Outrage: (12 BAP + 3 STAB + 6 Atk - 3 Def) = 18
Brick Break: (8 BAP + 3 STAB + 6 Atk - 3 Def) * 1.5 Effectiveness = 21

...This is still probably a very annoying Pokemon.
:kingambit:
Pressure
This ability now incentivizes opponents to attack, and punishes hesitation or stalling, as per Dread changes above.
This ability has been revised to fit in with the "two bad choices" model of Dread infliction. Creating situations where the opponent must choose between attacking to shed Dread, or suffer from Dread while dealing with the field, is the key to exploiting this version of Pressure.

The first effect hasn't been changed; just rephrased.

OldNew
The Pokemon's mere presence inspires a sense of dread in anyone opposing them.

Opponents' attacks cost an additional two (2) Energy.

Opponents who have inactive teammates, and whose inactive teammates are all either unselected or Fainted, have Dread.

If the user is Deoxys: The user has a condition based on their Forme:
● Default: Hovering.
● Attack: Penalty-Proof.
● Defense: Bonus-Proof.
● Speed: Attack Aid.
The Pokemon's mere presence inspires a sense of dread in anyone opposing them.

The Energy cost of opponents' attacks is increased by two (2).

Opponents who haven't completed an attack this round have Dread.

If the user is Deoxys: The user has a condition based on their Forme:
● Default: Hovering.
● Attack: Penalty-Proof.
● Defense: Bonus-Proof.
● Speed: Attack Aid.
:slowbro-galar:
Quick Draw
Now grants Quickness right away.
OldNew
Despite their outward uncaring facade, the Pokemon can attack at a moment's notice.

As you issue orders to the user, up to one (0-1) of the actions in their main orders may be given the optional parameter (Quick).

While the user's current order this step has (Quick): The user's actions have their priority raised by one (1).
Despite their outward uncaring facade, the Pokemon can attack at a moment's notice.

When the user enters play, and at the end of each round: Grant the user Quickness.
:ninetales-alola:
Sand Veil / Snow Cloak
These abilities now threaten opponents with ever-increasing Evasion, rather than a lock.
Welcome back to the patch notes once more. This time, we're putting more of the ability's agency into the hands of the opponent.

Let's see who enjoys the dubious honor of getting blown up by "Evasive against Combos" first!

OldNew
The Pokemon blends in to arid terrain, and is difficult to even see in desert sandstorms.

The user can't take damage from Sandstorm Weather.

While no actions have missed the user this round: The user's current and maximum Evasion stage are increased by one (1).

While the Weather is Sandstorm: Accuracy checks against the user with less than 100% chance of success, automatically fail.
The Pokemon blends in to arid terrain, and is difficult to even see in desert sandstorms.

The user can't take damage from Sandstorm Weather.

When the user takes an attack hit, while the Weather is Sand: Raise the user's Evasion stage by one (1) for their next three (3) turns.

While the Weather is Sand: The user has Evasive against Combos.
:lunala:
Shadow Shield
This ability will be rephrased to use no Markers.
OldNew
The Pokemon gets shielded in the dark, shadows taking physical form to protect them.

At the start of the round, if the user's has half or more (x0.5) of their maximum HP remaining: Place a Shadow Shield marker on the user until the end of the round.

While the user has a Shadow Shield marker: The user has Defense Aid and is Bonus-Proof.
The Pokemon is shrouded in a veil of moonshadow that wards them from harm.

During rounds that started with user at half or more (x0.5+) HP: The user has Defense Aid and is Bonus-Proof.

Had anyone else forgotten that Conditional Ongoing Effects (from 3.2 "Effect Types") could start with "during"?
:colossoil:
Unnerve
We're positioning this ability as a common source of Dread, alongside Pressure.
The Pokemon's frightening or unsettling appearance causes stress in other Pokemon.

Opponents can't consume Berries.

While the user or a teammate has Intimidate: The user has Penalty-Proof.

When the user enters play, if the user's original abilities include Intimidate and this ability: Inflict Dread on each opponent, for a number of rounds equal to the current round count.

The Pokemon's frightening or unsettling appearance causes stress in other Pokemon.

Opponents can't consume items.

Opponents who have more negative stat stages than the user have Dread. (A Pokemon with -3 Attack and -4 Defense has two negative stat stages.)

The new effect causes me concern not for balance reasons, but for reading reasons. I wonder if we'll have to simplify the effect in the future...
:kilowattrel:
Wind Power
This ability will allow the user to accumulate more stacks of Charge from any source.
OldNew
The Pokemon's internal electricity production gets activated by external wind.

When an action tagged #Wind is completed: Put a Charge marker on the user.
The Pokemon's internal electricity production is activated by external wind.

The Stack Limit of Charge on the user is increased by two (2).

When an action tagged #Wind is successfully completed: Grant the user Charge, or two (2) stacks of Charge if the user is Kilowattrel.

I wonder how many stacks of Charge it would take for Kilowattrel to be remotely playable.
:shedinja:
Wonder Guard
We're building in some cheese protection into this ability, and then buffing it when used "normally".
OldNew
The Pokemon exists in a phantasmal state and is unaffected by most material action.

While an attack is being performed, if the user is the defender and the attack isn't super-effective on the user: Treat the user as having an immunity to that attack.

(Tally the user's type effectiveness just like any other Pokemon. Then, any result other than a weakness is treated as immunity.)

When the user Faints, if their original species is Shedinja: Set the user's HP and Energy to maximum; then, discard Fainting from the user; then, place a marker on the user for the rest of the battle (even if the user Faints), with the following effect:
● The effects of the subject's Wonder Guard are ignored.
The Pokemon exists in a phantasmal state and is unaffected by ordinary matter.

The effectiveness of each core type against the subject, except types they are weak to, is x0 if the user is Bug/Ghost, or x0.5 otherwise.

When the user Faints for the first time each battle, if their original species is Shedinja: Set the user's HP and Energy to maximum and discard Fainting from the user.

This is a nerf to Terastal Shedinja, Soak Shedinja, passed Wonder Guard, and so on. That said, Tera Electric Shedinja is still functionally doubly resistant to every core type except Ground, which is still pretty good...

In exchange, Shedinja retains the full effect of Wonder Guard after they self-revive now.

Move Adjustments

:bronzong:
Manual Weather Moves
We're adjusting these moves once more, this time to remove mention of Markers.
The removal of this marker was a chance to finally clean up this interaction's readability.

The delayed effect of these moves lead to confusion the moment multiple Weathers, or multiple Weather moves, were used in the same round. This new restriction is still a deviation from the source games, but it—and its ramifications—should be immediately understood by most readers.

OldNew
The user manipulates the air particles around to act as a lens, greatly intensifying sunlight in the area.

Place a Forecast marker on each non-Sun Weather in play, with the following effect:
● At the end of the round: Create Sun for five (5) rounds; then discard all non-Sun weather.

Create Sun for five (5) rounds if no Weather is in play.
The user manipulates the air particles around to act as a lens, greatly intensifying sunlight in the area.

(If a Weather has been created this round, this move can't be attempted.)

Discard all non-Sun Weather; then,
create Sun for five (5) rounds.

Max Moves, auto-Weather abilities, and Defog all still change or discard any current Weather any number of times per round.

Sources of Quickness or increased Speed are now great ways to win a Weather war.

This change impacts Castform somewhat heavily, leading to the generous buffs to Forecast, above.

Hail, Rain Dance, Sandstorm, and Snowscape all reflect this change.
:rhydon:
One-Hit KO Moves
We're updating Fissure, Guillotine, Horn Drill, and Sheer Cold
These changes aim to give OHKO moves less punishing best-case uses, and more frequent chances for use.

OHKO MoveOldNew
All OHKO Moves​
BAP: 12
Accuracy: 0
Combo Level: (various)

On hit, if [Old Fainting Critera]: Inflict Fainting on the defender.
BAP: 1
Accuracy: 100%
Combo Level: None (—)

This move's KO Threshold is equal to [New KO Threshold]

On hit, if the defender's current HP is at or below the KO Threshold: Inflict Fainting on the defender.
OHKO MoveOld Fainting CriteriaNew HP Threshold
Fissure​
There are six or more (6+) Field Conditions in play...10 times the number of Field Conditions in play created by the defender, to a maximum of 40.
Guillotine​
The defender's total stat stages exceed the user's total stat stages by eight or more (8+)...twice (x2) the amount of HP the defender has gained from healing in this battle, to a maximum of 40.
Horn Drill​
The defender last entered play four or more (4+) rounds prior...10 times the number of rounds that have ended since the defender last entered play, to a maximum of 40.
Sheer Cold​
The defender has performed a Z-Move this battle; or if the defender is Mega-Evolved, Dynamaxed, or Terastallized...30 times the number of Techniques the defender has performed this battle.

The agency has been mostly moved to the defender and their actions.

These moves are now essentially high-BAP fixed damage attacks for most practical purposes.
:pyroak:
"Successful Completion" Triggers
We're rounding up many moves have effects "upon completion", and making sure they work consistently with one another.
The affected moves have two different phrasings that we're replacing:
  • "When the user completes this move":
    • Armor Cannon
    • Blast Burn
    • Burn Up
    • Chloroblast
    • Clanging Scales
    • Clear Smog (Fog)
    • Close Combat
    • Double Shock
    • Dragon Ascent
    • Eternabeam
    • Fire Pledge
    • Frenzy Plant
    • Giga Impact
    • Glaive Rush
    • Grass Pledge
    • Headlong Rush
    • Hydro Cannon
    • Hyper Beam
    • Hyperspace Fury
    • Ice Hammer
    • Meteor Assault
    • Mind Blown
    • Outrage
    • Petal Dance
    • Prismatic Laser
    • Raging Fury
    • Roar of Time
    • Rock Wrecker
    • Round
    • Scale Shot
    • Sky Drop
    • Smog (Fog)
    • Smokescreen (Fog)
    • Spit Up
    • Steel Beam
    • Steel Roller
    • Superpower
    • Thrash
    • Uproar
    • V-create
    • Water Pledge (and almost every Max and G-Max move.)
  • Moves that are "On hit" but should not be
    • Draco Meteor
    • Fleur Cannon
    • Hammer Arm (Different from Ice Hammer!)
    • Leaf Storm
    • Make It Rain
    • Oblivion Wing
    • Overheat
    • Psycho Boost
    • Spin Out
Some moves, like Fake Out and Sing, use this phrasing but are getting new text instead anyway.

These effects will start with the criteria "When the user successfully completes this move".

Oblivion Wing's effect will be rephrased a little more, so as to always be one total Recovery:
  • When the user successfully completes this move: The user heals HP equal to three-quarters (x0.75) of the total HP lost by all defenders, as a Recovery.
Sky Drop is getting "When the user completes this move, successful or not:" so that a failed Sky Drop still releases the grappled victim.
:dusclops:
Fixed-Damage Attacks
We're weakening these, so that stat ranks are a little harder to ignore.
Currently, certain fixed-damage attacks are too adept at ignoring stat ranks. These moves are the intended counterplay to highly-stated behemoths. Right now, their tuning is strong enough that they can be used proactively by bulky Pokemon to achieve fast-enough KOs.

Endeavor is here too.

MoveOld BAP-Setting EffectNew BAP-Setting Effect
Endeavor
Endeavor's BAP is equal to half the defender's HP minus half the user's HP, to a minimum of 1.Endeavor's BAP is equal to the defender's HP minus the user's HP, to a minimum of one (1) and a maximum of 20.
Dragon Rage
(none)Dragon Rage's BAP is equal to 10 plus the user's Size Class, minus the defender's Size Class.
Night Shade
(none)Night Shade's BAP is equal to 9 plus the user's Level.
Psywave
(none)Psywave's BAP is equal to a number from 1 to 16 chosen at random. (Roll when the move is executed. It has the same BAP against each target.)
Seismic Toss
Seismic Toss's BAP is equal to the defender's Weight Class plus 10.Seismic Toss's BAP is equal to 9 plus the user's Level.

BAP: Various -> ?? (All)
Energy Cost: Various -> 10 (Endeavor) or 8 (the rest)
:passimian:
Item-Donating Actions
We're causing donated items to fall off at the end of the round.
Now, you can subject your opponents to free trials of your items.

This change affects Bestow, Trick, and Switcheroo.

This change allows us to give items interesting downsides in the future, without having to insulate every single Raid Boss and Realgam trainer against those items. It also makes this move a more valid form of item control in PvP formats, even when the user has no "bad" item to donate.

New Effect (before the effect to transfer items):
"Give the user's specified held item, if any, the following additional effect for as long as it is a Loaner:
● At the end of the round, if the holder's team doesn't own this item: The holder drops this item."

Adjusted Donating Effect:
"[...] transfer the user's specified held item, if any, to the defender as a Loaner item. It remains a Loaner until dropped."
:blastoise:
Aqua Ring
We're positioning this low-distribution move as a powerful recovery option. It should now perform better especially in faster formats, such as Raids.
The user surrounds themselves with a graceful loop of soothing waters.

Grants the user a unique status for six (6) steps, with the following effect:
● At the end of the step: Heal four (4) HP.
The user surrounds themselves with a graceful loop of soothing waters.

(This move additionally costs a Recovery. Furthermore, if the user doesn't pay the entire energy cost of this move, it fails.)

Grant the user Recovery Aid 10 for three (3) rounds.
:blaziken:
Baton Pass
We're giving this move the capacity to pass boosts and Conditions even if the user faints after use.
OldNew
The Pokemon tags out with a teammate, leaving their replacement to pick up where they left off.

(If the user has no teammates in reserve, or if the user's team may not switch due to the match rules, this move can't be attempted.)

Place a Switching marker on the user until they faint or a Switch Phase ends, with the following additional effect:
● The subject's stat stages don't reset as a result of leaving play.
● When a Pokemon replaces the user in play: Transfer the subject's stages and non-Major Status conditions, to the teammate that replaced the subject in play.
The Pokemon tags out with a teammate, leaving their replacement to pick up where they left off.

(If the user has no ready teammates in reserve, this move can't be attempted.)

Grant the user a unique condition until a Switch Phase ends, with the following effect:
● The subject's stat stages don't reset as a result of leaving play.
● When a Pokemon replaces the user in play: Transfer the subject's stages and non-Major Status conditions to the replacing teammate.

Grant the user Switching if the match rules allow the user's team to switch.

This change allows Baton Pass to see use later into a match, when fainting unexectedly becomes a real possibility.
:cetitan:
Belly Drum
We've decided that counterplay to this move is abundant enough for it to be reasonably buffed.
The game is sorely lacking the kind of offensive pressure that this move generates.

In any form, Belly Drum's secret effect text is "Opponents will type Protect as often as they possibly can". In practice, this means that this move's practical impact rarely reach its theoretically high ceiling.

OldNew
The user pounds their stomach with fury, whipping itself up for battle.
Energy Cost: 40 (!!)

(This move costs HP, equal to 20% of the user's maximum HP rounded down.)

Raise the user's Attack stage to the maximum (+6) for their next two (2) turns, overwriting any previous duration.
The user pounds their stomach with fury, whipping itself up for battle.
Energy Cost: 15

(This move costs HP, equal to 20% of the user's maximum HP rounded down.)

Raise the user's Attack stage to the maximum (+6) for their next four (4) turns, overwriting any previous duration.
:dracozolt:
Bolt Beak
We're restoring this move's offensive presence to source-game levels.
As with Fishious Rend, we want the threat of this move to serve as a strong incentive to consider Speed control and sources of Sealed and Bonus-Proof while teambuilding.

OldNew
The user runs an electrical current through their beak, then lunges at the target.

If the target has yet to act this step: Bolt Beak's BAP becomes 12 instead of 9.
The user runs an electrical current through their beak, then lunges at the target.

When the user attacks a defender that has yet to take a turn this step: Give this attack a Power Bonus of eight (8).
:gengar:
Disable
This move has been greatly nerfed by the weakening of Sealed, above.
We're still also going to remove its Combo Level, just to be sure.

Combo Level: Passive (1) -> None (—)
:wobbuffet:
Encore
We're reworking this move to work as delayed disruption that both players must then plan around.
Encore has visted the patch notes several times before. Its main vector of crime has been its interactions with substitutions. A second-order player with older versions of Encore could dismantle essentially any orderset, except for extremely conservative ones that made little progress. Encore mixed with other disruptive tools was nearly impossible to order against.

The current version is, intentionally, nearly useless. It was nerfed without a desire to keep it viable, and it currently loses to very-common "if-able" substitutions by design. This weakened state was intended to tide us by until we could find a balanced niche for Encore.

Here's our latest brew:

OldNew
The user gives their opponent an enthusiastic round of applause.
Combo Level: Passive (1)

(If any target's most recently attempted action this round isn't a move, or if any target hasn't acted this round, this move can't execute.)

While performing this move: Encore bypasses Decoys.

Note the defender's most recently attempted action this round; then, depending on whether the defender has acted during this step, apply the appropriate effect:
● If the defender has acted: Replace their next main order this round, with an order to use the noted move. (With no targets specified.)
● If the defender has not acted: Replace their currently received order, with an order to use the noted move. (With no targets specified.)
The user gives their opponent an enthusiastic round of applause.
Combo Level: None (—)

(If any target's most recently attempted action this round isn't a non-combination move, or if any target hasn't acted this round, this move can't execute.)

This non-combination move bypasses Decoys.

Inflict a unique status on the defender, noting that defender's most recently-attempted move this round, for the next two (2) rounds, with the following effect:
● If the subject would decide on intent during the last step of the round, except the round this condition was created; instead, their intent becomes the noted move.

This new version of Encore is a set-up tool for future rounds. It borrows the "last step" phrasing from Paralysis, giving the user a window to capitalize and the victim a window to do damage control.

Writing subs to "feed" a useful move to the opponent's Encore, or subs to try to "capture" an abusable move with your Encore, should test players of all stages of progression.
:weavile:
Fake Out
Mentions of Faked markers will be removed.
OldNew
Effect Check, if the user does not have a Faked marker: Inflict Flinching.

When the user completes this move: Put a Faked marker on the user.
Effect Check, if the user hasn't completed Fake Out since they last entered play: Inflict Flinching.
:golisopod:
First Impression
Mentions of Impressed markers will be removed.
OldNew
While attacking a defender that has an Impressed marker: This move automatically fails accuracy checks.

On hit: Place an Impressed marker on the defender until either the user leaves play or until the defender leaves play.
While attacking a defender with this move, except for the first time since the user or the defender last entered play: This move automatically fails accuracy checks.
:dracovish:
Fishious Rend
We're restoring this move's offensive presence to source-game levels.
As with Bolt Beak, we want the threat of this move to serve as a strong incentive to consider Speed control and sources of Sealed and Bonus-Proof while teambuilding.

OldNew
The user rends the target with their hard gills.

If the target has yet to act this step: Bolt Beak's BAP becomes 12 instead of 9.
The user rends their target with their hard, razor-sharp gills.

When the user attacks a defender that has yet to take a turn this step: Give this attack a Power Bonus of eight (8).
:oranguru:
Instruct
We're completely replacing this move's function with a new one.
This move has proven itself to be either pointless in general BBP play, or the best thing you can be doing against an automated opponent.

OldNew
The user encourages the target to repeat the last move they used to better retain it.
Combo Level: Deferring (0)

(If the defender hasn't executed a move since they last entered play, this move can't be attempted.)

This non-combination move bypasses Decoys.

The defender calls and attempts the last move they executed. The called move targets the same Pokemon that it targeted when the defender last executed that move, if able.
The user instructs their target ally on the usage of a powerful secret technique.
Combo Level: None (—)

(Declare up to three extant moves, and an active or inactive teammate of the user, when ordering this move. If no moves or no ally is declared, this move can't execute.)

This non-combination move bypasses Decoys.

Grant the declared ally a unique status, noting the declared moves, with the following effect:
● While this condition was created this round: Its other effects are ignored.
● The subject knows the declared moves as borrowed moves.

This new version will now serve to increase the threat posed by a reserve or active ally, instead of acting as the game's most boring damage steroid.

Donating any move in the game is extremely dangerous. We're excited to see what kind of crime users brew using this move.
:whimsicott:
Leech Seed
This move now runs its course faster.
This is another move that has been left behind as BBP sped up. By speeding it up to match, it should act as a shot in the arm for several important Grass-types.

Also, it's a random powerful recovery move that slipped away from the Recovery resource, until now.

OldNew
The user fires a seed at their target that latches in and burrows, stealing life for the user.

Inflict a unique status on the target for six (6) steps, with the following effects:
● When this condition is created: The creator becomes this condition's Leeching Pokemon.
● When this condition's Leeching Pokemon is replaced on the field: That replacement becomes this condition's Leeching Pokemon.
● At the end of the step, if this condition's Leeching Pokemon in play: The subject takes three (3) damage; then, the Leeching Pokemon heals HP equal to the damage dealt.
The user fires a seed at their target that latches in and burrows, stealing life for the user.

(This move additionally costs a Recovery. Furthermore, if the user doesn't pay the entire energy cost of this move, it fails.)

Inflict a unique status on the target for four (4) steps, with the following effects:
● When this condition is created: The creator becomes this condition's Leeching Pokemon.
● When this condition's Leeching Pokemon is replaced on the field: That replacement becomes this condition's Leeching Pokemon.
● At the end of the step, if this condition's Leeching Pokemon in play: The subject takes four (4) damage; then, the Leeching Pokemon heals HP equal to the damage dealt.

This now drains slightly less theoretical HP... In practice, it will likely drain more, given that it will do more of its total drain before the victim has a chance to switch.
:sableye:
Pain Split
This move is receiving a straightforward numeric nerf.
A swing of 36 is still almost two steps of progress for many Pokemon, and it's not hard at all to intentionally fall behind an opponent in HP.

Energy Cost: 12 -> 13
  • Old: If the noted amount is greater than 36 and the target is an opponent of the user, note 36 instead.
  • New: If the noted amount is greater than 26 and the target is an opponent of the user, note 26 instead.
:incineroar:
Pay Day
With Combo Tokens gone, this move will be reworked.
OldNew
The user assaults their target with a barrage of coins.

When this attack knocks out an opponent: Put a Pay marker on the user until the end of the round.

At the end of the round, if the user has a Pay marker: Discard that marker and give the user a Combo Token.
The user assaults their target with a barrage of coins.

When this attack knocks out an opponent: Grant the user one of Attack Aid, Defense Aid, Mixed Aid, or Quickness chosen at random.
:absol:
Razor Wind
The unique condition will instead increase critical hit stage directly.
When the user begins to charge this move: Grant the user a unique status until they stop charging this move, with the following effect:
● If a triggered effect of an opponent's action would trigger as a result of hitting the subject; instead, put a Razor marker on the subject until the end of the step.
(An effect checks is an on-hit effect. Skip the roll and place the marker.)

While performing this move: The user's critical hit stage is increased by the number of Razor markers on the user.
When the user begins to charge this move: Grant the user a unique status until they stop charging this move, with the following effect:
● If a triggered effect of an opponent's action would trigger as a result of hitting the subject; instead, increase the subject's critical hit stage by one (1) until the end of the step.
(An effect checks is an on-hit effect. Skip the roll and raise the stage.)
:corviknight:
Roost
Roost's ongoing effect will now match the source games more closely.
The unique condition created by this move will now have a new effect:
  • Old: While tallying type effectiveness against the subject: The weaknesses, resistances, and immunities of the Flying-type can't be tallied.
  • New: The user loses Flying typing and can't gain Flying typing.
:excadrill:
Rototiller
We're allowing this move to help Grass-type allies in reserve, much like Howl.
OldNew
The user tills the land, bringing nutrients to Grass-type Pokemon.

This non-combination move bypasses Protection.

Raise the Attack and Special Attack stages of all Grass-type allies by (1) each, for those allies' next five (5) turns.
The user tills the land, bringing nutrients to Grass-type Pokemon.

This non-combination move bypasses Protection.

Raise the Attack and Special Attack stages of active Grass-type allies by one (1) each, for those allies' next five (5) turns.

Raise the Attack and Special Attack stages of inactive Grass-type allies by one (1) each, for those allies' next turn.
:giratina-origin:
Shadow Force
We're limiting this move's fanfiction-increased priority to only Giratina. Other users will have to make due with a typical Evasive attack.
Restriction: (The user readies this action at priority +1 if the user's original species is Giratina and priority 0 otherwise, and executes this action at priority -1.)
:sceptile:
Shed Tail
We're pushing this move into a very experimental space: Potentially passing second order to an ally, as a form of matchup control.
The Pokemon that natively learn this move could each use a distinguishing feature to stand out from their peers. Move vultures such as Smeargle and Unown are likely also eyeing this tool.

Mark this patch note: This could certainly prove to be a design mistake. Let's find out together, shall we?

OldNew
The user detaches their tail as a decoy, to take hits in the place of a teammate.

(This move costs HP, equal to 30% of the user's maximum HP rounded down.)

The user creates a Decoy, with HP equal to half the amount of HP paid to use this move and the following additional effect.
● This decoy persists after the subject leaves play, if the subject created this condition.
● When a teammate replaces the creator on the field: Transfer this condition to that teammate.

Place a Switching marker on the user.

(The function of Switching and Phazing markers differ depending on the match rules.)
The user detaches their tail as a decoy, to take hits in the place of a teammate.

(This move costs HP, equal to 20% of the user's maximum HP rounded down. If the user has a Decoy, or if the user has no ready teammates in reserve, this move can't be attempted.)

The HP cost of this Borrowed or Sketched move is doubled (x2).

Grant the user a unique Condition until the end of the next Switching Phase, with the following effects:
● This condition persists after the subject leaves play.
● When a teammate replaces the creator on the field: Discard this condition, and if you do, grant that teammate a Decoy with 8 HP.

Grant the user Switching, with the following additional effect:
● The trainer of the subject does not become the starting player as a result of withdrawing the subject.

The user of Shed Tail no longer benefits from the Decoy they're passing. In exchange, there's no chance to destroy the Decoy "before it can be passed". The Decoy will still fail to pass if the user Faints, though, so pay HP with care!
:jigglypuff:
Sing
References to Conditions that no longer exist will be removed.
  • When the user completes this move: Discard Outrage, Thrash, Petal Dance, Raging Fury, and Uproar status from all Pokemon in play.
These moves self-inflict Confusion these days, rather than unique conditions.

We're also no longer kidding ourselves that Sing's flavor interaction with Uproar will ever come up productively.
:toedscruel:
Sleep Talk
We're giving the condition created by Sleep Talk a finite duration, to allow Sleep strategies to function in longer matchups.
Currently, Sleep is strong against short-lived, frail Pokemon and quite weak against bulky Pokemon that can afford to spend a single turn on Sleep Talk.

This change cements a mix of Flinching and Sleep as BBP's premier form of stun strategy, filling the void left by old Freeze. Now, Pokemon that spend more time on the battlefield are more susceptible to sleep. This change also benefits Sleep users who need more turns to enact their gameplan, such as Amoonguss and Toedscruel.

Change: "Grant the user a unique status, for their next three (3) turns, with the following effect:"
:swalot:
Stockpile
Now grants up to three stacks of a Condition, rather than markers.
OldNew
(If there are three or more (3+) Stockpile markers on the user, this move can't be attempted.)

Place a Stockpile marker on the user with the following effect:
● The user's Defense and Special Defense stages are increased by one (1).
Grant the user a unique condition with the following effects:
● Stack Limit: (3)
● The user's Defense and Special Defense stages are increased by one (1).

Spit Up and Swallow now likewise refer to stacks of Stockpile, rather than Stockpile markers.
:haxorus:
Taunt
The duration of this move's unique condition is being shortened.
Taunt's main counterplay being "spend a combo" made it too volatile to be healthy. It was often pointless when ordering first, since opponents could simply combo their important moves through it.

With the change to Combination legality rules, this move has too little remaining counterplay. This is a blessing in disguise, since it means we can now lower the ceiling on this move somewhat.

OldNew
The user mocks and belittles their target to anger them and provoke them into attacking.

This non-combination move bypasses Decoys.

Inflict a unique condition on the target for their next three (3) turns, with the following effects:
● The subject can't receive orders to use actions with no BAP.
● The subject will fail to execute actions with no BAP, except for triggered actions.
The user mocks and belittles their target to anger them and provoke them into attacking.

This non-combination move bypasses Decoys.

Inflict a unique condition on the target for two (2) steps, with the following effects:
● The subject can't attempt moves with no BAP.

This change disallows slower users from blanking an opponent's entire defensive movepool in an upcoming round, as they otherwise could. Overall, this should limit proactive use of Taunt.

Changing the duration to steps benefits faster users over slower ones.
:incineroar:
Torment
No longer inflicts Sealed. Effect is no longer retroactive.
Coming up with a different user for all of these common disruptive moves is difficult.

OldNew
The user mercilessly bullies and verbally abuses the target into not being lame by spamming the same move over and over.

This non-combination move bypasses Decoys.

Inflict Sealed on the defender, specifying each move the defender has executed in this round and in the last round.
The user mercilessly bullies and verbally abuses the target into not being lame by spamming the same move over and over.
Combo Level: None (—)

This non-combination move bypasses Decoys.

Inflict a unique status on the defender with the following effects:
● When the subject executes a non-combination move: Note that move on this condition.
● The subject can't execute moves noted on this condition.
● The subject can't execute combinations.

This new version of Torment now causes the defender to start bleeding moves, eventually forcing them to switch for lack of better options. It is now a purely proactive form of disruption. Reactive use of Torment is limited to beating ordersets of the same move—and Torment must be used early in the round to benefit, making it easier to answer with subs.

The subject can still attempt the noted actions, meaning this move pairs rudely with Encore, as it does in the source games.

If this version works out balance-wise, Torment will become a candidate for Level reduction in the future.
:whismur:
Uproar
The floodgate effect to prevent all other moves tagged #Sound will be removed.
Removed portion:
When the user completes this move: Grant the user a unique status until the end of the round, with the following effects:​
Other Pokemon can't execute moves tagged #Sound.
● Pokemon are unaffected by Sleep.​

This effect has no positive productive use, except to blow up players as a knowledge check exactly once.

To be clear, the remaining effect is also a floodgate effect that will blow up players as a knowledge check exactly once. This effect at least has productive use as an option to deal with Sleep strategies, and Uproar is known in the source games for its Sleep interaction, so it can stay.

:sv/xatu:
Future Radar
As mentioned above, most of the usual "balance change" targets have been addressed in this patch. The January patch will be a Season Patch, with a bigger focus on mechanical cleanup. Expect more information on that as the year winds down.

Between now and the Season Patch, we'll mainly be watching our newest players and our competitive players. With TLG in swing, we'll need to make sure players are only subjecting each other to misdemeanors instead of felonies.

We expect to have some exciting new ventures partway through this stretch of time, too. I wanted to type more here, but I'm quite tired. Please continue to enjoy BBP!


Wow! You made it all the way to the end. If you actually read the whole patch, go ahead and read Lena by qntm.

It's shorter than this patch, by a factor of ten.
 
Last edited:
September Patch Follow-Up
As promised, we're definitely limiting balance changes to major updates.

Realistically, we're going to have to make these kinds of follow-ups after most major updates. That's just the nature of making so many changes at once.

I'm getting over a cold. Let's just get in to it?



:mew:
Mew
We're splitting the difference on Mew's recent nerf and buff: Minigame and normal movepool.
As it turns out, we can't allow good Pokemon to poach every unique move in the game. Many of those moves are half of specific Pokemon's power budgets.

Mew should instead be constrained to a list of "almost every playable regular move." We don't have to look far, thankfully—Mew comes with one from the source-games.

We'll be reworking Mew's mewnigame, too:

[5.10b] Mew
Selects a set of moves from a massive movepool. Can't Combo.​
[hide tag here]​
When sending Mew to a referee (or when including Mew in your team as a player-referee), Mew's trainer will exclude moves from each Level, until they have fifteen or less moves of each Level.
Mew knows each move declared for them that battle, and no others. Mew can't attempt or execute combinations.​
Opponents who import Mew's movepool (via Transform, Metronome, and so on) import the selected movepool of the Mew they're referencing.
When submitting Mew to a referee, insert a line break every five (5) remaining moves or use the Ordered List tool, to show your referee that Mew's selected movepool is compliant.
:weavile:
Torment
Mirroring Encore and the movepool-importing moves, this will "become live" the round after it's inflicted.
We're finding that messing with orders mid-round is most powerful for its "player-attacking" aspect: Forcing players to remember a bunch of interactions and very specifically craft their orders.

Much like how moves that call moves created a number of play issues with substitutions; I think we need to be more careful with how we sculpt control tools in the future with regard to how they impact how we have to order.

i want to go on record here and say that "having to warp how you order around your opponent" is a feature in the correct dosage, and not a bug. having a pokemon that forces opponents to order in certain ways—using if-able subs, using result instances, putting attacks or non-attacks in main orders—and having other pokemon not demand those things is what gives those pokemon "texture" (not a technical term) that makes them feel more... present? to opponents. makes them feel like its themselves that the opponent is fighting. if every mon ordered the same way into every other mon; except that they were typing differently-colored attacks based on the color swatch of the opponent, the game wouldn't be very exciting.

i also want to emphasize "dosage" in this aside; a pokemon's "player pressure" to order differently into them is a type of strength. and the way different pokemon engage or disengage with this aspect of their opponents is a big part of different mons' appeal. gholdengo's or hatterene's built-in belligerence sculpts their matchups and their ordering demands on the opponent—they're clearly designed with fewer moves as a tradeoff for having fewer cares. preserving that player-pressure-texture-variance (not a technical term), as a vector of each pokemon's personality, is part of why we don't just nuke every annoying move into the ground in one big swoop.

So, control actions have to be short-duration or narrow in scope to be allowed to be immediate.
  • Taunt is only turn-positive if the user outspeeds the target, so it can be immediate.
  • Disable and Imprison blank only a single specified action, so they can be immediate.
  • Paralysis and Encore can leave a Pokemon helpless regardless of their input, so they are delayed.
We're moving Torment into the later batch since it denies a growing batch of moves; even if the victim has some agency as to which moves are denied and when:

Torment
The user mercilessly bullies and verbally abuses the target into not being lame by spamming the same move over and over.
This non-combination move bypasses Decoys.​
Inflict a unique status on the defender with the following effects:​
● When the subject executes a non-combination move: Note that move on this condition.​
● The subject can't attempt or execute moves noted on this condition, except during the round this condition was created.​
● The subject can't attempt or execute combinations.​

The effect to control combinations is more specific, so it can probably safely remain immediate.
:sableye:
Curse (Ghost)
To pre-empt abuse with Z-Twin (and other, later effects), we're disallowing copying this condition.
This change is inelegant, sure, but the condition of Curse is balanced around its HP cost specification. There's no elegant way to make only this move double its cost when used with Z-Twin. Z-Twin Confuse Ray is already plenty of reason to use Ghostium-Z.

Curse (Ghost)​
The user fills their mind with loathing and aggravation, and then casts a wicked spell on their target.​
(This is an alternate mode of the move Curse. If the user is not Ghost-type, they attempt and execute the default mode instead. This move costs HP, equal to 30 or the user's remaining HP, whichever is less.)​
This move bypasses Protection and bypasses Decoys.​
Inflict a unique status on the defender that can't be copied, with a duration of one (1) step for every six (6) HP paid by the user, with the following effects:​
● At the end of the step: The subject loses 10 HP.​
● HP and En healed from Rest and from performing Chill are halved.​
● Increase the HP and En lost from Nightmare by 50%.​

Do note, that both of Curse's "modes"—Curse and Curse (Ghost)—have their own entries in the DAT. They're still the same move in every way that matters; this is just a way we're trying to convey that the targets, cost, and restrictions of the move changes based on the user's types.

Other mode-changing moves, like Smokescreen or Sky Drop, may get the same treatment in a future update.
:hariyama:
Belly Drum
We're splitting the difference on this buff.
This change walks back half of the duration buff from the major update.

Belly Drum
The user pounds their stomach with fury, whipping itself up for battle.​
(This move costs HP, equal to 20% of the user's maximum HP rounded down.)​
Raise the user's Attack stage to the maximum (+6) for their next three (3) turns, overwriting any previous duration.​
:ditto:
Transform
We're cleaning up this move to reference the target Pokemon more explicitly.
Rather than relying on just Species and Forme to do much of the lifting, we're spelling out the parameters of this move's Transformation.

Transform
The user alters their genetic structure to copy the target's, transforming into an almost-exact copy of them.​
(Targets after the first are ignored. If the target has no movepool, such as Raid Bosses or Pokemon with movepool-replacing Traits, this move can't execute.)​
This move bypasses Protection.​
The user transforms to the defender's current Species and Forme until the user leaves play, except:​
● The user's new maximum HP is that of their own original species.​
● The user retains their own locked and unlocked Techniques.​
● The user's new movepool is that of the defender, for the defender's Level, including any omissions or selections made by that defender. (Such as by Mew.)
● The user's stat stages each become equal to the defender's corresponding stat stage, overwriting their previous stat stages. (Including duration.)​
● The user also copies any changes made to the defender's original parameters by the arena or venue. (Such as Ryuki's back-up singers.)
(See 5.9a "Transforming")​
:metal powder:
Ditto Powders
In pair with the above, we're bring these items in line balance-wise.
We're using the various Dittos Powders as an incentive to Level up Ditto over Mew—and as a method to do so.

:metal powder:Metal Powder
A bag of metallic powder. Only a certain Pokemon knows how to surround itself with it.​
When this item is equipped to Ditto: The holder heals 15 HP. This healing can overheal.
While the user has executed Transform since last entering play: The holder's Defense and Special Defense ranks are each increased by the holder's original Level.​



:quick powder:Quick Powder
A bag of metallic powder. Only a certain Pokemon knows how to glide on it.​
When this item is equipped to Ditto: Grant the holder Quickness.
While the user has executed Transform since last entering play: The holder's base Speed is increased by 30.​



:stardust:Malleable Powder
A bag of metallic powder. Only a certain Pokemon knows how to sculpt with it.
(Represented with :stardust:)
When this item is equipped to Ditto: The holder executes Transform, targeting an active or inactive Teammate chosen at random.
While the user has executed Transform since last entering play: This item also has the effect text of each item held by the opponent who most recently entered play.
 
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November Minor Update: Challenge Slots
Hello, BBP players. Don't worry—because we're midway between patches, there won't be any balance changes in this update.

We don't want to leave players stuck in month-long queues, unable to respond to any new updates or balance patches.

In this update:

Challenge Slots​

Effective on November 1st UTC.
Starting from the effective date, players will only be allowed to queue and/or play a limited number of single-player PvE challenges at once. This limit is called the player's Challenge Slots; and players have two (2) by default.
Argument
Judge from PTCG set BREAKTHROUGH, illus. Megumi Mizutani
This is a response to the sheer length, irregularity, and uncertainty of BBP's queues as of late. Players and devs alike knew that, as more venues for play opened, more player signups would appear to fill each venue's queue. With four currently-available single-player progression facilities open; each player is incentivized to sign up for each queue in order to maximize their leveling "throughput".

Referees aren't an infinite resource, however. In single-player PvE challenges, every single-player challenge requires a single opposing referee. In order for each player to play their four queued single-player challenges, players must on average take on four simultaneous reffings. This is before any PvP or Event reffings are taken!

In reality, our players are not so industrious. The average amount of reffings players are taking, according to players, is "about two and a half". This has resulted in queue jams, where players' challenges can wait a month or more before being taken. Players have taken up the labor of playing "space golf" with their sign-ups—trying to predict if they'll be busy or available when their challenge is taken, and "slingshot" their signups to target potential times of future availability, weeks in advance.

The only real remedy to this is to limit the number of simultaneous challenges a player can hold; and thus, the amount of reffing a single player can request. This was one of the supposed jobs of JC, it's true. However, JC isn't deducted on-signup for PvE, and so it is ill-suited for limiting access to queues. Some players have vast hoards of JC as well, complicating its usage as a release valve. We're splitting this job off of JC; now, the task of limiting a player's total concurrent burden will be done by slots, and the task of compelling players to referee for one another will still be done by JC.

Implementation
Rule 12.1a "Challenge Slots" will be added to describe the behavior of slots:
  • Players should list their slot status in their trainer profile.
  • Players must have or create an open slot to sign up for a single-player PvE challenge.
  • Referees should, before taking a player's challenge, check their profile to confirm that player's slot status.
  • If a player is found to have queued and/or ongoing challenges in excess of their slots:
    • That player should withdraw queued challenges until they have none or they are within slots.
    • That player should then finish their infringing ongoing challenges, creating no further signups until they have a slot for one. (This is for players who are in a lot of PvE during this transition.)
  • Repeated abuse or neglect of challenge slot rules is grounds for a penalty.
Additionally, rule 12.1 "Trainer Profiles" will be updated to mandate the inclusion of challenge slots.
  • Players might list their challenges as simple pair of bullet points, or as a list of all venues and indications as to which ones are currently queued/active, or something else.
  • The rule will require that unclear or obtuse slot listings be corrected, at the discretion of the moderators.
There is a way to gain another slot when you sorely need it, though. By spending a :liberty pass:Priority Pass in the Prize Claim, and linking to that claim when signing up, players can open a third slot for that challenge only. After that challenge, another :liberty pass:Priority Pass will be needed to run another third-slot challenge.

:liberty pass:Priority Passes do not "stack". They don't allow the user to open a fourth, fifth, or higher challenge slot. The intent is that they let players either progress faster, or let players join a new venture or venue when one is opened. We'll let players decide how they want to optimize them.

PvP vanues and co-op venues are excluded, and don't require Challenge Slots. This currently includes the League Circuit, the Legend Gauntlet, the Contest Hall, and the Event Hub. These venues already have a lower player-to-referee ratio and, other than the event hub, have their own way to obtain referees.

JC Adjustments and Accolades​

Effective immediately.
Approvers will be paid in :rule book:Accolades instead of JC, which will buy rewards that let them progress their teams in small ways without excessive queueing. Timely referees will also earn a small amount of :rule book:Accolades; but this reward is mainly for approvers.
Argument
Over time, it's become clear that paying approvers with JC is fake. After a certain point, their "reward" is that they get to continue to rot in queue, but with a bigger number than the rest of the playerbase. At the same time, dumping ludicrous amounts of JC into the game via approvers has essentially prevented it from working as intended. Because we have players who will never run dry of JC; we have players who will never be compelled to referee to keep playing.

This exasperates the issues described above for challenge slots—not only are players signing up for more than the playerbase can ref at once; fewer players are helping with reffing. The only solution, then, is to pay approvers something else.

Whatever approvers are paid, it has to help sidestep queues instead of contributing to them. We don't want players to grow their team without playing, so just offering Levels or other benefits in this shop isn't within scope. However, we can make it so that players who do necessary work for BBP can grow their team more from the battling they do, as thanks for the effort. This also has a side effect of helping keep slots open for "attractive" challenges that referees might prefer, since players will get more value out of their lower-Level challenges.

We don't want all low-Level play in BBP to just vanish, on the off chance that referees are too timely and players can afford to visit this shop often. After all, some of our referees prefer simpler reffings. This is why we aren't offering outright EXP Records in the Accolade shop. Go bully Tierno with your Kyogre some time—it builds character.

Implementation
VSStreet_Thug.png
We'll be adding just one more currency, :rule book:Accolades, to the mix as a separated pay for approvers and timely referees. This currency will be spent at the newly-introduced BBP League Administration Branch shop.

This shop will sell :liberty pass:Priority Passes, mentioned above, so that approvers and timely referees can enjoy access to a third Challenge Slot as thanks for their efforts.

Timely, completing referees of single-player PvE reffings will earn 10:rule book:Accolades for Level 3 or lower reffings, or 12:rule book:Accolades for Level 4 reffings. "Timely" here means "having used no battle hours", as it does elsewhere. The result this has of encouraging referees to pick up subreffings as "easy Accolades" is quite desirable. If we see users intentionally trading subreffings to "reset" timeliness, however, we'll have to reconsider this privilege.

It will also sell "Blank EXP Records" which can be brought in Backpacks. Upon victory, any of these Blank Records in the challenger's Backpack are transformed into EXP records of the appropriate Level for them to keep. This lets approvers "buy" Exp Records in a way that still requires playing the game, instead of just throwing currency at their team en-masse in a massive deluge of claims.

You can load as many Backpack slots with Blank Records as you feel you can win with. This should help keep queues moving with "attractive" challenges, while still giving Level 1 ventures a place in these players' BBP experience. Because of their status as "half an EXP Record", we may eventually look to leverage these items as prizing elsewhere, as appropriate.

ItemDescription
:item urge:
Blank Record​
A blank video disc ready to record a modest amount of battle footage. Popular with busy trainers.
(Represented by :item urge:)

When the owner wins a Level 1 single-player venture, with this item in their Backpack: This item becomes a Lo-EXP Record.
:item drop:
Blank HD Record​
A blank high-fidelity video disc ready to record a staggering amount of battle footage. Popular with busy trainers.
(Represented by :item drop:)

When the owner wins a Level 2 or 3 single-player venture, with this item in their Backpack: This item becomes an EXP Record. (Never a Hi-EXP Record.)

Players' JC in excess of 100 will be converted to Accolades. This will probably generate a very large influx of claims from certain users.

I had asked our approvers how much JC they "needed to function"—Novax asked to keep 150, for upcoming planned challenges; and Hyjack asked to keep 0, mainly as a meme. But that's his final answer, so...
  • cityscapes - 147 JC -> 100 JC, 47 Accolades
  • Doduodrio - 209 JC -> 100 JC, 109 Accolades
  • Gemini Taurus - 169 JC -> 100 JC, 69 Accolades (if he comes back)
  • Hyjack - 239 JC -> 0 JC (as requested), 239 Accolades.
  • Novax - 487 JC -> 150 JC (as requested), 337 Accolades
  • LouisCyphre - 174 JC -> 100 JC, 74 Accolades
  • Prismaticism - 101 JC -> 100 JC, ...1 Accolade.
  • TheEver - 1318 JC -> 100 JC, 1218 Accolades
  • TMan87 - 486 JC -> 100 JC, 386 Accolades (gen 3 dex)
Rather than setting up a long-term "JC Converter" and encouraging players to grind reffings and never play, we thought it better to perform this one-time manual review. If someone above 100 JC escaped our notice... Well, I'm not sure what would be best.

This cutoff is one-time. Earning JC above 100 doesn't earn Accolades, and you can ref your JC back above 100 again. But do be cautioned of the difficulty of spending that much JC with two-and-a-half challenge slots.

PSA
As a reminder, TheEver is still seeking approver applicants until the end of November. Approving is the primary way to earn Accolades; so if you feel like you have an eye for detail and want to help the game run smoothly, please consider applying.
 
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