All Referees and past Referees are eligible to ref without needing to take the Ref Test, but must check in with a Senior Referee if they have not refereed in the current generation.
Senior Referees and Ref Testers
Passed Ref Quiz
To check what moves a Pokemon learns or its data, you can access URPG’s official Pokedex — The Ultra Dex. Mechanics-wise, there are many pages on the Internet that provides those information. Some are more reliable and in-depth than others, with in-game testing being the most reliable obviously.
Generally speaking, Smogon is usually the most accurate due to their members doing actual testing. The Reffing Encyclopedia is updated and draws information from Smogon’s SwSh research thread and Bulbapedia, however. As a general rule of thumb, you should be using the URPG’s Reffing Encyclopedia mostly. Bulbapedia is rather concise and has useful information on up-to-date mechanics, with very few known errors.
All battle modes use the newest set of data for moves, abilities, items, etc. The battle mode is determined by selection from each of these categories.
Note: Full and Preview require sending the team privately to the ref even if Privacy is set to Public.
Along with the battle modes, there are many optional battle types. If a battle type is not specified to be on, then it is assumed to not be used. Some Battle types are incompatible with other Battle types.
There are many optional battle rules. All rules not specified will default to the default in Standard Rules. Other than Sleep/Freeze/Evasion/Accuracy, all rules use either “____ Allowed” or “No _____” nomenclature (for example, No Duplicate Species or OHKO Moves Allowed).
In a normal battle, before you begin, you and your opponent must both agree on what battle mode and rules to use as well as how many Pokemon are to be used for each battler. Special kinds of battles, such as gym battles and tournament battles, leave the rule making to the leader or the tournament host. There is no limit to the number of Pokémon you can use.
After rules are selected and the first Pokemon are sent, you begin selecting your moves. After moves are selected, the referee refs the turns and posts the stats of the outcome for that turn. Moves are sent again, and this continues until a battler is victorious.
Battling in Public Modes
It is important to note that in battle modes in which you select your moves in the chat or thread, you must alternate sending your Pokemon and moves first. The battlers can agree on who sends their Pokemon first, or the ref can roll to see who gets to decide. Gym leaders are allowed to force the challenger to send first. After a battler sends their Pokemon out first, the other battler sends their Pokemon and move. Afterwards, the person who sent their Pokemon first sends their move second. Then battlers take turns alternating sending first. If a single Pokemon is knocked out in a turn, the battler replaces that Pokemon, but this does not count as sending first or second, so the alternation of sending first continues normally. If both Pokemon are knocked out in a single turn, then the battlers select their Pokemon as though they are continuing alternating. Sending implied moves, such as continuing Outrage, recharging for Hyper Beam, and a battler sending their last remaining Pokemon still count for alternating sending first or second.
Free-For-Alls are composed of 6 or more battlers. Each battler sends a single Pokemon to the ref. The ref reveals all the Pokemon, and then you start sending moves. Random targets cannot be selected unless using Outrage or another rampaging move. The longer your Pokemon lasts compared to other Pokemon, the higher you place, and the more money you get. Legendary Pokemon may not be disallowed in FFAs except under special circumstances (which must be approved by the Senior Referee team). The battle will last until only one Pokemon remains. Not sending a move for the first turn of the FFA counts as not participating in it, and therefore a player will not get paid if they don’t send for at least one turn. Players may not send a move before stats are posted during any round. If they do, the move does not count.
Anyone who has been a ref less than two months cannot ref FFAs.
Referees have some freedom to set the time in which battlers must send their moves each round. This period of time must be at least five minutes.
FFAs are likely to have special rules. Restrictions exist on what kind of rules are acceptable. First, all special rules must be approved by a Senior Referee before the FFA begins. If a special rule has been approved in the past, that rule is fair game for all referees to use in the future unless counter-indicated by a Senior Referee. Please note that even minor changes to a past FFA rule will require re-approval. Furthermore, any FFA rule that involves one or more of these is explicitly forbidden, unless the rule is approved by staff members in advance:
Based on the mode from Pokemon Sun and Moon, Battle Royals are battles between three or four players in which they all use a team of three Pokemon. When any of one Trainer’s teams is fully knocked out, the Battle Royal will end at the end of the round. Moves and Pokemon will always be sent privately. Multi-hit moves will hit all Pokemon, but the power is reduced by 50%. Points are awarded based on knockouts from each trainer. If you knock out a Pokemon in any fashion (direct attack, indirect damage), you will receive a point for it. If a Pokemon uses a self-KO move (Explosion, Self-Destruct, Memento, etc.), nobody is awarded points. If you are the Trainer that is eliminated, however, you will receive 4th place (3rd place in 3 player). Below is a guideline for some scenarios that may happen, please keep in mind that it is NOT all-inclusive. If you are still unable to determine final placement of players feel free to reach out to a Senior Ref for assistance.
4th/3rd double elimination: (In the event two players lose all their pokemon in the same turn, please refer to “Unclear Battle Results” portion on Reffing Encyclopedia. The first person to reach 0HP will place 4th.)
1st/2nd/3rd: Placing is determined by points. Total health % is tie breaker.
For a general rule layout, refer to this:
Standard Rules [Mega/Z-Move/Dynamax/Legendary/Weather/Terrain/Helds/Duplicate Species may be changed]
Rules in brackets must be agreed upon by ALL players before starting a match.
When the Wonder Launcher is enabled, battlers are able to use special points to purchase items during the battle to use on their Pokemon. Each battler starts with 0 points, and each battler gains 1 point at the end of each turn. If a battler has 14 unused points, he/she will gain no additional points until he/she uses some. The list of purchasable items can be found by clicking here. When an item is purchased, it must be used immediately. Battlers cannot buy items and store them for later use. When an item is purchased and used, the battler forgoes their move that turn to use the item, and the opponent is aware of the use of the item. Items that increase a Pokemon’s stat stages or critical hit stages and ‘Urge Items’ can only be used on a controlled active Pokemon. Revive and Max Revive can only be used on fainted Pokemon. The rest of the items can be used on any Pokemon in the battler’s party. If a battler purchases an item that is unable to do anything for the battler’s current party, the item will do nothing, and points will still be lost. In-depth information of the effects of items can be found here.
In a Double Battle, each trainer has two Pokemon out at the same time. When Pokemon are knocked out, if the battler has more Pokemon available in their party, they must send Pokemon to replace them at the end of the turn.
Each Pokemon is able to target any other Pokemon on the field, including its own ally. However, there are moves that affect multiple Pokemon at once. These moves can be found by clicking here. When a move hits more than one Pokemon at once, its base power is reduced to 75% of its original value. Furthermore, each instance of the move hitting a Pokemon requires its own accuracy roll, if the move is less than 100% accurate. Likewise, the secondary effects of moves that target multiple Pokemon require an individual roll for each target that is hit.
When Reflect, Light Screen, and Aurora Veil are used in a Double Battle, they benefit both Pokemon on the side it is used. However, instead of halving damage like in Single Battles, the damage is reduced by 1/3 instead.
In a Triple Battle, each battler has three Pokemon out at the same time, and the battlers may choose their own Pokemon’s position. A Pokemon can be positioned on the left, center, or right. Two Pokemon cannot occupy the same position. When Pokemon are knocked out, if the battler has more Pokemon available in their party, he/she must send Pokemon to replace them at the end of the turn.
The position of Pokemon is important. Pokemon cannot target another Pokemon with most moves unless it is adjacent to that Pokemon. A Pokemon is considered adjacent to another Pokemon if it is right in front of it, diagonal to it, or next to it, meaning Pokemon can target their allies. However, there are certain attacks that are capable of targeting any Pokemon on the field, regardless of its position. To be more specific, these moves are: Dark Pulse, Dragon Pulse, Heal Pulse, Water Pulse, Aura Sphere, Flying Press, and any single-target damaging Flying-type move.
There are also moves that affect multiple Pokemon at once. If a Pokemon moves out of range of an attack that hits more than one Pokemon at once, the attack will hit any new Pokemon in that spot rather than fail on the evasive Pokemon. When a move hits more than one Pokemon at once, its base power is reduced to 75% of its original value. Furthermore, each instance of the move hitting a Pokemon requires its own accuracy roll, if the move is less than 100% accurate. Likewise, the secondary effects of moves that target multiple Pokemon require an individual roll for each target that is hit.
Instead of attacking, Pokemon are also able to change positions. Only Pokemon on the left and right can do this. When a Pokemon changes positions, it swaps places with the Pokemon in the center, unless there is no Pokemon there, in which case, it will merely move to the center. Changing positions has no priority; therefore, the movement will occur when the Pokemon would usually attack. If a Pokemon is targeting another Pokemon, or is being targeted, but the target moves out of range of the attack, the move will fail. When only one Pokemon is remaining on each side of the battle, and those Pokemon are not adjacent to each other, the Pokemon are automatically moved to the center position at the end of the turn.
In rotation battles, each battler has three Pokemon out at the same time, but the battling is more similar to a Single Battle than a Triple Battle. Out of the three Pokemon sent by a battler, one Pokemon is selected to be in the front, while the other two Pokemon are on standby. When a Pokemon is KO’d, the battler must replace the KO’d Pokemon with one from their stats at the end of the turn if they have any more sends left. Otherwise, one of the standby Pokemon should be rotated to the front.
During each turn, a battle may select for his front Pokemon to attack, for one of his standby Pokemon to rotate to the front and attack, or switch out their front Pokemon for one in their party still in its Pokeball. Attacking does not involve targeting, as the attack will always target the opposing Pokemon in the front at the execution of the move. Moves that hit more than one Pokemon in a Double or Triple Battle only hit the opponent’s front Pokemon. Rotating Pokemon has very high priority, and there is no known move that is faster than a rotation. Pokemon in a standby position are essentially safe from all effects until they are sent to the front.
Rotating a Pokemon into and out of a standby position is very different than switching a Pokemon into and out of its Pokeball. When a Pokemon is rotated out, it keeps any buffs and conditions, such as stat boosts and drops, Substitute, Taunt, and more. If a Pokemon that is rotated out has an effect that has a duration or counter, such as Encore, Sleep, or Toxic, the counter will remain unchanged on that Pokemon until it is rotated back in.
There are many abilities that activate when a Pokemon is switched or sent into battle. It is important to remember that rotating and switching are not the same thing. Abilities that activate when a Pokemon is sent into battle, such as Drizzle and Intimidate, will only activate if the Pokemon is sent onto the field in the front position. Rotating a Pokemon with an ability of this sort will not cause the ability to activate.
Dynamax is a mechanic where a Pokemon grows in size for 3 turns, doubling its max HP, and all moves change into Max Moves. Max moves are stronger moves than their regular counterparts, and provide a boost or weather/terrain effect. Gigantimax has been rolled into Dynamax for URPG; a Gigantimax Pokemon may use either Dynamaxed moves, or their Gigantimax move, at any time for the 3 turn duration. Dynamax may not be used in the same battle as either Mega or Z-Moves. See the movelist for Dynamax BP on moves, and see below for other Dynamax mechanics. See here for a list of Gigantimax Moves, as well as the Pokemon who can use them.
Electric: Electric T.
Fairy: Misty T.
Psychic: Psychic T.
Grass: Grassy T.
As a ref, you will most likely not use the actual damage formula to calculate damage. Instead, you will use a special reffing calculator. However, it’s important to understand the basis of how we get damage values. One of the most important things you should know about calculating damage: physical attacks use the attacker’s Attack stat, and the target’s Defense stat; special attacks use the attacker’s Special Attack stat, and the defender’s Special Defense stat.
A Pokemon’s stat points in URPG are the stats of that Pokemon at level 100 with max IV points in all stats, max EV points in all stats (ignoring the normal 510 total limit), and a neutral nature. That means HP is equal to double the base stat plus 204, while other stats are equal to double the base stat plus 99.
On Discord, URPG Dicebot will roll dice given the following commands (X is the number of sides, Y is the number of dice):
!d Y, X
Some rolls will need to be privately done on either the offline calculator, random.org, or by directly messaging URPG Dicebot a roll command.
Every Pokemon can have one or two types. The image below is a chart displaying the effectiveness of every Pokemon type against another. Although the reffing calculator automatically calculates effectiveness, it is important to know the type relationships for the purpose of knowing whether damage seems correct or not.
In DPP and newer generations, whether a move is physical or special is a property of the move itself. In RSE and older generations, a move can be determined to be physical or special by its type.
Physical: Bug, Fighting, Flying, Ghost, Ground, Normal, Rock, Steel, Poison
Special: Dark, Dragon, Electric, Fire, Grass, Ice, Psychic, Water, (Fairy)
Status ailment – Bulbapedia, the community-driven Pokémon encyclopedia
There are five main status conditions that affect a Pokemon when it is active. A Pokemon may not be under multiple main status conditions at once. Some status conditions end on their own. Certain moves, abilities, and items prevent status conditions, remove them, or alter how they work.
In addition to the immunities above, Grass-type Pokemon are immune to any Spore or Powder moves, such as Sleep Powder and Stun Spore. They are also immune to Leech Seed. Ghost-type Pokemon are immune to the effects of any move (besides damage) or ability that would render them unable to switch out of battle. Dark-type Pokemon are immune to any move if it has been given increased (or further increased) priority due to the effects of the Prankster ability as long as the move has been boosted to above 0 priority. This includes moves called with Assist, Metronome, Me First, Copycat, Mirror Move, or Sleep Talk.
There are also other conditions that a Pokemon can have. These conditions are removed when the Pokemon switches out. A Pokemon may have as many of these conditions at once as possible, along with one main status condition.
A Pokemon’s stats can be increased or lowered in intervals called stages by certain moves and abilities. The highest stage is +6 and the lowest is -6. The following chart displays each stage, the multiplier it represents, and the approximate percentage value of the multiplier.
For example, a Charmander with Defense-4 would have its Defense, 185, multiplied by (2/6), resulting in a Defense of 61, rounding down (you round down when calculating stat numbers).
Note: In regards to the speed stat, any rolls to decide a speed tie will be rolled privately.
Accuracy & Evasion
Pokemon can also have altered Accuracy and Evasion, making it easier or harder to hit Pokemon. These work like the stage system of stats, but the multipliers are different. The following chart displays each stage, the multiplier it represents, and the approximate percentage value of the multiplier.
The standard formula for any Accuracy drop or Evasion boost is 3/(3+x), where x is the lowered Accuracy, or increased Evasion.
The flipped formula is also true for increased Accuracy or lowered Evasion, (3+x)/3.
However, these formulas often result in some terrible percentages. Look at the following scenario as an example:
A Scrafty with Accuracy+2 is using High Jump Kick on a Zoroark with Evasion+4
High Jump Kick is 90% accurate. (90/100)
Accuracy+2 = (3+2)/3 = (5/3)
Evasion+4 = 3/(3+4) = (3/7)
To calculate the chance of this hitting, you would multiply them together. (90/100)*(5/3)*(3/7) = (90/100)*(15/21) = 64.28%
This is not an easy number to roll for.
Instead, we use two dice rolls, and treat it as a 90% accurate move that has a (5/3)*(3/7) = (15/21) chance of hitting.
First roll a 100 sided die for the moves normal, unaltered accuracy. If it gets 90 or lower, then we have passed the first condition.
Then roll a 21 sided die, to account for the accuracy modifier. If it is 15 or lower, we have passed the second condition and the move hits.
OHKO moves have their own accuracy formula: (User’s Level – Target’s Level) + 30%.
In URPG, where Pokemon are all treated as being Level 100, this always calculates as 30% (except Sheer Cold for non-Ice types). Stat modifiers in Accuracy and Evasion do not affect OHKO moves.
The only exception is No Guard or Lock-On/Mind Reader, which boosts the accuracy to 100%.
If a move is a critical hit, then for the purpose of that move’s damage, it will temporarily ignore any drops in stages for the attacker, any gains in stages for the defender, Reflect, Light Screen, and Aurora Veil, and then deal 1.5 times the usual damage. Do note that the status condition Burn still reduces damage of physical attacks. For example, a Sandile with Attack-2 critically hitting a Cottonee with Def+3 with a physical move would be calculated as though both Pokemon are at stage 0 in their respective stats, and the damage would be multiplied by 1.5.
The chance of scoring a critical hit depends on what stage a Pokemon is in for critical hits. In URPG, moves cannot score a critical hit unless the stage is increased by a move, ability, or item. It should be noted that with the release of Gen VI, Focus Energy now increases the critical hit level by two stages. This means that after using Focus Energy, any move with a high critical hit chance will have a 100% chance of scoring a critical hit.
The following chart displays each stage and what chances they give for a critical hit.
Some moves and abilities can introduce weather into the battle. Battlers may also choose to start a battle with a certain weather condition. If a starting weather is present, other weathers ending will revert to that weather. Weather has a vast amount of effects on several moves and abilities. Two weathers can not exist at the same time. Therefore, whenever a move or ability causes a new weather, the old weather ceases. If a Pokemon uses a weather move and it is already that weather, the move will fail. The abilities Cloud Nine and Air Lock negate all effects of weather, but do not stop the weather itself. The ability Overcoat prevents damage from weather.
The move Rain Dance and the ability Drizzle cause the Rain weather condition for 5 turns (or 8 turns if the user is holding Damp Rock). Rain increases the damage of Water moves by 50% and decreases the damage of Fire moves by 50%. Moves affected by Rain that are not Water or Fire are: Hurricane, Moonlight, Morning Sun, Solar Beam, Synthesis, Thunder, and Weather Ball. Abilities affected by Rain are: Dry Skin, Forecast, Hydration, Rain Dish, and Swift Swim.
The move Sunny Day and the ability Drought cause the Sun weather condition for 5 turns (or 8 turns if the user is holding Heat Rock). Sun increases the damage of Fire moves by 50% and decrease the damage of Water moves by 50%. No Pokemon can be frozen while Sun is active, but it will not instantly thaw Pokemon that are already frozen. Moves affected by Sun that are not Fire or Water are: Growth, Hurricane, Moonlight, Morning Sun, Solar Beam, Synthesis, Thunder, and Weather Ball. Abilities affected by Sun are: Chlorophyll, Dry Skin, Flower Gift, Forecast, Harvest, Leaf Guard, and Solar Power.
The move Sandstorm and the ability Sand Stream cause the Sandstorm weather condition for 5 turns (or 8 turns if the user is holding Smooth Rock). At the end of each turn, Sandstorm damages all Pokemon for 6.25% of their max HP, unless the Pokemon is Ground, Rock, or Steel type, or has the ability Sand Veil. Sandstorm increases the Special Defense of Rock type Pokemon by 50%. Moves affected by Sandstorm are: Moonlight, Morning Sun, Solar Beam, Synthesis, and Weather Ball. Abilities affected by Sandstorm are: Sand Force, Sand Rush, Sand Veil.
The move Hail and the ability Snow Warning cause the Hail weather condition for 5 turns (or 8 turns if the user is holding Icy Rock). At the end of each turn, Hail damages all Pokemon for 6.25% of their max HP, unless the Pokemon is Ice type or has the ability Snow Cloak. Moves affected by Hail are: Blizzard, Moonlight, Morning Sun, Solar Beam, Synthesis, and Weather Ball. Abilities affected by Hail are: Forecast, Ice Body, Slush Rush, and Snow Cloak.
No move or ability causes the Fog weather condition. It can only occur if the rules of the battle are set to start with Fog. Accuracy of all moves in Fog is multiplied by 90%. Moves that ignore accuracy modification, such as Aerial Ace, are not affected. The move Defog removes Fog. Moves affected by Fog are: Moonlight, Morning Sun, Synthesis, Weather Ball.
When battling, battlers may choose a passive terrain. Passive terrain only affects the moves Camouflage, Nature Power, and Secret Power. If no terrain is mentioned for the battle, it will be assumed to be building terrain. The following table lists all of the terrains and how they work with the previously mentioned moves.
Generations VI and VII introduced four new “Active Terrain” types which can only be activated by their moves of the same name. All Active Terrain moves last for five turns unless boosted by the Terrain Extender held item. The effects of these Terrains only apply to Pokemon that are touching the ground, unless otherwise noted. Flying Type Pokemon, those with Levitate, or Pokemon holding an Air Balloon, are not affected. Pokemon under the effects of Magnet Rise or Telekinesis are also unaffected. If however, Smack Down, Thousand Arrows or Gravity is used on the airborne Pokemon, they will become affected as well.
Active Terrains may be selected as starting terrain in casual battles, as well as put into the rules of Street League gyms. They may not be selected in Gym, Elite Four, Champion, Battle Frontier, or Legend Defender battles.
|Applicable to Choose in Gym||Terrain||Camouflage Type||Nature Power Move||Secret Power Effect|
|Y||Sand||Ground||Earth Power||Lowers Accuracy by one stage|
|Y||Tall Grass||Grass||Energy Ball||Sleep|
|Y||Ocean||Water||Hydro Pump||Lowers Attack by one stage|
|Y||Burial Grounds||Ghost||Shadow Ball||Flinch|
|Y||Soaring||Flying||Air Slash||Lowers Speed by one stage|
|Y||Deep Forest||Bug||Pollen Puff||Lowers Speed by one stage|
|Y||Dojo||Fighting||Aura Sphere||Lowers Defense by one stage|
|Y||Factory||Steel||Flash Cannon||Lowers Special Defense by one stage|
|Y||Distortion World||Dark||Dark Pulse||Lowers evasion by one stage|
|Y||Prairie||Fairy||Moonblast||Lowers Special Attack by one stage|
|Y||Ultra Space||Psychic||Psyshock||Lowers Defense by one stage|
|N||Grassy Terrain||Grass||Energy Ball||Sleep|
|N||Misty Terrain||Fairy||Moonblast||Lowers Special Attack by one stage|
|N||Psychic Terrain||Psychic||Psychic||Lowers Speed by one stage|
NOTE: Giratina will always be in Origin Forme when used in Distortion World passive Terrain. It will revert to Altered Forme if an Active Terrain move is used (so long as it is not holding a Griseous Orb). It will then switch back to Origin Forme when Distortion World terrain returns.
*It is currently unknown how Psychic Terrain interacts with the the move Future Sight; further testing will be conducted.
Unclear Battle Results
In some situations, the winner of a battle my be unclear. For example, if a Pokemon finishes off the opponent’s last Pokemon with an attack with Life Orb, and the Life Orb recoil causes the user to faint as well. Or if a Pokemon uses Explosion and both player’s final Pokemon are knocked out. Here is a list of these scenarios and who wins in each of them, taken from Pokemon VGC’s Tournament Guidelines.
Some moves can occur before or after other moves despite speed. Moves with higher priority occur before moves with lower priority. If two Pokémon use an attack with the same priority, the faster Pokémon goes first. The priority of a Z-Move is always 0 unless it is a Z-Status move in which case the Z-Status move is the same priority as its base.
*Uncertain about exact location of Focus Punch, Beak Blast, and Shell Trap charging message, however it shouldn’t have any actual bearing on the battle. If you’d like to do some priority testing for the Focus Punch message and/or Prankster Helping Hand in relation to switching/rotating/mega evolving, contact a Senior/Head Ref.
Timing Notes: Attack Success Checks
When multiple immunities are in play, there is a sequence to follow to determine which check would prioritize first. For example, based on the table below, King’s Shield would still lower the opponent’s Attack stat even if Aegislash was immune to the attack. Other examples would include Ground-types being able to Magic Coat Thunder Wave, and you can no longer tell if a protecting target is airborne (since Protect check happens before Flying immunity and Levitate).
When multiple attack redirection happen due to Follow Me / Lightning Rod / Storm Drain, Follow Me has priority.
As of Gen VIII, the order of checks that are done before a move can successfully hit its target is detailed as followed:
Timing Notes: Attack Sequence
After an attack is successful, the following happens:
After all hits of a successful attack have resolved (Ability and item effects mentioned below don’t occur if the attacker has Sheer Force and the attack has an additional effect):
Timing Notes: Veto Tiers
When multiple effects act on the same Pokemon to prevent the execution of a move, the referee will first check one effect, then the next, and so on. This is the order that is checked. When a move is vetoed from being executed, no other checks are performed.
Timing Notes: End of Turn Effects
There are many moves and effects that can occur at the end of the turn. The order they occur is listed in the following quote. The numbers indicate the overall order of the effects. All effects that start with 21. occur for the faster Pokemon, and then they occur for the slower Pokemon. For example, a Jolteon’s Reflect would wear off, then its Tailwind would wear off, and then a Slowpoke’s Reflect would wear off, and then its Tailwind would wear off if they were to end on the same turns.
In order to Mega Evolve, a Pokemon must be holding its corresponding Mega Stone and the trainer must have purchased a Mega or Z-Ring from the Mart. Mega Evolution can only occur once per battle. Unlike the games, Primal Reversion DOES count as Mega Evolution and is therefore limited to once per battle. Also unlike the games, Rayquaza must be holding a Meteorite in addition to knowing Dragon Ascent to Mega Evolve; additionally, Ultra Bursting a Necrozma will count as Mega Evolution.
Mega Evolution has a unique speed priority, and will always occur at the start of battle before anyone attacks but after any switches have occured. As of Sun and Moon, a newly Mega Evolved Pokemon will immediately have access to its Ability and speed order is determined based on the base Speed stat of the Mega Pokemon and its Ability. A Pokemon can Mega Evolve and become fully paralyzed in that same turn.
If a Mega Evolving Pokemon uses Pursuit on a target that is switching out, the message: “Pokemon, come back!” would display first. The Pursuit user would then Mega Evolve, use Pursuit, and finally the opponent would switch out (or faint).
(*The Z-Move Section is still a work-in-progress. Please rely on other sources such as Bulbapedia until it is complete for most accurate info)
A Z-Move can only be conducted successfully once per trainer per battle. In order to conduct a Z-Move, the Pokemon executing the move must be holding the correct Z-Crystal:
When conducting a Z-Move, the player must first specify which move will transform into a Z-Move. This move must correspond to the type of Z-Crystal the Pokemon is holding. The Base Power of a damaging Z-Move varies depending on the Base Power of the move being transformed. If the move being transformed is a status move, converting it into a Z-Move will create additional effects (called Z-Effects) that vary depending on the move being transformed. A status-based Z-Move always has the same priority as the move being transformed.
Q: Is recoil damage rounded up or down?
A: With the release of BW, recoil damage is now rounded half up, but not less than 1 HP. Rounded half up means that if the decimal point is 0.5 or higher, it would round up instead. If for example, the recoil damage to be received is 43.25 HP, it would thus round down and become 43.
Q: Is healing/Life Orb recoil/Substitute health/etc rounded up or down?
A: All other calculations are to retain with rounding down.
Q: Does confusion count increase while sleeping?
Q: Do the battlers have to send every turn, even when locked into a move or they only have one option?
A: Yes, battlers must send for every turn of the battle.
Q: Do I have to answer questions from the battlers? What questions am I not allowed to answer?
A: The referee does not have to answer any questions asked by the battler. You are free to do so, as long as you do not give an answer that reveals any hidden information about the battle. Common questions asking about current stats are fine. Battlers may also ask for confirmation on how much damage a move will do – in these situations, you may provide an answer EXACTLY as they specify the conditions. If they don’t mention the enemy’s ability, possible item, or other things that could change the result, don’t factor it into calculations.
Q: If the ref rolls an unnecessary dice (for instance, freeze roll while it is Sunny) part way through the turn and then needs more rolls later in the turn (for instance, accuracy on a slower Pokémon’s move), what should that roll be used for? How about if a roll earlier in the turn was forgotten instead (for instance, that freeze roll was forgotten but needed as Sun ended)?
A: All rolls should be used for only what they were intended for. If an unnecessary dice is rolled, that dice is ignored. If a roll is forgotten, it should be rolled as soon as it is noticed.
Duration & Mechanics of 5-turn moves, Disable, Encore, Taunt, Torment, etc
Q: How do I count Light Screen/Reflect/Trick Room/Gravity/etc. ?
A: Basically, for any move that has the description “For 5 turns…”, you start counting from LS-1 the turn it was used, even if the move was used before its opponent’s move. Light Screen will then end on turn 5, which also means you don’t post LS-5. Light Screen ends on the fifth turn. This includes Tailwind.
Q: How long is Encore/Taunt’s duration and how does the counting of turns work?
A: Encore/Taunt lasts for three times the affected Pokémon attempts to move. This can go Enc0, Enc1, Enc2, ends or Enc1, Enc2, ends, depending who moves first when it is used.
Q: Does the Encore count increase while sleeping?
A: Yes, the Encore count still increases while a Pokemon stays asleep.
Q: What happens when Disable/Torment is used on a move that was Encored?
A: The target is forced to Struggle until the effects of either move wear off. Similarly, if Torment is used after Encore, the target is forced to Struggle on every other turn. If the affected move runs out of PP, the effect ends.
Q: Does Encore work on a move that was Protected/Disabled?
A: As of Gen V onward, Encore forces the target to repeat its last successfully executed move.
Q: Pokemon A uses Move. Pokemon B uses Spore. Next turn, Pokemon attempts move (not Sleep Talk/Snore), but is fast asleep. Pokemon B uses Encore. Will Encore work or fail?
A: Encore would work on the target’s last successfully executed move, even if that wasn’t the most recent time the Pokémon attempted to move.
Q: What happens when a Taunted Pokemon uses a non-damaging move?
A: If the non-damaging move was used on the same turn just as the user was being Taunted, the move will fail and can be reffed as “Can’t use [move] under the effects of Taunt”. Otherwise, you do not allow the player to use any move that is not allowed by Taunt. You need to ask for a new move.
Q: If a Pokemon A uses Move A and Pokemon B uses Move B, then next turn Pokemon A uses Torment and Pokemon B uses Move B, will Move B work?
A: Yes. However, next turn, Pokemon B may not choose to use Move B.
Q: What special rules does URPG have regarding Encore and Shadow Tag used together?
A: Pokemon with Shadow Tag (or about to gain Shadow Tag) may not select Encore, and Pokemon affected by Shadow Tag are released from Encore immediately and may no longer be encored, unless the Pokemon Encoring and Shadow Tagging is Wynaut or Wobbuffet.
Mechanics Regarding Moves
Q: Does Leech Seed heal 12.5%?
A: No, Leech Seed heals by however much HP (12.5% or 1/8 of the target’s max HP) was sapped from the opposing Pokemon.
Q: Does a Pokemon under the effects of Leech Seed lose health when it just KO’d a Pokemon?
A: Leech Seed will only sap if there is something on the other side to give the sapped health to. So if a Leech Seeded Pokemon KO’d a Pokemon, it will not lose health at the end of the turn. However, the Leech Seed still remains on the Pokemon and saps the Pokemon at the end of every turn there is a Pokemon on the other side. This also means in FFAs, since a Pokemon has no teammates, KO-ing the sapper will effectively prevent the Pokemon from being sapped.
Q: In Public rules, if you send your move first and use U-turn or Baton Pass, can you wait until after your opponent has sent their move to select a recipient for the attack?
A: Yes, you send your Pokemon when the move is executed.
Q: In the situation:
Person A sends Pokemon first.
Person B sends Pokemon.
Person B sends move.
Person A sends move. (Explosion)
Who would send the first mon?
A: Person A would send their mon, then Person B would send a mon and a move, then Person A would send a move. This is the same even if Person B was the one who sent Explosion.
Q: If a Pokemon KOs the opposing Pokemon with U-turn, who sends their new Pokemon first?
A: The U-turn-er sends their Pokemon first.
Q: Pokemon A used Bulk Up previous turn. Now, Pokemon A uses Focus Punch. Pokemon B uses Encore. Would Encore work on Bulk Up, Focus Punch, or fail?
A: Encore would work on Bulk Up, and Pokemon A will be forced to use Bulk Up.
Q: Does a Pokemon become Confused if its Outrage or similar move is not successful?
A:If a Pokemon’s Outrage is unsuccessful, the Outrage ends. If the Pokemon was not going to end its Outrage that turn, then the Pokemon does not become Confused.
Q: Does Roar/Whirlwind/Dragon Tail/Circle Throw in Box rules just select a random Pokemon from the opponents stats?
A: Not necessarily. Phasing moves work by forcing out a replacement Pokemon from the user’s team. However in Box, the team may not be complete yet. For example:
Venusaur [KO], Charizard [75%], Blastoise [100%], Dragonite [50%], ???, ???
Blastoise is currently active, and is getting forced out of battle by one of these moves. There are three other slots that could be forced out, Charizard, Dragonite, or the last two empty slots. The ref would roll a 4-sided dice. 1 = Charizard, 2 = Dragonite, and 3 or 4 = a random Pokemon from their box, which would then also be rolled by the ref and couldn’t be a Pokémon already in the battle like Charizard or Dragonite.
Q: Can a Pokemon have a status effect while it is drowsy from the effects of Yawn?
A: Yes, and it will thus prevent the drowsiness from putting the Pokemon to sleep.
Q: Can Metronome call out moves that the user already learns?
A: Yes, Metronome can call out moves currently in the user’s moveset (Smogon is incorrect on this).
Q: Can Future Sight and Doom Desire be in queue at the same time?
Q: Can two Wish be in queue at the same time?
Q: What happens if a Pokemon uses Super Fang on a Pokemon with Substitute?
A: The amount of damage Super Fang does will be based on the Pokemon’s HP remaining, while the damage is dealt to the Substitute. So if a Tyranitar has 303 HP remaining and it has a 101 HP Substitute, the Substitute will take 151 HP damage (and be destroyed).
Q: If Stealth Rocks are in play and an Imposter Ditto switches in, does Stealth Rock damage activates before or after the transformation?
A: Entry hazards occur before ability activation.
Q: On top of the BP change in weather, does Weather Ball receive a x1.5 boost from Sun or Rain?
A: Yes, it does.
Q: Does Swagger’s Attack raise go through Safeguard?
A: Yes, Swagger will still raise Attack through Safeguard.
Q: Does Mimic prevent a move being used later in the turn under the effects of Imprison?
Mechanics Regarding Abilities
Q: Are Bulldoze/Icy Wind affected by Sheer Force?
A: Yes, Bulldoze/Icy Wind’s effect states that they have a 100% chance to lower the foe’s Speed. As 100% is regarded as a chance, Sheer Force still activates, and thus the move’s effect is negated. This also means that Life Orb recoil will be negated if the user is holding one.
Q: If you switch in a Pokemon with Trace against a Pokemon with Intimidate, will the Trace Pokemon copy Intimidate and then activate Intimidate’s effect against the opponent?
Q: Does Speed Boost/Moody activate when a Pokemon with Speed Boost/Moody is switched in using a move like U-turn or Baton Pass or by normal switching?
A: No, Speed Boost/Moody does not activate.
Q: Does Prankster work on Endeavor?
A: No, Endeavor’s priority is not boosted by Prankster as Endeavor is regarded as a Physical Attack Move.
Q: Is there any message that announces a Pokemon’s Regenerator or Natural Cure ability healed it?
A: No. If Private rules are in effect and a battler asks about the health of a Pokémon which can have Regenerator or the status of a Pokémon which can have Natural Cure, the referee should only state what the Pokémon switched out at unless the one asking specifies “after Regenerator” (or something like that) or is the Pokémon’s trainer.
Q: If the bearer of Rough Skin is attacked while it has a Substitute, is it possible for the attacker to take damage from Rough Skin?
Q: If the ability Unburden is activated and somehow lost, would the Speed boost still be in play or removed?
A: Removed. Losing Unburden would remove the Speed boost.
Q: What happens when Imposter/Role Play is used on Stance Change?
A: Stance Change cannot be Traced, copied with Role Play, suppressed with Gastro Acid, or replaced with Simple Beam, Worry Seed, Entrainment, or Skill Swap. If a Pokémon other than Aegislash obtains Stance Change with Imposter, the Pokémon will copy that particular Form and not change Form.
Q: How are Slaking, Archeops, and Regigigas balanced in GSC rules?
A: Slaking’s Truant and Archeops’s Defeatist abilities are not removed/negated by GSC rules. That is, Slaking is still forced to waste a turn, and Archeops will still be crippled at 50%. This also applies to Regigigas’s Slow Start ability.
Mechanics Regarding Held Items
Q: How does Life Orb + Seismic Toss or Endeavor or other moves that do a set amount of damage work?
A: Life Orb will deal recoil to the user, but not boost any damage done by those moves.
Q: Does Life Orb recoil activate with OHKO moves like Guillotine?
Q: Does Substitute prevent the user’s Red Card from activating?
Q: Does Toxic Orb or Flame Orb activate on a switch? What about when replacing a KO’d Pokemon?
A: Yes, it activates on the switch, but since burn damage and poison damage occur before the activation of one of those items in the End of Turn Effects, the Pokemon would not be damaged by burn or poison until the end of the next turn. If a Pokemon is merely replacing a Pokemon that was just KOd, the Orb would not activate, since the End of Turn Effects already occurred. View End of Turn Effects in the previous post for more detailed information.
Q: Can Pokemon A select a different move in the following scenario?
A @ Choice Item
B uses Fake Out on A.
Q: Can Espeon select a different move in the following scenario?
Espeon @ Choice Scarf
Mewtwo @ Choice Specs
Espeon uses Calm Mind.
Mewtwo uses Trick on Espeon. Choice Specs for Choice Scarf.
A: Yes. If this item is replaced with another Choice item, then the user will not be locked into their original choice.
Q: If a Pokemon obtains a Choice item after using an attack, will they be locked onto that attack?
A: No. Using Trick doesn’t lock into the affected Pokemon into a move previously used (Smogon is incorrect on this).
Q: If a battler forgets to send an item, can the ref prompt for one?
A: Yes. Sending without an item can be considered an incomplete send. The battler will tell you if it was intentional.
Refs are very important for the URPG to function. Becoming a ref comes with many perks, but mainly it’s a great way to make money in the URPG. You also get to witness first hand others’ battling strategies and gain a deeper understanding of Pokemon. This post will detail the steps to become a referee.
Note: Referees should be reasonably fast, accurate, have all the information in front of them, ready to answer any question, and most importantly, respectful of the battle. There is no favoring one Trainer over the other – that is cheating.
You should have a general understanding of how battles work in the URPG. Having experience of how Pokemon works in the games, and on simulators such as Pokemon Showdown can help as well.
You should familiarize yourself with the information in this Reffing Encyclopedia. You should be able to use your resources. Use Smogon as your first line of information. Bulbapedia can serve as another source of information, but it is not always as in-depth or accurate as the first two websites mentioned. The Ultra Dex can confirm whether a Pokemon really learns a move or does not in the URPG.
Familiarize yourself with common moves, abilities, and item, and their effects, and the chances of their effects, and how to ref them. Most refs know the following moves, abilities, and items off the top of their head.
Common Moves (grouped by similarity)
Levitate, Intimidate, Synchronize, Trace, Water Absorb, Volt Absorb, Flash Fire, Motor Drive, Speed Boost, Sand Veil, Snow Cloak, Chlorophyll, Swift Swim, Sturdy, Sheer Force, Poison Point, Flame Body, Static, Sandstream, Snow Warning, Drought, Drizzle, Technician, Serene Grace, Protean
Leftovers, Life Orb, Expert Belt, Lum Berry, Choice Scarf, Choice Band, Choice Specs
Try practice reffing by looking at forum battles and seeing if you get the same stats as the ref. You can also see if you get the same thing as the ref in your own battles.
Take the Ref Quiz.
After you pass the Ref Quiz, you can take the Ref Test. In the Ref Test, you will have ref a battle given by a Ref Tester. All you have to do is contact any Ref Tester on Discord to be tested. If you fail the Ref Test, you must wait at least 48 hours (at the SRs discretion) before taking it again.
Ref Tests pay 2k to the tester. If you have any questions about anything about reffing or becoming a ref, feel free to contact the Head Ref or any of the Senior Refs.
Before you are able take the Ref Test, you must pass the Ref Quiz. There are 30 questions on the Ref Quiz. You may resubmit the quiz as often as the grader of said quiz allows, but you must pass every question to pass the Ref Quiz. You are able to use the full-featured ref calculator for the quiz. Once you pass, the Ref Tester will guide you through the answers you did not get. You must PM your answers to an available Ref Tester. It is helpful to also include the questions. He/she will then send you back the answers that are incorrect. You then respond with your revision of those incorrect answers, and keep doing so until you pass. There is no wait on resubmitting the quiz; just be mindful of the tester’s time.
Nobody except a Ref Tester is able to help you on the Ref Quiz, and you are not able to discuss the Ref Quiz with anyone except a Ref Tester. Any questions about it should be done through PM with one of the Ref Testers. The Ref Testers you can PM your answers to are:
Complete each of the following.
Ref the following like you would as a ref. Call out all attacks. Use the dice rolls that are given, in order. Put in parenthesis what die roll you use for moves and effects. You may or may not end up up using all dice rolls. Example of how to use the rolls.
You are given the dice rolls: 8, 20, 38.
Charmander uses Flamethrower on Clefairy. (roll of 8). Clefairy is burned.
Clefairy uses Sing. (roll of 20) Charmander is put to Sleep.
When a battle is completed, it needs to be logged in the Referee’s respective reffing thread (log). If the Referee cannot post it, he/she will tell one of the Trainers to post it for him/her. This should only happen if the referee is really unable to log himself/herself. Refs may not pick up any more battles if they have more than 1 battle waiting to be logged.
You can create your own format, but it should be relatively simple to read. The following important information must be stated:
Please note that it is extremely important for a referee to log the actual username of the battler. For example, if the battler is Harry, you have to log it as HKim, and not any other names.
If multiple refs took part in one battle, it is between them to decide how they’ll split the payment and who will log this battle (do not create more than one between everyone). If there are any issues with this, please contact one of the senior refs.
You MAY NOT have one battle and count it as five. This is considered illegal. The Referee must physically ref each battle (even if it’s the same outcome over and over), otherwise it never happened and the people involved will be punished (ranging from warnings to permanent bans) accordingly.
Format: Winner / Loser / Referee
Normal Single Battles
2v2: $1,000 / $500 / $1,000
3v3: $2,000 / $1,000 / $1,500
4v4: $3,000 / $1,500 / $2,500
5v5: $4,000 / $2,000 / $3,000
6v6: $5,000 / $2,500 / $4,000
Gym Battles / Battle Frontier / Legend Defender Battles
3v3: $3,000 / $2,000 / $2,500
4v4: $4,000 / $2,500 / $3,500
5v5: $5,000 / $3,000 / $4,000
6v6: $6,000 / $3,500 / $5,000
First Place: $6,000
Second Place: $4,500
Third Place: $3,000
Fourth Place: $1,500
First Place: $4,000
Second Place: $3,000
Third Place: $2,000
Please see the Street League page for information on its payments. Standard pay otherwise is non-Gym pay.
Special types of battles do not pay the same, as stated below
Multi Battles pay half the amount of a regular battle, barring 2v2. The values listed are for each individual battler (before modifiers for Doubles/etc). The referee will receive the regular pay for doubles.