
The Safari Zone
( Data Thread | Supplier and Assists | Rewards )
The BBP League provides a wide array of Pokemon to trainers of all sorts, battling or otherwise. In addition, it curates the thoroughfares known as Routes—traditional paths through semi-wild areas; sometimes alongside more modern modes of travel, and sometimes much less direct.
However, some more expert trainers are pulled by the allure of more wild locales, where supplies are scarce and the Pokemon are more challenging to tame. To facilitate this, the Safari Program designates zones in climates both tame and wild, where open capture is permitted for any trainers bold enough to brave the hazards.
The Safari Zone is the perfect place to quickly fill holes in your team, obtain rare and exclusive Pokemon, or just to challenge yourself under new conditions!
( Art by Pissog )
For Entry
- Players and referees must be T.Lv1 or higher.
- Exploring the Safari Zone costs JC, depending on the Habitat challenged.
- JC Costs for each habitat are listed in the Data Thread, above.


An explorer brings two Pokemon and a well-stocked backpack of items to brave the various climates of the Safari Zone in hopes of capturing new, interesting, or powerful Pokemon.
The quality and quantity of rewards the player earns increases with the amount of Pokemon the explorer manages to capture and catalog during their expedition. Successful explorers, who clear all of a habitat's Treks, will even have the option to permanently recruit one of their captures, if they would like.
Explorers will have to carefully attack the HP and Energy the of Wild Pokemon they wish to survey, while preparing them for capture based on the criteria of the Poke Balls to be used.
Before exploring the Safari Zone, prospective players should familiarize themselves with the Pokemon they'd like to capture.



Explorers are on conservation duty, and thus battle using their own Pokemon, instead of captured Pokemon. However, the explorer can count on their currently-captured Pokemon to act as their Wayfinder, providing crucial field or battle assistance!
Default Format
b2p2 vs. Safari Battle
Player Hours: 72 round/72 battle
Ref Hours: 72 round/120 battle
Battle Level: By Habitat
Player Switching: On
Referee Switching: Off
Technique Control:
Player: Habitat Level minus 1, for the whole challenge.
Referee: 1 per battle. (Since Wild Pokemon can't use Combinations, this only rarely comes up.)
Backpack Size: By Habitat
Contents
You can easily skip to a section by searching for its [TAG] using your browser.- Patch History
- Safari Details
- Starting a Challenge
- Playing a Challenge
- Ending a Challenge
- Reference Post
- Rewards
Patch History
[TRK]
Treks in HabitatsOver the course of a Safari expedition, players ("explorers") will battle through three treks from the chosen Habitat. Each trek is a single battle, for a total of three battles.
In the data for a habitat, each trek will have an arena, a selection of held items, and a list of wild Pokemon that can appear within.
The trek's held items act as the referee's backpack, and the listed Pokemon act as the referee's reserve. The referee sends Pokemon out randomly; but the explorer's Wayfinder (if any) influences which wild Pokemon can appear and in what order. See [WPA] Wayfinder Assists, below.
Each time the referee sends out a Pokemon, the explorer's team becomes the starting team for that round.
Depending on the explorer's goals, they may need to Escape from several wild Pokemon in a trek before they can encounter the Pokemon they'd prefer. See [ECP] Escape, below.
[SPP]
Suppliers and the BackpackExplorers can only bring so many items to a trek, and have no reliable way to find more Medicine and Balls once in the field.
In their signup posts, players will source items for their eight-item (8-item) Backpack from three places:
- The Standard Supplier. See [SSU] Standard Supplier, below; and
- The habitat's supplier, found in the habitat's data; and
- their own profile, especially for held items.
While in a habitat, an explorer has unlimited access to "standard" Balls: the
Poke,
Great,
Ultra,
Safari, and
Park Balls, from outside their backpack. Other types of Ball, said to be "nonstandard", have to be carried in the backpack.





Balancing medicine, nonstandard Balls, held items, and escape items in a backpack is key to success in the Safari Zone.
[WLD]
Wild Pokemon
Wild Pokemon aren't quite as proficient at battling as trained Pokemon. They overexert themselves, tend to lack special techniques, and generally can't chain together defensive moves like trained Pokemon can.
Wild Pokemon differ from the Pokemon of trainers in the following ways:
- They have lowered maximum HP and Energy; typically 40% of the maximum HP of their species, and six (6) Energy.
- They cannot Chill.
- Unless they are Feral, Trained, or Bosses; they cannot hold non-Berry items or use Combinations.
- Attacking standard moves cost three (3) less Energy for wild Pokemon, to a minimum of zero.
- They can overspend their HP or Energy without their action failing its cost check, See 8.3b "Cost Check".
- They are Unfainting, which allows their HP and Energy to become negative.
Once a Wild Pokemon's HP or their Energy is negative, they can't attempt any further actions, and they can't gain HP or Energy except by Recuperating.
At the end of the Battling Phase, if the wild Pokemon has zero or less HP or Energy, the wild Pokemon Recuperates, setting their HP and Energy to their maximums (This isn't healing.). In so doing, they open a slot in their Capture Tracker, described below. Recuperating doesn't remove any conditions. When a wild Pokemon Recuperates, the explorer's team becomes the starting team in the next round's posting schedule.
[CTR]
Capture TrackersThe objective of each battle in the Safari Zone is to capture, not defeat, the wild Pokemon. Each wild Pokemon has a capture tracker in their battle status, with a number of slots in it, like so:

HP: 42/42
En: 6/6
CT: [
O X ] <- (Three slots; one filled with a Great Ball, one open empty slot "O", and one closed slot "X".)

Capture trackers start with all or most of their slots closed and unable to retain a Ball, represented with capital X. Each time a wild Pokemon Recuperates, one slot becomes open and able to retain a Ball, represented with capital O.
[CPT]
CaptureExplorers can use a variety of Balls, such as
Poke Balls, for the purpose of capturing and cataloguing wild Pokemon.

Explorers throw Poke Balls by ordering them in battle orders, just like how Medicines are used. Each Ball has its own "Capture Criteria" effect that determines if it sticks in the target's capture tracker.
When a wild Pokemon's capture tracker becomes filled, that Pokemon is captured and catalogued. See 9.8 "Pokemon Capture".
The most-recently captured Pokemon acts as the explorer's Wayfinder. See [WFA] Wayfinder Assists, below. Explorers should carefully plan their route towards their "desired" Pokemon, from one Wayfinder to the next.
[ATN]
AttritionFar from civilization and Pokemon Centers, explorers must make do with what they've brought into the field. This necessitates that explorers devote valuable backpack space to medicines, such as Potions, with them on expeditions.
Between treks, each of the following values of the player and their Pokemon is not reset:
- Remaining Technique Control.
- Remaining HP and Energy.
- Major Conditions, their parameters (such as Strain), and their associated conditions (such as Toxin).
As each battle ends:
- The players' active and benched Pokemon are all returned to the player's reserve.
- The player's consumed or destroyed held items (e.g. not Medicine or Poke Balls) are returned to their Backpack.
- The players' Pokemon return to their default Forme.
[ECP]
Escape
Not every battle in a Safari favors the explorer. Sometimes, discretion is the better part of valor.
Explorers order Escape in main orders, as if it were a trainer item. To order Escape, the explorer specifies three (3) items from their Backpack to discard. If they can't or don't, the Escape fails. Items meant for Escape, such as
Fluffy Tail, can be used as the entire discard.

Explorers can only Escape from wild Pokemon that have Recuperated at least once.
Some effects may instruct wild Pokemon to Escape. A wild Pokemon who Escapes is removed from all teams and from the battle, and the player loses their chance to capture or defeat them.
After either the Explorer or a wild Pokemon Escapes, the referee will randomly select a replacement from the current trek to send out during the next Switching Phase. If there are no further replacements in the trek's reserve, the explorer loses the battle.
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