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Raid Battles

Narrative Notes

These mechanics are for any kind of one versus many battle that’s intended to be difficult. The difficulty can swing based on various factors though, so you can have a raid battle that won’t be boss tier difficult as well.

Flavorfully, you can lean into regional mechanics (Tera, Mega, Dynamax…) or you can just treat the boosts the Pokemon will be receiving as a “knowing the terrain” bonus. There are lots of ways to flavor it.

Mechanics

For this section, Raiders refers to the group of pokemon (player controlled, most likely) versus the Boss.

In a Raid battle, the Boss Pokemon will not be able to Dodge or Clash the Raider’s attacks. However, the Boss will have it’s health multiplied so that it can absorb more damage while using all of it’s actions each round to attack. The number it’s health is multiplied by is referred to as the Raid’s Stars.

The number of Stars varies depending on the difficulty the GM would like to have for the Raid battle. The more health the Boss has, the longer the fight will be. Five is a good baseline for the Stars, but you will want to adjust up or down depending on what kind of Pokemon your Boss is. (IE: Steel types absorb damage already, so maybe use four instead.)

The original health of your Boss Pokemon determines the Breakpoints for your Boss. When a Boss hits a Breakpoint, the rest of the damage from the move it was hit by is ignored and it can use a special action on the Raiders. These breakpoints divide the battle into phases, each phase being the time between hitting the next Breakpoint.

In short,

  • the Boss’s HP is multiplied by the Raid’s Stars,
  • the Stars are how many phases will be in the fight.
  • Each phase ends when a Breakpoint is hit, which is whenever the Boss loses health total to it’s original HP.
  • Breakpoints allow Bosses to use special actions when they’re hit.

Example

The Boss of the upcoming raid battle is a Pikachu. This Pikachu has a base HP of 6. The Storyteller decides to give the Raid 5 Stars, so Pikachu has 30 HP at the start of the raid. It’s Breakpoints become 24, 18, 12, and 6.
If the opponent hits Pikachu with an 8 damage attack right from the get go (crazy, right?), Pikachu will only drop to 24, as that’s a Breakpoint. Then Pikachu gets to make a special action!

Special Actions

At a Breakpoint, a Boss gets to use one of the special actions listed here. These actions do not require a roll and do not count towards actions for the current round. Actions that target Raiders cannot be evaded or clashed. Whenever a Boss targets All Foes in Range as part of a Special Action effect, all Raiders are targeted, even if there are more than the Boss’s rank would allow it to target normally.

The Boss Takes on… Effect
an Aggressive Stance! When the Boss uses this action, all damaging moves it uses may target All Foes in Range for the rest of the battle.
an Intimidating Stance!When the Boss uses this action, reset all increased attributes and traits from the Raiders.
a Restorative Stance! When the Boss uses this action, reset all reduced attributes and traits from itself.
a Defensive Stance! When the Boss uses this action, the Boss uses both Light Screen and Reflect.
a Gigantic Stance! The Boss Dynamaxes, following all rules in the Dynamax section of the corebook except the HP increase.
a Shining Stance! The Boss terastallizes.
a Evolving Stance! The Boss Mega Evolves.
a Confident Stance! The Boss uses a Support move that Increases or Decreases Attributes and/or Traits from it’s move list, even if it’s above it’s current Rank. When it Decreases Attributes and/or Traits, it targets All Foes in Range.