The Guild Alliance
{ Data Thread | Rewards }
With their headquarters in Fortree City, the Guild Alliance oversees the defense of human settlements against wild Pokemon's incursions. While they have their own forces, they will often call upon Trainers to help them if the need arises, and many selfless Trainers answer their call.
Recent attacks have been trickier to repel, a report says, and so they advertise for help throughout the continent.
The Guild Alliance tests your strategic prowess, where careful positioning and a united front are key to victory. Fight your way against waves of mooks and send your opponents packing!
Guild Alliance Summary
Playing in the Guild Alliance means more than just battling what's placed in front of you. To conquer the Maps of the Guild Alliance, you'll need to use your cunning to position your units to leverage their strengths and protect their weaknesses; and you'll need to prepare the field before the battle. With strategy and foresight, every fight will be on your terms!
Positioning on the map is your key form of matchup control during Guild Alliance tasks. You may find certain moves, abilities, and so on more or less effective than they would be in a standard match. Prepare your team, and defend the realm from foes great and small!
For Entry
- Players and referees must be T.Lv2 or higher.
- Taking a Job with the Guild Alliance costs JC, depending on the level of the Map challenged.
Level | 1 | 2 | 3 | Pinnacle Small Map | Pinnacle Large Map |
---|---|---|---|---|---|
Player Entry Cost | 7 JC | 8 JC | 10 JC | 20 JC | 24 JC |
Default Format
Bring 3, Pick 3 vs. Map
Round Hours: 72 hours
Battle Hours (Player): 72 hours
Battle Hours (Referee): 120 hours
Backpack Size: 6 (Note: 3 of these items are equipped in your sign up post.)
Step Count: 3
Substitutions: 3 at level 1, 4 otherwise
Tech: Map Level - 1
Switching: Off
Round Hours: 72 hours
Battle Hours (Player): 72 hours
Battle Hours (Referee): 120 hours
Backpack Size: 6 (Note: 3 of these items are equipped in your sign up post.)
Step Count: 3
Substitutions: 3 at level 1, 4 otherwise
Tech: Map Level - 1
Switching: Off
The Map
Battles of the Guild Alliance take place on the Map, which is an X by Y grid of Tiles.
Maps contain Tile Types, Objects, and Objectives, each defined below. The Tile Types, Objects, and Objectives present for each Map will be defined within that Map's data.
Instead of each team having a field (for field conditions like Light Screen or Stealth Rock), instead, each tile has a field. Battle Conditions still affect the entire battle.
Starting Positions: Each map specifies where the Challenger's Pokemon begin. When signing up, the Challenger indicates which of their Pokemon starts at each position. At the start of the battle, each of the Challenger's Pokemon, and the Referee's specified enemy Pokemon, are placed at their starting tiles.
Tile Types: Each tile on the Map has a Tile Type. Tile Types are defined on a per-map basis, though most maps include a default tile type with no effects. Tile Types may restrict movement, modify movement costs, provide effects when a Pokemon starts or ends their turn there, or other effects in the same vein.
Objects: Objects are neutral, tile-occupying game pieces. Some Objects can be interacted with (like switches), while others serve as obstacles (like pillars). Objects cannot be moved onto or through, under normal conditions.
Objectives: Each map specifies one or more Objectives that must be met to achieve victory, provided by the different Master Guilds. Objectives are either Main, which is the condition which must be completed to emerge victorious, or Side, non-essential objectives which provide additional rewards if completed. Do note that once the Main Objective is completed, the Map ends.
Common Objectives include:
- Sharpening your skills against many opponents for the Training Guild.
- Defeating powerful threats for the Big Game Guild.
- Holding strong against an incoming siege for the Defense Guild.
- Retrieving key items or people from the enemy's grasp for the Rescue Guild.
- Charting and reshaping the area in favour of the alliance for the Recon Guild.
Battle Flow
Each battle progresses through a series of phases, with players alternating as the active player. By default, the Challenger is the active player for Round 1.
Battle Phases
1. The Switching Phase
By default, battles are played with Switching: Off.
2. The Strategy Phase
The active player issues Movements, and then Maneuvers, to their Pokemon.
3. The Map Phase
Pokemon perform their Movements and Maneuvers in the order they were issued.
3.5. The Combat Phase
This optional phase occurs if any Pokemon used the Initiate Combat maneuver. It follows sections 2.6 to 2.8 of the handbook, with the active player ordering first.
After each round completes, the active player role switches.
Movements & Maneuvers
Each active Pokemon may receive up to one (1) Movement order and one (1) Maneuver order in a round.
Movement must be completed before a Maneuver.
(You cannot maneuver before moving, nor split a movement around a maneuver.)
Movements
A Pokemon's Job Assignment (see below) determines how many tiles it can move per order—often 1, 2, or 3. Movement is in one of the four cardinal directions.
- Only one Pokemon may occupy a tile at a time.
- A Pokemon may pass through tiles occupied by allies but must end on an unoccupied tile.
- A Pokemon cannot pass through tiles occupied by enemies, Objects, or tiles for which it does not meet the requirements.
Maneuvers
By default, each player’s Pokemon can perform one of the following maneuvers, after they move (or decline to move):
- Support themselves, or an adjacent tile's occupant, with a non-attack move that targets Pokemon. (Swords Dance, Screech, etc.)
- Prepare their tile or an adjacent tile with a non-attack move that targets teams. (Spikes, etc.)
- Interact with an adjacent interactable object.
- Consume an item from their backpack. (Note: Not every item is useful to consume.)
- Initiate Combat with an adjacent opponent. Only one of a team's Pokemon may do this each round, and it always the final maneuver to be carried out. See "Combat", below.
Additional maneuvers may be defined by Maps, for use on those Maps.
Combat
The meat of work for the Guild Alliance will involve direct combat with the disrupting Pokemon. By positioning your Pokemon carefully, you can ensure battle is always on your own terms.
Combat begins when one Pokemon initiates combat on an opponent, after their move. When this happens, the following occurs in sequence:
- For that round, the initiator's tile becomes their team's field; and the opponent's tile becomes their team's field.
- The initiator is sent into play; then the opponent is sent into play.
- (Remember that Hazards trigger differently in Guild Alliance.)
- The initiator's team orders first, in their overall order post, after any other movements or maneuvers.
- At the end of the round, the initiator withdraws from battle.
- (This counts as the initiator "leaving play", meaning many stages and conditions will end, etc.)
- The initiated-upon Pokemon does not do this. The battle simply ends with them in place.
The two Pokemon in combat are active. Pokemon not in combat are benched, regardless of their position on the map. ()
Durations of turns or steps won't elapse unless they're featured in combat. Durations of rounds will elapse each round, whether or not there was combat.
Fainted referee Pokemon are removed from the map and placed in the referee's off-map reserve. The map may revive and redeploy those Pokemon at a later time.
Fainted challenger Pokemon remain on the map, awaiting possible revival. Any Pokemon can move through them, but other challenger Pokemon can't end their movement in the same tile as a Fainted Pokemon.
Referee Pokemon can end their movement in those tiles, though, if the referee has an adjacent walkable tile to push the Fainted Pokemon in to. (We knew you'd try to block the referee, otherwise.)
Enemies
Enemy teams consist of one or more Leaders and their Minions. Enemies move and maneuver in the same way players do, with the referee issuing orders. They have three (3) movement by default and are subject to the same movement and maneuver restrictions as players, unless otherwise stated.
Enemies are aggressive to players, and one of them must be ordered to take the Initiate Combat maneuver, if there is at least one player Pokemon within reach (considering movement).
Leaders have Boss Immunities, and minions have Minion Restrictions. Rarely, maps will feature worthy opponents that have neither condition, such as those of another trainer.
After combat, minions present on the Map (i.e. haven't been removed due to Fainting or another reason) reset to their default state. This means conditions, stat changes, and HP changes don't persist between rounds. Therefore, minions must be defeated in a single round of combat to remove them from the map. (Note: This only applies to minions, not leaders nor player Pokemon.)
Enemies do not have or use Energy.
Job Assignments
When signing up to take on a Map, each of the Player's Pokemon will take on a Job Assignment, which determines a Pokemon's movement range (1, 2, or 3 tiles) and which of their five core stats they use during battle. The unused stats are always 0.
A Job Assignment is created by picking 1, 2, or 3 of your stats to keep. You are encouraged, but not required, to give the job a name.
Movement | Stats |
---|---|
1 | 3 |
2 | 2 |
3 | 1 |
For example:
I may choose to keep my Special Attack and Speed stats on my Alakazam, resulting in 2 movement, designating it as my dedicated attacker on my team. I may choose to keep my Attack, Defense, and Special Defense on Rhyperior, resulting in 1 movement, and having it be the team's meat shield, but retaining its Attack to fight back against its assailants.
Consider your team composition, and the Map you're challenging, and choose your job assignments carefully!
Sign-up Template
Players determine their Pokemon's starting positions and item equips when signing up.
Code:
[B]Thread:[/B] (thread)
[B]Map:[/B] (map)
[B]Backpack:[/B] (relevant for Consume maneuver)
[B]Starting Position 1:[/B] (pokemon @ item)
[B]Pokemon 1's Job Assignment:[/B] (job assignment)
[B]Starting Position 2:[/B] (pokemon @ item)
[B]Pokemon 2's Job Assignment:[/B] (job assignment)
[B]Starting Position 3:[/B] (pokemon @ item)
[B]Pokemon 3's Job Assignment:[/B] (job assignment)
(profiles)
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