Here are battle rules. Follow them, please! Ask an admin or senior member for help if you do not understand.

**Hit Points**This is your Pokemon's health. It is measured by Level. Every level, add three points to your Pokemon's HP.

Level 1: 23 HP

Level 2: 26 HP

Level 3: 29 HP

Level 4: 32 HP

Level 5: 35 HP

Level 6: 38 HP

Level 7: 41 HP

Level 8: 44 HP

Level 9: 47 HP

Level 10: 50 HP

Level 11: 53 HP

Level 12: 56 HP

Level 13: 59 HP

Level 14: 62 HP

Level 15: 65 HP

Level 16: 68 HP

Level 17: 71 HP

Level 18: 74 HP

Level 19: 77 HP

Level 20: 80 HP

Level 21: 83 HP

Level 22: 86 HP

Level 23: 89 HP

Level 24: 92 HP

Level 25: 95 HP

Level 26: 98 HP

Level 27: 101 HP

Level 28: 104 HP

Level 29: 107 HP

Level 30: 110 HP

Level 31: 113 HP

Level 32: 116 HP

Level 33: 119 HP

Level 34: 122 HP

Level 35: 125 HP

Level 36: 128 HP

Level 37: 131 HP

Level 38: 134 HP

Level 39: 137 HP

Level 40: 140 HP

Level 41: 143 HP

Level 42: 146 HP

Level 43: 149 HP

Level 44: 152 HP

Level 45: 155 HP

Level 46: 158 HP

Level 47: 161 HP

Level 48: 164 HP

Level 49: 167 HP

Level 50: 170 HP

And so on...

**Training**Training is having your Pokemon reach certain levels so that they can surpass other trainers and the Pokemon League.

It is done by posts. However many posts you do during battles tell you how many levels you grow. If it takes multiple battles, keep track in your signature or something next to your Pokemon.

______________________________________

Ex.

Sawsbuck

Level 42

8 more posts until Level 43

_______________________________________

Levels 1-10 - Take 3 posts to level up

Levels 11-20 - Take 6 posts to level up

Levels 21-30 - Take 9 posts to level up

Levels 31-40 - Take 12 posts to level up

Levels 41-50 - Take 15 posts to level up

Levels 51-60 - Take 18 posts to level up

Levels 61-70 - Take 21 posts to level up

Levels 71-80 - Take 24 posts to level up

Levels 81-90 - Take 27 posts to level up

Levels 91-100 - Take 30 posts to level up

The longer the battle, the more likely you are to level up. If a Pokemon faints, the posts it accumulated still count. This makes it easier to grind.

Non-Battle posts DO NOT count as training posts.

If a Pokemon wins against another Pokemon, it may gain 3 extra post values.

**Damage**Damage is the amount of Hit Points you deduct from a Pokemon with each move. This can get complicated, so bear with me.

It matters on the level and power of the move how much damage is done. Find power by searching the move and checking a site like Bulbapedia or something.

p=Power

HP=Hit Points deducted from opponent

Level 1-10

10p - 2 HP

15p - 4 HP

20p - 6 HP

25p - 8 HP

30p - 10 HP

35p - 12 HP

40p - 14 HP

45p - 16 HP

50p - 18 HP

55p - 20 HP

60p - 22 HP

65p - 24 HP

70p - 26 HP

75p - 28 HP

80p - 30 HP

85p - 32 HP

90p - 34 HP

95p - 36 HP

100p - 38 HP

Anything higher - 68 HP

Level 11-20

10p - 4 HP

15p - 6 HP

20p - 8 HP

25p - 10 HP

30p - 12 HP

35p - 14 HP

40p - 16 HP

45p - 18 HP

50p - 20 HP

55p - 22 HP

60p - 24 HP

65p - 26 HP

70p - 28 HP

75p - 30 HP

80p - 32 HP

85p - 34 HP

90p - 36 HP

95p - 38 HP

100p - 40 HP

Anything higher - 70 HP

Level 21-30:

10p - 6 HP

15p - 8 HP

20p - 10 HP

25p - 12 HP

30p - 14 HP

35p - 16 HP

40p - 18 HP

45p - 20 HP

50p - 22 HP

55p - 24 HP

60p - 26 HP

65p - 28 HP

70p - 30 HP

75p - 32 HP

80p - 34 HP

85p - 36 HP

90p - 38 HP

95p - 40 HP

100p - 42 HP

Anything Higher - 72 HP

Levels 31-40:

10p - 8 HP

15p - 10 HP

20p - 12 HP

25p - 14 HP

30p - 16 HP

35p - 18 HP

40p - 20 HP

45p - 22 HP

50p - 24 HP

55p - 26 HP

60p - 28 HP

65p - 30 HP

70p - 32 HP

75p - 34 HP

80p - 36 HP

85p - 38 HP

90p - 40 HP

95p - 42 HP

100p - 44 HP

Anything Higher - 74 HP

Levels 41-50:

10p - 10 HP

15p - 12 HP

20p - 14 HP

25p - 16 HP

30p - 18 HP

35p - 20 HP

40p - 22 HP

45p - 24 HP

50p - 26 HP

55p - 28 HP

60p - 30 HP

65p - 32 HP

70p - 34 HP

75p - 36 HP

80p - 38 HP

85p - 40 HP

90p - 42 HP

95p - 44 HP

100p - 46 HP

Anything Higher - 76 HP

Levels 51-60:

10p - 12 HP

15p - 14 HP

20p - 16 HP

25p - 18 HP

30p - 20 HP

35p - 22 HP

40p - 24 HP

45p - 26 HP

50p - 28 HP

55p - 30 HP

60p - 32 HP

65p - 34 HP

70p - 36 HP

75p - 38 HP

80p - 40 HP

85p - 42 HP

90p - 44 HP

95p - 46 HP

100p - 48 HP

Anything Higher - 78 HP

Level 61-70:

10p - 14 HP

15p - 16 HP

20p - 18 HP

25p - 20 HP

30p - 22 HP

35p - 24 HP

40p - 26 HP

45p - 28 HP

50p - 30 HP

55p - 32 HP

60p - 34 HP

65p - 36 HP

70p - 38 HP

75p - 40 HP

80p - 42 HP

85p - 44 HP

90p - 46 HP

95p - 48 HP

100 - 50 HP

Anything Higher - 80 HP

Level 71-80:

10p - 16 HP

15p - 18 HP

20p - 20 HP

25p - 22 HP

30p - 24 HP

35p - 26 HP

40p - 28 HP

45p - 30 HP

50p - 32 HP

55p - 34 HP

60p - 36 HP

65p - 38 HP

70p - 40 HP

75p - 42 HP

80p - 44 HP

85p - 46 HP

90p - 48 HP

95p - 50 HP

100p - 52 HP

Anything Higher - 82 HP

Levels 81-90:

10p - 18 HP

15p - 20 HP

20p - 22 HP

25p - 24 HP

30p - 26 HP

35p - 28 HP

40p - 30 HP

45p - 32 HP

50p - 34 HP

55p - 36 HP

60p - 38 HP

65p - 40 HP

70p - 42 HP

75p - 44 HP

80p - 46 HP

85p - 48 HP

90p - 50 HP

95p - 52 HP

100p - 54 HP

Anything Higher - 84 HP

Levels 91-100:

10p - 20 HP

15p - 22 HP

20p - 24 HP

25p - 26 HP

30p - 28 HP

35p - 30 HP

40p - 32 HP

45p - 34 HP

50p - 36 HP

55p - 38 HP

60p - 40 HP

65p - 42 HP

70p - 44 HP

75p - 46 HP

80p - 48 HP

85p - 50 HP

90p - 52 HP

95p - 54 HP

100p - 56 HP

Anything Higher - 86 HP

Make sure to know the Power Points of each move, as well as limits. (recoil, next turn restraints, etc.)

IMPORTANT: Look at your Pokemon's Bulbapedia or Pokemon wiki page for the moves they learn by leveling up, as well as egg moves if they were hatched!

**Type Advantages and Disadvantages**Type advantages can be a lethal addition to a battle. These really make each move a little more risky.

- If a Pokemon has one typing that a move is super effective against, this move will do 2x the amount of damage that it would have done otherwise. (Example: A Level 5 Piplup uses Water Gun on a Cranidos. Cranidos are Rock monotype Pokemon, so rather than the super effective attack doing 14 damage, it does 28 damage.

- If a Pokemon has two typings that a move is super effective against, this move will do 4x the amount of damage that it would have done otherwise. (Example: A Level 5 Piplup uses Water Gun on a Geodude. Geodude are Rock/Ground duel type Pokemon, so rather than the super effective attack doing 14 damage, it does 56 damage.

- If a Pokemon has one typing that a move is not very effective against, this move will do half the amount of damage that it would have done otherwise. (Example: A Level 6 Growlithe uses Ember on a Piplup. Piplup is a Water monotype Pokemon, so rather than the not very effective attack doing 14 damage, it does 7.)

- If a Pokemon has two typings that a move is not very effective against, this move with do a fourth of the amount of damage that it would have done otherwise. (Example: A Level 6 Growlithe uses Ember on a Corsola. Corsola is a Water/Rock duel type Pokemon, so rather than the not very effective attack doing 14 damage, it does 4 damage*.)

- If a Pokemon has one or two typings that a move is an immunity to, this move will do no damage whatsoever. (Example: A Level 5 Whismur uses Pound on a Ghastly. Ghastly is a Ghost/Poison duel type Pokemon, so rather than the immunity attack doing 14 damage, it does no damage.)

*1/4 of 14 is 3.5. This can be rounded to 4, as can all damage that results in a decimal.**Recoil**Some of the moves in Pokemon inflict damage on the one who uses the move. Here they are:

Flare Blitz - 1/10 HP

Take Down - 1/14 HP

Double Edge - 1/12HP

Brave Bird - 1/12 HP

Wild Charge - 1/14 HP

Volt Tackle - 1/10 HP

Wood Hammer - 1/10 HP

Head Smash - 1/10 HP

Head Charge - 1/12 HP

Struggle - 1/8 HP

Submission - 1/10 HP

**Statuses**If someone inflicts a status onto you, it is usually bad. Here they are:

Burn: Every turn, 10 HP is deducted from the burned Pokemon.

Sleep: Roll the status dice. If you roll a 1, you wake up. If you roll a 2, you stay asleep. After 5 turns, if a Pokemon is still asleep, it automatically awakes.

Paralyzed: Roll the status dice. If you roll a 1, you attack. If you roll a 2, you are immobilized and cannot attack in that turn. Paralyzed Pokemon can not move first. If two Pokemon are paralyzed, the one with the largest base speed moves first, like a normal battle.

Confusion: Roll the status dice. If you roll a 1, you attack. If you roll a 2, you inflict half the damage of the attack you were going to use. If you switch out a confused Pokemon, this status ailment disappears.

Poison: Every turn, 10 HP is deducted from the poisoned Pokemon.

Bad Poison: Unless your Pokemon recovers damage, it will always faint in 8 turns. In other words, you'll take off 1/8th of your max HP every turn.

Infatuation: Only works on Pokemon of the opposite gender of the user. Flip the status dice. If you roll a 1, you attack. If you roll a 2, you are overcome by love and cannot attack. Doesn't work if Pokemon who caused the infatuation is switched out.

The "Frozen" status will not be included, because there is no move that just freezes you. It is a luck thing, and there is not a way to incorporate it.

The move Leech Seed takes 15 HP from the opponent and gives the user 15 HP during each turn. Even if the user faints, it still stays in effect.

**Healing Moves**Healing moves all restore 40 HP. Synthesis, however, can vary. If it is sunny, it restores 60 HP. If raining, hailing, or a sandstorm, it restores 20 HP.

The item Leftovers restores 5 HP after each turn.

**Dodging Rules and Dice**Unless accuracy or evasion stats have been altered, a move can only be dodged if it has 85 accuracy or less.

If the accuracy of the move is 80-85, it will hit when the dice rolls a 4-6. If the accuracy is below 80, the move will hit only if you roll a 5-6.

One Hit KO moves are banned.

**Stat Changers**Moves like Dragon Dance and Swords Dance are used to raise attack. Light Screen and Reflect are used to raise defense. This is how you use them:

**Attack and Special Attack:**

- Moves that raise attack raise the power of any move that where your Pokemon makes direct contact, and is physical. You can tell if a move is "physical" or not by looking it up on a Pokemon website.

Moves that raise special attack raise the power of any move where your Pokemon does not make any contact, but rather hits the opponent with some projectile or beam, and is "special". You can tell is a move is "special" or not by looking it up on a Pokemon website.

- These stats can be lowered using moves such as Growl. When this happens, refer to the negative stage counter.

You can not lower attack any lower than four stages.

-4 stages -90% damage

-3 stages - -60% damage

-2 stages - -30% damage

-1 stage - -10% damage

Basic Attack - +0% damage

1 stage - +10% damage

2 stages - +30% damage

3 stages - +60% damage

4 stages - +90% damage

5 stages - +120% damage

You cannot raise attack any higher than five stages.

**Defense and Special Defense:**

- Moves that raise defense raise the resistance to any of your opponent's moves that make direct contact, and is physical. You can tell if a move is "physical" or not by looking it up on a Pokemon website.

Moves that raise special defense raise the resistance to any of your opponent's moves that do not make any contact, but rather hits the opponent with some projectile or beam, and is "special". You can tell is a move is "special" or not by looking it up on a Pokemon website.

- These stats can be lowered with moves such as Tail Whip. When this happens, refer to the negative stage counter.

You cannot lower defense any lower than five stages.

-5 stages - +120% damage done by opponent

-4 stages - +90% damage done by opponent

-3 stages - +60% damage done by opponent

-2 stages - +30% damage done by opponent

-1 stage - +10% damage done by opponent

Basic Defense - -0% damage done by opponent

1 stage - -10% damage done by opponent.

2 stages - -30% damage done by opponent.

3 stages - -60% damage done by opponent.

4 stages - -90% damage done by opponent.

You cannot raise defense any higher than four stages.

**Speed:**Moves that raise Speed raise the chance of you getting the first move. They are pretty complicated, and too unimportant to really implement, so we do not suggest trying to use a move that boosts it.

1 stage - Boosts a Pokemon's base speed by 50%.

2 stages - Boosts a Pokemon's base speed by 100%.

3 stages - Boosts a Pokemon's base speed by 150%.

You cannot raise speed any higher than 3 stages.

**Accuracy and Evasiveness** will be unimplemented, as they are annoying sub-stats.

**THESE GO OPPOSITELY FOR STAT LOWERING MOVES SUCH AS GROWL OR LEER!****WEATHER**Various moves and abilities can bring about weather. Here is their effects on battles.

**Hail:**

- Does 10 damage each turn to any Pokemon that is not an Ice type.

- Solarbeam only does half its usual damage.

- Lasts 5 turns. (8 turns if your Pokemon is holding an Icy Rock)

**Sandstorm:**

- Does 10 damage each turn to any Pokemon that is not a Steel, Rock, or Ground type.

- Raises the the special defense of all Rock type Pokemon by 1 stage. (Moves that are not physical do 20 damage less to Rock types)

- Lasts 5 turns. (8 turns if your Pokemon is holding a Smooth Rock)

**Rain:**

- Increases the power of Water type moves by 50 percent. (Take half of the initial damage your Water type attack would do, and add it onto the full damage amount.)

- Decreases the power of Fire type moves by 50 percent. (Half the initial damage your Fire attack would do.)

- Makes Solarbeam hit instantly.

- Lasts 5 turns. (8 turns if your Pokemon is holding a Damp Rock)

**Intense Sunlight:**

- Increases the power of Fire type moves by 50 percent. (Take half the initial damage your Fire type attack would do, and add it onto the full damage amount.)

- Decreases the power of Water type moves by 50 percent. (Half the initial damage your Water attack out do.)

- Lasts 5 turns. (8 turns if your Pokemon is holding a Heat Rock)

**Damage Percentages**You may find abilities and items that raise attack or defense power by a certain amount of percentage. If you are confused, this is how it works,

- On the basis of attack, first find the attack's base using the Battle Rules. This is the initial damage that the move would do without any addons, like supper effective power and things such as that. Then, search the following into Google, "*percentage* of *base damage*"

Add that number onto your base damage.

- On the basis of defense, wait until your opponent uses an attack. Calculate the attack's base using the Battle Rules. Then, search the following into Google, "*percentage* of *base attack*"

Subtract that number from the damage dealt to your Pokemon.

**Flinching**Flinch attacks are attacks that have a chance of rendering the opponent unable to attack in a turn. Though the chance is usually low as well as the power of these moves, they still tend to be game changers. On this site, you use the Chance Dice to decide if the opponent flinches or not after you attack. The list of moves that cause flinching are below.

**Air Slash:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Astonish:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Bite:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Bone Club:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Dark Pulse:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Dragon Rush:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Extrasensory:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Fake Out:** The opponent always flinches with this move. It also always goes first. Can only be used in the user's first turn.

**Fire Fang:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Fling:** If King's Rock or Razor Fang is held and thrown, the opponent always flinches.

**Headbutt:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Heart Stamp:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Hyper Fang:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Ice Fang:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Iron Head:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Needle Arm:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Rock Slide:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Rolling Kick:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Sky Attack:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Snore:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Steamroller:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Stomp:** Flip the Chance Dice. If you roll a 1 or 2, the opponent flinches.

**Thunder Fang:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Twister:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Waterfall:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Zen Headbutt:** Flip the Chance Dice. If you roll a 1, the opponent flinches.

**Mega Evolution**When activating Mega Evolution, one can both Mega Evolve and attack in the same turn. Below are the increases in stats that a Pokemon receives upon Mega Evolving.

+75% Attack

+75% Special Attack

+50% Defense

+50% Special Defense

+20 Points Speed