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[attr="class","gen_inf_con_mdh"]
[attr="class","gen_inf_main_tit"]battle system
[attr="class","gen_inf_sub_tit"]fite me cipher fite me
[attr="class","thread_info_boxes"]
MDh works off of a statless battle system in order to relieve some of the time consuming stress of working with numbers, especially when those numbers change every time a pokemon levels. You can of course, you the base stats of a pokemon as a rule of thumb for what their strong suits are and the like but you won't be required to by the staff team. Ultimately we're pretty lax about battles, only really cracking down in the Colosseum, in plot related battles or when asked to judge the winner of a player vs. player battle.
MDh works off of a statless battle system in order to relieve some of the time consuming stress of working with numbers, especially when those numbers change every time a pokemon levels. You can of course, you the base stats of a pokemon as a rule of thumb for what their strong suits are and the like but you won't be required to by the staff team. Ultimately we're pretty lax about battles, only really cracking down in the Colosseum, in plot related battles or when asked to judge the winner of a player vs. player battle.
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Battles take place in...
[attr="class","gen_inf_sub_num"]01.
Battles take place in...
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The majority of site battles will take place within moded threads (training, swarm, event and colloseum), player vs player threads or plot related threads. Moded threads will be watched over by the mods spawning pokemon for you, if you have not decided on a winner for a battle amongst characters we can do so for you and plot battles will vary depending on the plot arc in question.
The majority of site battles will take place within moded threads (training, swarm, event and colloseum), player vs player threads or plot related threads. Moded threads will be watched over by the mods spawning pokemon for you, if you have not decided on a winner for a battle amongst characters we can do so for you and plot battles will vary depending on the plot arc in question.
[attr="class","gen_inf_sub_cattit"]
the necessary information
[attr="class","gen_inf_sub_num"]02.
the necessary information
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While we are statless we do require you to have certain pieces of information about each of your character's pokemon that will be used in the thread:
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Please do not put this information in a hover for ease of access and make sure it is clearly visible so we're not having to hunt around your template for it.
While we are statless we do require you to have certain pieces of information about each of your character's pokemon that will be used in the thread:
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- The pokemon species (if you use an image please also include it in text in case the image breaks)
- The pokemon's level
- The pokemon's ability
- What moves it knows
- And lastly, its battle counter, more on that bellow
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Please do not put this information in a hover for ease of access and make sure it is clearly visible so we're not having to hunt around your template for it.
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conducting battle
[attr="class","gen_inf_sub_num"]03.
conducting battle
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THE SPAWNS: A mod will spawn you a pokemon or trainer with the needed information but we will not be playing out the battle for you, instead you will use what you have been spawned more or less, as a prompt for writing the encounter and battle yourself. This is primarily to keep staff from burning themselves out from writing battles all the time as well as allow you to go at your own pace instead of having a single battle take 3 days because you're waiting on staff to respond.
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MOVES, ABILITIES AND CREATIVITY:[break][break]
THE SPAWNS: A mod will spawn you a pokemon or trainer with the needed information but we will not be playing out the battle for you, instead you will use what you have been spawned more or less, as a prompt for writing the encounter and battle yourself. This is primarily to keep staff from burning themselves out from writing battles all the time as well as allow you to go at your own pace instead of having a single battle take 3 days because you're waiting on staff to respond.
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MOVES, ABILITIES AND CREATIVITY:[break][break]
- moves are generally split into two categories on MDH, major and minor.[break][break]
- Minor moves are things like growl and tail whip, howl or something that buffs the user/allies or something that debuffs the opponent or causes a status effect.
- Major moves are actively attacking moves like water gun or ember, things that cause damage to the opponent in some way. These also include things like hyper beam that take up extra turns or giga drain and its healing properties.
You may use moves in the following combinations: minor + minor | minor + major | major[break][break]
In the case of moves like hyper beam or dig the attack may go off the same turn it is used but must be the only move used that turn to take up the time spent charging/resting.
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A 'turn' is the time your pokemon gets to spend attacking before you must write in the enemy pokemon retaliating, they're not going to sit there doing nothing while your pokemon attacks them after all! - Abilties some with a wide array of effect and while some are straight forward others are not, if you have specific inquiries feel free to ask a staff or look at the comprehensive abilities list that goes into specific ones.
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A general rule of thumb for ones that effect stats is that they do the same thing just in a more realistic way than a stated way. In example, if a growlithe has 'Intimidate' the opposing pokemon would be intimidated by them, think about how you would act if intimidated by someone twice your size, wouldn't be likely to go at them head on right? Same thing applies to pokemon. It would 'lower the attack stat' in the sense of the opposing pokemon being less likely to go straight at them - creativity is something we like to encourage at MDH, just because a pokemon doesn't have an attack move doesn't mean they can't beat an enemy. Say an abra who has nothing but teleport wants to beat something? they can always pick it up and teleport it up to a tree and drop it to do damage.
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Ending battles
[attr="class","gen_inf_sub_num"]04.
Ending battles
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A battle ends when pokemon is unable to continue battle, this does not have to be via fainting or worse. A pokemon could get stuck somewhere and no longer be capable of engaging in combat, its legs could be too wounded and it cannot do another attack because of it, essentially anything that prevents the pokemon from trying to continue battle can be used as a battle ender. Again, we approve of getting creative with battles.
A battle ends when pokemon is unable to continue battle, this does not have to be via fainting or worse. A pokemon could get stuck somewhere and no longer be capable of engaging in combat, its legs could be too wounded and it cannot do another attack because of it, essentially anything that prevents the pokemon from trying to continue battle can be used as a battle ender. Again, we approve of getting creative with battles.
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Battle counters
[attr="class","gen_inf_sub_num"]05.
Battle counters
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Due to being a statless site we do not have HP, instead pokemon more or less just exhaust themselves after awhile instead if they do not lose a battle. Once a pokemon has exhausted themselves enough they will faint, however using a potion or other healing item will rejuvenate them.
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The way we track how exhausted a pokemon is on MDH is via Battle counters, which determine how tired a pokemon is according to how many battles it has gone through. Every single opposing pokemon that your pokemon beats counts as a battle and will add a battle counter to your pokemon according to the chart bellow (these are all in relation to your pokemon's level)
Should your pokemon's battle counter hit 5/5 that pokemon will faint from exhaustion, you can however, heal the pokemon before that happens.
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captured pokemon will default to 3/5 counters when used in the same thread they were captured in regardless of the way they were captured.
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*please keep a certain degree of reason when battling pokemon notably higher than your pokemon, a lvl 10 pikachu is not likely to beat a level 30 geodude
Due to being a statless site we do not have HP, instead pokemon more or less just exhaust themselves after awhile instead if they do not lose a battle. Once a pokemon has exhausted themselves enough they will faint, however using a potion or other healing item will rejuvenate them.
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The way we track how exhausted a pokemon is on MDH is via Battle counters, which determine how tired a pokemon is according to how many battles it has gone through. Every single opposing pokemon that your pokemon beats counts as a battle and will add a battle counter to your pokemon according to the chart bellow (these are all in relation to your pokemon's level)
[attr="class","gem_inf_table_thing"]-6 levels or more (ex: lvl.10 vs lvl.4-) | 0 battle counters added |
[attr="class","gem_inf_table_thing"]-5 to up to +5 (ex: lvl.10 vs lvl.5 - lvl.15) | 1 battle counter added |
[attr="class","gem_inf_table_thing"]+6 levels or more (ex: lvl.10 vs lvl.16+)* | 2 battle counters added |
Should your pokemon's battle counter hit 5/5 that pokemon will faint from exhaustion, you can however, heal the pokemon before that happens.
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captured pokemon will default to 3/5 counters when used in the same thread they were captured in regardless of the way they were captured.
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*please keep a certain degree of reason when battling pokemon notably higher than your pokemon, a lvl 10 pikachu is not likely to beat a level 30 geodude
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Healing & reviving pokemon
[attr="class","gen_inf_sub_num"]06.
Healing & reviving pokemon
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When a healing item is used on a pokemon it will deduct a set amount or completely reset that pokemon's battle counters depending on what you have used. These healing items are split into three categories, potions, reviving items and other healing items.
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You may use up to 2 potions on a pokemon in a single thread, no more than that. This is a per pokemon rule. In a sense, each pokemon has a potion counter as well, one that cannot exceed 2.
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Should you use a reviving item it will reset the 'potion counter' allowing you to use more potions on the pokemon, however they still require that pokemon to completely faint first.
A note on berries, since we do not use natures here on MDH berries will not have a chance of confusing your pokemon if you use the wrong one.
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While you can use a healing item whenever you please in order to maximize use you would want to use it at the end of the post when you're pokemon would hit 5/5 counters. Meaning if you're pokemon is at 4/5 and encounters a battle you would battle the enemy and then use a potion to reset the counter before finalizing the post instead of hitting 5/5 and fainting.
When a healing item is used on a pokemon it will deduct a set amount or completely reset that pokemon's battle counters depending on what you have used. These healing items are split into three categories, potions, reviving items and other healing items.
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You may use up to 2 potions on a pokemon in a single thread, no more than that. This is a per pokemon rule. In a sense, each pokemon has a potion counter as well, one that cannot exceed 2.
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Should you use a reviving item it will reset the 'potion counter' allowing you to use more potions on the pokemon, however they still require that pokemon to completely faint first.
Potions/Potion like | |
Items in this category fully reset the battle counter to 0/5 regardless of what it was before and are included in the no more than 2 potions rule. Rather than healing a set amount they are used within a set range of levels and are ineffective outside of these rages. | |
(Normal) Potion | lvl.1 to lvl.25 |
Super Potion | lvl.26 to lvl.50 |
Moomoo Milk | lvl.26 to lvl.50 |
Fresh water | lvl.26 to lvl.50 |
Lemonade | lvl.26 to lvl.50 |
Soda pop | lvl.26 to lvl.50 |
Hyper Potion | lvl.51 to lvl.75 |
Max Potion | lvl.76 to lvl.100 |
Berries | |
Berries do not count on the potion counter and all healing berries heal for the same amount. Any berry that is not on the list below retains its usual effects. (Berries not on the list either heal status effects or have an effect on stats). | |
all heal by 1 battle counter | |
Oran berry - Sitrus berry - Figy Berry - Wiki berry - Mago berry - Aguav Berry - Iapapa berry | |
A note on berries, since we do not use natures here on MDH berries will not have a chance of confusing your pokemon if you use the wrong one.
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While you can use a healing item whenever you please in order to maximize use you would want to use it at the end of the post when you're pokemon would hit 5/5 counters. Meaning if you're pokemon is at 4/5 and encounters a battle you would battle the enemy and then use a potion to reset the counter before finalizing the post instead of hitting 5/5 and fainting.
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Leveling pokemon
[attr="class","gen_inf_sub_num"]07.
Leveling pokemon
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Much like with battle counters levels are awarded depending on the defeated pokemon's levels in relation to your own pokemon's levels. Generally only one level will ever be awarded at a time with few exceptions. Generally speaking levels will only be rewarded in a mod thread and not in any other thread. They are also rewarded to the pokemon that does the most damage and not always the one that does the last hit.
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Swarm threads do not award levels until the very end, this is to avoid confusion in leveling in case you're using the same pokemon in a training thread as you can have both going at the same time.
*This is when things start to get a little dicey because the level gap means your pokemon should be having a rough time and if the gap is too much higher? You shouldn't be winning at all. In the event you manage to pull off something the staff find particularly impressing though we may award 2 levels instead of just one.
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The only other exception to these rules is the Trainer class perk that allows them to get an extra level on occasion. Levels may also be gained from items like
Much like with battle counters levels are awarded depending on the defeated pokemon's levels in relation to your own pokemon's levels. Generally only one level will ever be awarded at a time with few exceptions. Generally speaking levels will only be rewarded in a mod thread and not in any other thread. They are also rewarded to the pokemon that does the most damage and not always the one that does the last hit.
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Swarm threads do not award levels until the very end, this is to avoid confusion in leveling in case you're using the same pokemon in a training thread as you can have both going at the same time.
[attr="class","gem_inf_table_thing"]-6 levels or more (ex: lvl.10 vs lvl.4-) | 0 levels awarded |
[attr="class","gem_inf_table_thing"]-5 to up to +5 (ex: lvl.10 vs lvl.5 - lvl.15) | 1 level will be awarded |
[attr="class","gem_inf_table_thing"]+6 levels or more (ex: lvl.10 vs lvl.16+)* | Depends* |
*This is when things start to get a little dicey because the level gap means your pokemon should be having a rough time and if the gap is too much higher? You shouldn't be winning at all. In the event you manage to pull off something the staff find particularly impressing though we may award 2 levels instead of just one.
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The only other exception to these rules is the Trainer class perk that allows them to get an extra level on occasion. Levels may also be gained from items like
[attr="class","gen_inf_sub_cattit"]
Poki rewards
[attr="class","gen_inf_sub_num"]09.
Poki rewards
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Defeating opposing trainers will net you some money, however due to the way the coding side of things is set up this will not be awarded in thread. Instead you will get the total sum of your rewards when you close a moderated thread.
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You are rewarded 10 poki for each trainer pokemon you beat plus a bonus 10 poki for beating the trainer.
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For example, if you beat a trainer with 2 pokemon you would get 20 poki for the pokemon + 10 poki for beating the trainer, rewarding you a total of 30 poki for the battles. If you beat 3 trainers with 2 pokemon you with get 30 for each of them meaning you will be getting a total sum of 90 poki when you close the thread.
Defeating opposing trainers will net you some money, however due to the way the coding side of things is set up this will not be awarded in thread. Instead you will get the total sum of your rewards when you close a moderated thread.
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You are rewarded 10 poki for each trainer pokemon you beat plus a bonus 10 poki for beating the trainer.
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For example, if you beat a trainer with 2 pokemon you would get 20 poki for the pokemon + 10 poki for beating the trainer, rewarding you a total of 30 poki for the battles. If you beat 3 trainers with 2 pokemon you with get 30 for each of them meaning you will be getting a total sum of 90 poki when you close the thread.
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Round forfeits
[attr="class","gen_inf_sub_num"]10.
Round forfeits
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Round forfeits is a blanket term for any time you duck out of a battle or choose to not have one occur on a round when it would normally happen during your mod thread. This includes everything from simply fleeing from battle to escorting a lost pokemon home or something unfortunate interfering with the battle.
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You are allowed no more than 2 forfeits per thread. You will not acquire in battle counters but you will also not be rewarded any levels or anything else you would normally get from doing battle either.
Round forfeits is a blanket term for any time you duck out of a battle or choose to not have one occur on a round when it would normally happen during your mod thread. This includes everything from simply fleeing from battle to escorting a lost pokemon home or something unfortunate interfering with the battle.
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You are allowed no more than 2 forfeits per thread. You will not acquire in battle counters but you will also not be rewarded any levels or anything else you would normally get from doing battle either.