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BATTLE BOOK { UPDATED 12/12/2019 }

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Pokenoid Battle
Vice Captain

PostPosted: Fri Nov 29, 2019 8:05 am
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                Pokenoid battling is a long held tradition and ultra sport of this world. Trainers and pokenoids from all over the world participate to hone their skills, strengthen their bonds and earn badges on their way to becoming pokenoid masters. Herein you'll find everything you need to get started.



 
PostPosted: Fri Nov 29, 2019 8:51 am
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                The first step is to register your pokenoid to the nearest Battle Clinic. There your pokenoid will be appraised by a certified professional { re: RNG GODS }. Their results will determine their ATTACK modifications, MOVE index and where they stand in the general hierarchy of battling. Please note that your pokenoid must be at least a bab for assessment. Eggs cannot be appraised.

                As in the games, your pokenoid's appraisal is final. You can give your pokenoid back to the shop to have it rehomed, but the new owner will not be able to have the same pokenoid re-evaluated. Some pokenoids are just not destined for battle greatness and that's okay. They are still worthy of love.



                S RANK
                Unbelievable, your pokenoid is absolutely breaktaking! I'm in awe!

                  ▶ ATTACK: 115% Power
                  ▶ MOVESET: RNG Learnset up to Final Level


                A RANK
                Your pokenoid is truly exceptional! Expect great things in battle.

                  ▶ ATTACK: 100% Power
                  ▶ MOVESET: RNG Learnset up to Final Level


                B RANK
                Your pokenoid is very strong! You should be proud.

                  ▶ ATTACK: 80% Power
                  ▶ MOVESET: RNG Learnset up to second Evolutionary Level


                C RANK
                Your pokenoid is pretty decent. You've got a fighting chance!

                  ▶ ATTACK: 65% Power
                  ▶ MOVESET: RNG Learnset up to second Evolutionary Level


                D RANK
                Your pokenoid is kinda basic. You've got some mountains to move.

                  ▶ ATTACK: 50% Power
                  ▶ MOVESET: RNG Learnset up to first Evolutionary Level


                E RANK
                I hate to say it, but your pokenoid is below average.

                  ▶ ATTACK: 35% Power
                  ▶ MOVESET: RNG Learnset up to first Evolutionary Level



                If you have a pokenoid that is not a part of an evolutionary line you will need to consult the Non Evolving/Complex Learnset List.


              NON EVOLVING/COMPLEX EVOLUTION LIST
              Not all pokenoids evolve equally. Particularly those who don't evolve at all, only have two pokenoid evolutionary line or special requirements to evolve.

              If you pokenoid does not evolve:
              Count the number of moves in your pokenoid's learnset. Divide that number in thirds, rounding up when possible.


              If your pokenoid has a two pokenoid evolutionary line:
              Note what level your pokenoid evolves into the next evolution. Take that number and double it. Now you have three categories. For example;

              Sentret evolves at Lv.15 into Furret. It has no further evolutions. 15 + 15 = 30, which becomes the marker for the third evolutionary level category.

              If your pokenoid requires special conditions to evolve and has no prior evolutions:

              Count the number of moves in your pokenoid's learnset. Divide that number by how many evolutions are in the pokenoid's line. Round up when necessary. For example;

              Porygon requires a trade and an item to evolve. It is a part of a three pokenoid evolutionary line. Porygon's learnset contains 15 moves. The first evolutionary level will be up to 5 moves. The second evolutionary level will be up to 10 moves. The final evolutionary level will go all the way to 15.



 

Pokenoid Battle
Vice Captain


Pokenoid Battle
Vice Captain

PostPosted: Fri Nov 29, 2019 9:12 am
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                Now that you know what you're made of, it's time for the grind! The road ahead may be fraught with blood, sweat and tears but you won't be deterred. Your mind is set on the prize.



                Experience points are gained after each battle won. One battle is equal to 1 experience point.

                As your pokenoid levels up they will have the opportunity to learn new moves according to their learnset.

                In order to evolve your pokemon must achieve their designated level in addition to any alternative requirements.



                Quota to achieve next level:


                Level Category 1-10
                  Experience to level up: 5 EXP
                  Experience to exit level category: 45 EXP


                Level Category 11-20
                  Experience to level up: 10 EXP
                  Experience to exit level category: 100 EXP


                Level Category 21-30
                  Experience to level up: 15 EXP
                  Experience to exit level category: 150 EXP


                Level Category 31-40
                  Experience to level up: 20 EXP
                  Experience to exit level category: 200 EXP


                Level Category 41-50
                  Experience to level up: 25 EXP
                  Experience to exit level category: 250 EXP


                Level Category 51-60
                  Experience to level up: 30 EXP
                  Experience to exit level category: 300 EXP


                Level Category 61-70
                  Experience to level up: 35 EXP
                  Experience to exit level category: 350 EXP


                Level Category 71-80
                  Experience to level up: 40 EXP
                  Experience to exit level category: 400 EXP


                Level Category 81-90
                  Experience to level up: 45 EXP
                  Experience to exit level category: 450 EXP


                Level Category 91-100

                  Experience to level up: 50 EXP
                  Experience to reach Lv.100: 500 EXP
                  Maximum Experience: 2745 EXP


                Finding other trainers and pokenoids to battle:

                You can battle fellow members or random NPCs by challenging them to a battle in the Challenger Thread.



 
PostPosted: Fri Nov 29, 2019 10:23 am
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                Before we tackle the formula, let's go over pokenoid stats and battle menu.



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                The pokenoid battle system pulls inspiration from the trading card game, the console games and Pokemon GO to fit in a uniquely designed dice game. As such, the only stats of importance are Health, Attack and Speed.

                Your pokenoid's base stats are taken directly from the Pokemon Base Stat List with the exception of HP. Add 100 to whatever your pokenoid's base stat for HP is.



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                Hit Points are how much damage your pokenoid can take before they faint and are unable to battle. They will return to their pokeball upon fainting if they have one.

                Determination is a meter that tracks your pokenoid's readiness to enter megastatus. The rate at which a pokenoid's meter fills is determined by their Speed Stat per hit taken, with the number at which they achieve megastatus being their Base Stat Total.

                Attack is how much damage your pokenoid will deal to an opponent's HP. You can attain this information by having your pokenoid appraised. Your pokenoid{s} moveset in their Battledex will already have the appropriate attack power calculated.

                Status allows your pokenoid to use a status effect move.

                Block enables a pokenoid to defend against an opponent's attack to reduce damage delt by 50%. Blocking forfeits the right to attack or use a status move in the same turn. Accumulated determination is halved.

                Counter allows a pokenoid to defend against an opponent's attack to reduce damage dealt by 25%, then follow up with a counter attack for 50% of the selected move's calculated attack power. If the countering pokenoid's Speed Stat is greater than the opponent's Speed Stat by 15 they may not forfeit their turn. Accumulated determination is halved.

                Item allows you to use a single item without forfeiting a turn. Any active battles your pokenoid{s} are in will cause your inventory to be locked, barring inventory updates. You may use up to five items max per battle.



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                The raw formula requires 1D12 which looks like this in numbers format: 1,12 - 3 - 4,5,6,7,8,9 - 11 - 2,10



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                Various modifications may affect your pokenoid's stats be they inherent or item based.

                LEVEL MODIFICATIONS
                One time value added to am MOVE'S calculated attack power per level category.
                One time value added to a pokenoid's SPEED stat per level category.

                1-10: +0 SPD / ATK 0%
                11-20: +5 SPD / ATK 5%
                21-30: +10 SPD / ATK 10%
                31-40: +15 SPD / ATK 15%
                41-50: +20 SPD / ATK 20%
                51-60: +25 SPD / ATK 25%
                61-70: +30 SPD / ATK 30%
                71-80: +35 SPD / ATK 35%
                81-90: +40 SPD / ATK 40%
                91-100: +45 SPD / ATK 45%



                One time value added to a pokenoid's HEALTH stat per level category.

                1-10: +0
                11-20: +20
                21-30: +40
                31-40: +60
                41-50: +80
                51-60: +100
                61-70: +120
                71-80: +140
                81-90: +160
                91-100: +180


                EVOLUTION MODIFICATIONS
                When your pokenoid is second in its evolutionary line:

                HP: +100
                ATK +15%
                SPD +50

                When your pokenoid is third in its evolutionary line:

                HP: +100
                ATK +15%
                SPD +50

                When your pokenoid megaevolves:

                HP: +500
                ATK +50%
                SPD +100


                STAGE MODIFICATIONS
                Select NEUTRAL NUMBERS are an automatic MISS.
                ACCURACY NUMBER loses CRITICAL HIT and STATUS EFFECT bonus.


                Bab vs Child = -2 NEUTRAL NUMBERS (4,9)
                Bab vs Teen = -4 NEUTRAL NUMBERS (4,9,7,8 )
                Bab vs Y.Adult-Elder = All NEUTRAL NUMBERS are MISS


                Child vs Teen = -2 NEUTRAL NUMBERS (4,9)
                Child vs Y.Adult = -4 NEUTRAL NUMBERS (4,9,7,8 )
                Child vs Adult-Elder = All NEUTRAL NUMBERS are MISS


                Teen vs Y.Adult = -2 NEUTRAL NUMBERS (4,9)
                Teen vs Adult = -4 NEUTRAL NUMBERS (4,9,7,8 )
                Teen vs Elder = All NEUTRAL NUMBERS are MISS


                Y.Adult vs Adult = -2 NEUTRAL NUMBERS (4,9)
                Y.Adult vs Elder = -4 NEUTRAL NUMBERS (4,9,7,8 )


                Adult vs Elder = -2 NEUTRAL NUMBERS (4,9)


                The pokenoid in bold is the one who need apply the MODIFICATIONS to their rolls.


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                When an ATTACK move is selected:

                Numbers 1 and 12 are GREATLY EXECUTED, resulting in a CRITICAL HIT.


                * Numbers 2 and 10 are a HIT, resulting in a STATUS EFFECT (if applicable).


                Numbers 3 and 11 are POORLY EXECUTED, resulting in a MISS.


                Rolling the ACCURACY NUMBER 5 results in a CRITICAL HIT and STATUS EFFECT (if applicable).


                All other numbers (4,6,7,8,9) are NEUTRAL NUMBERS, resulting in a HIT.


                * If your pokeniod's MOVE has a built in STATUS EFFECT that IS NOT LEFT TO CHANCE you only need to land a successful HIT for that STATUS to take effect.

                CALCULATING ATTACK POWER
                If you're not a fan of percentages then you're in luck. By using a Percent Off Calculator you can find the strength of your pokenoid's hit moves. Always round up when possible. The calculator should be translated as follows:


                Original Price = Original Move Strength
                % Off = Attack Modification Percent Number
                Savings = Hit Damage


                The move Ember has an original strength of 40 hit points. Lets see how that looks when different pokenoids of varying appraisal statuses perform it:

                A breathtaking pokenoid will deal 46 damage.

                An exceptional pokenoid will deal 40 damage.

                A strong pokenoid will deal 32 damage.

                A decent pokenoid will deal 26 damage.

                A basic pokenoid will deal 20 damage.


                CALCULATING CRITICAL HIT POWER
                This too will be quite easy to arrive at your total. Every stage has a critical hit multiplier:

                Bab x1.5
                Child x1.6
                Teen x1.7
                Y.Adult x1.8
                Adult x1.9
                Elder x2.0

                Again, using the move Ember, let's see how much damage is dealt:

                A bab will deal 60 damage.

                A child will deal 64 damage.

                A teen will deal 68 damage.

                A young adult will deal 72 damage.

                An adult will deal 76 damage.

                An elder will deal 80 damage.


                CALCULATING TYPE EFFECTIVENESS
                If a MOVE is SUPER EFFECTIVE against your opponent's TYPE:

                x2 calculated damage dealt

                If a MOVE is NOT VERY EFFECTIVE against your opponent's TYPE:

                1/2 calculated damage dealt


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                When a STATUS move is selected:

                1D12 is rolled;

                1st Die: EVEN NUMBER results in SUCCESSFUL STATUS. ODD NUMBER results in FAILED STATUS.



                APPLYING ATTACK STATUSES
                When the ATTACK STAT is boosted:

                +3 to MOVE'S calculated attack damage.



                When the ATTACK STAT is sharply boosted:

                +7 to MOVE'S calculated attack damage.



                When the ATTACK STAT is reduced:

                -3 from MOVE'S calculated attack damage.



                When the ATTACK STAT is sharply reduced:

                -7 from MOVE'S calculated attack damage.


                APPLYING DEFENSE STATUSES
                When the DEFENSE STAT is boosted:

                +3 to calculated reduced damage.



                When the DEFENSE STAT is sharply boosted:

                +7 to calculated reduced damage.



                When the DEFENSE STAT is reduced:

                -3 to calculated reduced damage.



                When the DEFENSE STAT is sharply reduced:

                -7 to calculated reduced damage.


                APPLYING SPEED STATUSES
                When the SPEED STAT is boosted:

                +3 to SPEED STAT.



                When the SPEED STAT is sharply boosted:

                +7 to SPEED STAT.



                When the SPEED STAT is reduced:

                -3 from SPEED STAT.



                When the SPEED STAT is sharply reduced:

                -7 from SPEED STAT.


                APPLYING RANDOM STATUSES
                When a RANDOM STAT is boosted:

                Roll 2D12;

                1st Die: EVEN NUMBER results in SUCCESS. ODD NUMBER results in a FAILURE.
                2nd Die: EVEN NUMBER boosts ATTACK by +3. ODD NUMBER sharply boosts SPEED by +3.



                When a RANDOM STAT is sharply boosted:

                Roll 2D12;

                1st Die: EVEN NUMBER results in SUCCESS. ODD NUMBER results in a FAILURE.
                2nd Die: EVEN NUMBER sharply boosts ATTACK by +7. ODD NUMBER sharply boosts SPEED by +7.


                APPLYING ACCURACY STATUSES
                When ACCURACY is boosted:

                First successful status boost: MISS NUMBER 3 becomes a HIT.

                Second successful status boost: MISS NUMBER 11 becomes a HIT.

                Fourth successful status boost: MISS NUMBER 3 becomes a CRITICAL HIT.

                Fifth successful status boost: MISS NUMBER 11 becomes a CRITICAL HIT.



                When ACCURACY is sharply boosted:

                First successful status boost: MISS NUMBER 3 becomes a CRITICAL HIT.

                Second successful status boost: MISS NUMBER 11 becomes a CRITICAL HIT.



                When ACCURACY is recovered:

                First successful status recovery: NEUTRAL NUMBER 4 is now a HIT.

                Second successful status recovery: NEUTRAL NUMBER 9 is now a HIT. ACCURACY NUMBER 5 gains CRITICAL HIT bonus.

                Third successful status recovery: NEUTRAL NUMBER 6 is now a HIT. STATUS EFFECT HIT NUMBER 2 is now a HIT.

                Fourth successful status recovery: NEUTRAL NUMBER 7 is now a HIT. ACCURACY NUMBER 5 gains STATUS EFFECT bonus.

                Fifth successful status recovery: NEUTRAL NUMBER 8 is now a HIT. CRITICAL HIT NUMBER 12 is now a HIT.



                When ACCURACY is sharply recovered:

                First successful status recovery: NEUTRAL NUMBERS 4 and 9 are now a HIT. ACCURACY NUMBER 5 gains CRITICAL HIT bonus.

                Second successful status recovery: NEUTRAL NUMBER 6 and 7 are now a HIT. STATUS EFFECT HIT NUMBER 2 is now a HIT.

                Third successful status recovery: NEUTRAL NUMBER 8 and CRITICAL HIT NUMBER 12 are now a HIT. ACCURACY NUMBER 5 gains STATUS EFFECT bonus.



                When ACCURACY is reduced:

                First successful status reduction: NEUTRAL NUMBER 4 is now a MISS.

                Second successful status reduction: NEUTRAL NUMBER 9 is now a MISS. ACCURACY NUMBER 5 loses CRITICAL HIT bonus.

                Third successful status reduction: NEUTRAL NUMBER 6 is now a MISS. STATUS EFFECT HIT NUMBER 2 is now a MISS.

                Fourth successful status reduction: NEUTRAL NUMBER 7 is now a MISS. ACCURACY NUMBER 5 loses STATUS EFFECT bonus.

                Fifth successful status reduction: NEUTRAL NUMBER 8 is now a MISS. CRITICAL HIT NUMBER 12 is now a MISS.



                When ACCURACY is sharply reduced:

                First successful status reduction: NEUTRAL NUMBERS 4 and 9 are now a MISS. ACCURACY NUMBER 5 loses CRITICAL HIT bonus.

                Second successful status reduction: NEUTRAL NUMBER 6 and 7 are now a MISS. STATUS EFFECT HIT NUMBER 2 is now a MISS.

                Third successful status reduction: NEUTRAL NUMBER 8 and CRITICAL HIT NUMBER 12 are now a MISS. ACCURACY NUMBER 5 loses STATUS EFFECT bonus.





 

Pokenoid Battle
Vice Captain


Pokenoid Battle
Vice Captain

PostPosted: Fri Nov 29, 2019 3:41 pm
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                To give your pokenoid the best chance at winning maxing its stats are top priority. However, note that your pokenoid's stats will naturally cap at Lv.100. There are a few ways to get around that. While your pokenoid will never exceed Lv.100 their stats will continue to grow. Refer to this chart for how far you can go.

                HP Max: 9999
                ATK% Max: 9999
                DEF% Max: 9999
                SPD% Max: 9999


                Battle Items


                Various battle items will permanently increase your stat of choice. You can purchase them from the pokemall when available or win them as prizes in events like the Lucky Egg to name one.


                Maxing your pokenoid's stats up to Lv.100:
                100 value increase max per stat

                User Image - Blocked by "Display Image" Settings. Click to show. Carbos :: A nutritious drink for Pokémon. When consumed, it raises the Speed base stat of a single Pokémon. +3
                User Image - Blocked by "Display Image" Settings. Click to show. HP Up :: A nutritious drink for Pokémon. When consumed, it raises the HP base stat of a single Pokémon. +3
                User Image - Blocked by "Display Image" Settings. Click to show. Iron :: A nutritious drink for Pokémon. When consumed, it raises the Defense percentage of a single Pokémon. +3%
                User Image - Blocked by "Display Image" Settings. Click to show. Protein :: A nutritious drink for Pokémon. When consumed, it raises the Attack base percentage of a single Pokémon. +3%

                User Image - Blocked by "Display Image" Settings. Click to show. Enhanced Carbos :: A nutritious drink for Pokémon. When consumed, it raises the Speed base stat of a single Pokémon. +7
                User Image - Blocked by "Display Image" Settings. Click to show. Enhanced HP Up :: A nutritious drink for Pokémon. When consumed, it raises the HP base stat of a single Pokémon. +7
                User Image - Blocked by "Display Image" Settings. Click to show. Enhanced Iron :: A nutritious drink for Pokémon. When consumed, it raises the Defense percentage of a single Pokémon. +7%
                User Image - Blocked by "Display Image" Settings. Click to show. Enhanced Protein :: A nutritious drink for Pokémon. When consumed, it raises the Attack base percentage of a single Pokémon. +7%


                Maxing your pokenoid's stats beyond Lv. 100:


                User Image - Blocked by "Display Image" Settings. Click to show. Quick Candy L :: A big candy that is packed with energy. When given to a Pokémon at Lv. 100, it will increase that Pokémon's Speed stat. +30
                User Image - Blocked by "Display Image" Settings. Click to show. Health Candy L :: A big candy that is packed with energy. When given to a Pokémon at Lv. 100, it will increase that Pokémon's HP. +30
                User Image - Blocked by "Display Image" Settings. Click to show. Tough Candy L :: A big candy that is packed with energy. When given to a Pokémon at Lv. 100, it will increase that Pokémon's Defense stat. +30%
                User Image - Blocked by "Display Image" Settings. Click to show. Might Candy L :: A big candy that is packed with energy. When given to a Pokémon at Lv. 100, it will increase that Pokémon's Attack stat. +30%

                User Image - Blocked by "Display Image" Settings. Click to show. Quick Candy XL :: A huge candy that is packed with energy. When given to a Pokémon at Lv. 100, it will increase that Pokémon's Speed stat. +60
                User Image - Blocked by "Display Image" Settings. Click to show. Health Candy XL :: A huge candy that is packed with energy. When given to a Pokémon at Lv.100, it will increase that Pokémon's HP. +60
                User Image - Blocked by "Display Image" Settings. Click to show. Tough Candy XL :: A huge candy that is packed with energy. When given to a Pokémon at Lv. 100, it will increase that Pokémon's Defense stat. +60%
                User Image - Blocked by "Display Image" Settings. Click to show. Mighty Candy XL :: A huge candy that is packed with energy. When given to a Pokémon at Lv. 100, it will increase that Pokémon's Attack stat. +60%


                Training Camp

                Consider it an advanced daycare opportunity. Your pokenoid will have lots of fun while honing their skills. All stages, ranks and skill levels are welcome.



 
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