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FFA Tourney V2.0: Return to Pifhr

Discussion in 'Tournaments' started by Synthesis, Aug 4, 2013.

  1. Ataro

    Ataro URPG Official

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    I can ref this at the same time as stated. Rules might be subjected to change however.
     
  2. Synthesis

    Synthesis ._.

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    Gliscorman will be reffing the finale today, using Blue's rules (with a few clarifications/alterations) from the last page.
     
  3. GliscorMan

    GliscorMan URPG!

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    Tourney FFA #10 - Finale!

    Sends start at:
    Saturday 31st August, 16:45 / 4:45pm British Summer Time (GMT+1),
    Saturday, 31st August 2013, 11:45 / 11:45am Eastern Daylight Time (GMT-4)
    Saturday, 31st August 2013, 08:45 / 8:45am Pacific Daylight Time (GMT-7)
    Saturday, 31st August 2013, 23:45 / 11:45pm Philippine Time (GMT+8)
    Sunday, 1st September 2013, 01:45 / 1:45am Australian Eastern Standard Time (GMT+10)

    Initial sends open for 60 minutes.
    Battle starts at Monday 12th August, 17:00 / 5:45pm BST (GMT+1) (Monday 12th August, 12:45 / 12:45pm EST (GMT-4))
    You can send an offline IM or PM to send your Pokémon if you wish to do so.

    Free-For-All
    Revolution
    No Holds
    Terrain: Building
    Weather: None
    Eva/Acc/OHKO Clauses
    Hit all-hit one
    Perish Song, Sleep moves (other than Rest), Encore, Imprison, Intimidate fail
    No redirects
    Moves that can target an ally can target others (such as Helping Hand)
    Illusion selects a random Pokémon from the Pokédex
    Imposter and Download select random participating Pokémon
    Exceeding the given send time limits results in KO at the end of the turn.

    Special Rule
    Special Rule FFA

    Each Turn has a different Special Rule, up until Turn 10.
    All Pokémon start at approximately 75% health with a free Substitute.

    Turn 1: Pitfall
    At the start of this turn a randomly-rolled Pokemon that can fall into the pitfall trap will fall into it. The Pitfall trap breaks a Substitute upon entry, or if the Pokemon lacks a Substitute, they are hit by Stealth Rocks, three layers of Spikes and two layers of Toxic Spikes.
    Pokemon are released from the Pitfall trap at the end of the turn. Pokemon that have fallen into the trap cannot be attacked and cannot attack other Pokemon while they are in the trap (they can still use non-attacking moves, however).
    If a Pokemon in the trap uses Rapid Spin, the hazards will be removed from within the trap permanently or until someone in the trap sets entry hazards down there again.
    If a Poison type falls into the trap, they absorb Toxic Spikes (even if they have a Substitute).

    Pokemon with Levitate or the Flying type cannot fall into the pitfall trap while they are still flying/levitating. Gravity comes into play every third turn (before trapped Pokemon has been rolled). Protect does not prevent a Pokemon from falling into the trap. Bouncing, digging, diving or flying Pokemon cannot fall into the trap.

    Turn 2: Legendary Decoy
    All Pokémon gain a free decoy (Substitute) at 25% health.
    The decoy can be any legendary Pokémon (knows all moves it can learn) and the decoy will work like a normal Substitute. When calculating damage received, the decoy's type/ability/stats/etc will be used.
    You are allowed to use Substitute with your original Pokémon, even if you already have a decoy (legendary Pokémon). The free decoy takes precedence over a properly created Substitute. Obviously, your decoy is unable to use Substitute.

    During each turn, you may choose to send using either your original Pokémon, or using your decoy. If you send a move using your decoy and your decoy dies, your Pokémon will be reffed as "Pokémon is too shocked to move!". Note that your decoy is able to use moves that boost its own stats and will be able to use moves that regain health as well. However, the decoy's health is capped at 25% of the selected legendary Pokémon's max HP. You may choose to target your own decoy using your original Pokémon for whatever reasons, and moves like Psych Up will work as well (since Substitute doesn't prevent it).

    Additional Notes
    -Speed order is always determined by your regular Pokémon's Speed
    -Moves like Recover would heal the decoy's health up to the capped level of 25%, since Recover originally heals the user by 1/2 of its maximum HP.
    -Moves like Water Spout would work as followed: Base Power = 150 * (User's Current HP which would be 25% of max HP / User's Maximum HP), rounded down, but not less than 1.
    -Trace will only work on regular Pokémon.

    Decoy fades at the end of the turn, and returns in the same state if you're still in the FFA at Turn 10.

    Turn 3: Deathmatch (Timer)
    KO'd Pokémon, including from exceeding send time limits, respawn at full health and re-enter the battle at the end of the next turn after being KO'd. Pokémon KO'd on this turn respawn at the end of Turn 4 in time to send for Turn 5.
    Respawning Pokémon DO NOT have a grace period. They CAN be targeted immediately on respawn.
    Being KO'd does wipe stat changes, and entry abilities such as Sandstream and Trace will reactivate on re-entry.

    Turn 4: The Hunger Games (Random Pokémon)
    As Legendary Decoy, using a randomly rolled Pokémon from your stats, with only the moves they currently know.
    Decoy fades at the end of the turn, and returns in the same state if you're still in the FFA at Turn 10.

    Turn 5: League of Extraordinary Gentlemen (Character abilities)
    For the duration of this turn, Pokémon gain access to a League of Extraordinary Gentlemen character ability of their choice. These abilities may be used 3 times. Character selections are not posted in stats:

    Allan Quatermain: Revival. When KO'd, return to life at the end of the turn. All stat boosts are cleared. The first revival puts you at 75%, the second at 50%, and the third at 25%.

    Mina Harker: Vampirism. Activate this with your attack to recover 50% of the damage dealt. This does not stack with other draining moves, so don't activate it on a turn you use one. In addition, draining moves such as Giga Drain heal 75% of the damage done as a static ability.

    Dr. Jekyll: Dual-Nature. At the beginning of the turn you may activate this to double all current stat modifiers (up to a max of +/-6) during the turn. At the end of the turn all stats revert to 0.

    Captain Nemo: Seafarer. Instead of using a move, activate this to board the Nautilus and be impervious to attacks until your next turn. Along with your next regular move, the Nautilus can launch a torpedo at any target and destroy its Substitute, Light Screen, and Reflect.

    Hawley Griffin: Invisibility. Along with your move, activate this to become transparent and become nearly impervious to all attacks for one turn. Moves that target you have a 50% lower accuracy. The invisibility has a Priority of +7 and cannot be broken by Feint.

    Tom Sawyer: American-Style. When you attack, you have a 50% chance to attack again (rolled before accuracy, if needed). You may not attack the same target twice unless it is the only one remaining. You must specify which attack is which.

    Dorian Gray: Devil Portrait. Instead of moving, sacrifice 25% of your HP to earn 3 stat boosts of your choice (barring Evasion). Healing moves and effects recover half the regular amount of HP. For example, Recover will heal 25% and Aqua Ring 3.125%

    **Moriarty: Mad Bomber. One Pokemon is randomly rolled as this character to replace the one they chose. Instead of moving, you may choose to throw a bomb at another Pokémon. The effects of bombs are detailed below in Turn 6: Bomberman.

    Turn 6: Bomberman (Bombs)
    A random Pokemon is given a bomb. That bomb can be passed by the holder to a target instead of using a move. After (1-3) turns, the bomb explodes causing a random effect:

    Healing (25%, 50%, 100%)
    Damaging (25%, 50%, 99.99%)
    Random Status (BRN, FRZ, PAR, PSN, TOX, SLP, CON)

    The holder of the bomb is public knowledge, but the bomb's effects/duration are unknown.

    ---
    Bomb acts as an attack, but hits through Substitute.
    Substitute does not block a Status bomb.
    Protect/Detect/Invulnerability blocks being passed the bomb.
    Snatch/Me First takes the bomb if it is being passed.
    Trick/Switcheroo/Thief/Covet being used on the bomb's holder takes the bomb, if the holder has not yet passed the bomb.

    Turn 7: Random Type
    All Pokémon have their types changed to two randomly rolled types.
    Types are public.
    KOing another Pokémon on this turn allows you to have your type rerolled.
    Types persist after this turn.

    Turn 8: Shadow Pokémon
    For the duration of this turn, all Pokémon that either were Shadow Pokémon in Colosseum or XD: Gale of Darkness or evolved from such a Pokémon are Shadow Pokémon.
    The list can be found here:
    List of Shadow Pokémon - Bulbapedia, the community-driven Pokémon encyclopedia

    Shadow type moves and mechanics all go by the way they worked in XD: Gale of Darkness where it conflicts with Colosseum.
    Shadow type moves are Super Effective against non-Shadow types, but Not Very Effective against other Shadow types. Shadow Rush is 50 power with no recoil. All Pokémon know the Shadow moves they or their preevolution had in those games in addition to their normal moves.
    They do NOT have the purification SMs/TMs/BMs/MTs unless you have purchased them.

    You are not required to send a Shadow Pokémon.
    Shadow Shed works on all Pokémon, similar to Haze.
    Shadow moves don't get STAB.
    Shadow Half affects all, but is blocked by Substitute.

    Turn 9: Battle Frontier
    All Pokémon gain access to all the moves they can potentially learn, as listed on their URPG Dex page.

    Turn 10+: Special Rule
    All of the above, at the same time.

    Decoys reappear at the same health.
    New bombs appear after detonation.
    Types are re-randomized.
    Random Pokémon Decoys gain access to all the moves they can potentially learn.
    Random Pokémon Decoys take damage before Legendary Decoys.
    Timer respawn only occurs on Turn 10.

    RULE CLARIFICATIONS:
    • If you faint during Turn 4 or Turn 10, you get to respawn. Dying on any other turn will not yield this bonus come Turn 4/10.
    • Should you have both Legendary and Hunger Games Subs come Turn 10, the priority is as follows: HG Sub --> Legend Sub --> Regular Sub --> Your Pokemon
    • The Gentlemen Abilities will carry over, meaning that if you use it once on Turn 5, then you only have 2 more uses should you remain alive on Turn 10. If you do not use it, all 3 uses will be available to you come Turn 10.
    • The Gentlemen revival ability will only work on Turn 5 and Turn 10+.
    • The Moriarty Bomber ability will be privately rolled at the start, and you will be notified if your ability was changed.
    • The Turn 6 Bomb will persist until it explodes. A new bomb will not be rerolled until Turn 10.
    • Becoming a Shadow Pokemon will persist throughout the FFA, starting Turn 8, like the Randomized Types.
    • The Turn 9 rule will also persist starting Turn 9.

    Things to send:
    Pokémon of choice, gender, ability
    A link to your stats
    A Legendary Pokémon Decoy Substitute. (Turn 2, Turn 10 onwards)
    A League of Extraordinary Gentlemen character. (Turn 5, Turn 10 onwards)

    You will be rolled:
    A Random Pokémon from your stats for Hunger Games Decoy Substitute. (Turn 4, Turn 10 onwards)
    A Random Type (Turn 7, rerolled Turn 10)

    STATS WILL BE ON GOOGLE DRIVE
    Posted each turn HERE.
     
    Last edited: Aug 31, 2013
  4. GliscorMan

    GliscorMan URPG!

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    [​IMG]


    MVP: Felly, who Sleep Talk'd Explosion out of all moves Metagross can learn. The target? A Ghost.

    @Elysia; with Murkrow & Arceus Steel/Metapod Decoys as Allan Quatermain (13th) gets $1,000 and 1 point
    @DarknessRuler; with Gengar & Lugia/Gengar Decoys as Tom Sawyer (12th) gets $1,000 and 2 points
    @Ataro; with Girafarig & Genesect/Gyarados Decoys as Allan Quatermain (11th) gets $1,000 and 3 points
    @Soulmaster; with Togekiss & Lugia/Teddiursa Decoys as Tom Sawyer (10th) gets $1,500 and 4 points
    BulbaTurtwig with Heracross & Arceus-Steal/Heracross Decoys as Captain Nemo (9th) gets $2,000 and 5 points
    @Elamite; with Cofagrigus & Arceus/Politoed Decoys as Captain Nemo (8th) gets $2,500 and 6 points
    @SLCalamity; with Gallade A & Arceus/Whimsicott Decoys as Mina Harker (7th) gets $3,000 and 7 points
    @Princess Crow; with Lickilicky & Giritina-A/Gliscor III Decoys as Allan Quatermain (6th) gets $3,500 and 8 points
    @Felly; with Metagross & Entei/Mismagius Decoys as Tom Sawyer (5th) gets $4,000 and 9 points
    @Synthesis; with Dragonite A & Arceus/Staraptor Decoys as Mina Harker (4th) gets $4,500 and 10 points
    @Fawkes; with Dragonite B & Heatran/Arcanine Decoys as Mina Harker (3rd) gets $5,000 and 11 points
    @Ash K.; with Gallade B & Thundurus-I/Politoed Decoys as Allan Quatermain (2nd) gets $5,500 and 12 points
    @Airik; with Beheeyem & Deoxys-D/Jolteon Decoys as Allan Quatermain wins and gets $6,000 and 13 points

    I should get $6,500 and 11 points for reffing.

    Unpaid Tourney Wages: $15,500
     
    Last edited: Sep 1, 2013