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Referee Manual



This section's purpose is for people who want to become referees. It's also a good reference for anyone who is a referee. Aren't you glad this manual isn't really big and it won't give you a headache? Like manuals for televisions that are printed in Japanese? Okay... just look below before I start sounding too unprofessional.

Information below in this section is written by Mouse. Don't Steal it or your house will be infested with rats and the plague and you'll die a horrible horrible death.

Sub-Sections

The Basics - Finding Work - Standard Ref Format - Battle Considerations - Important References - Type Chart - Scale of Damages

The Basics

What is a Reff?
A Reff, or referee, is someone who literally writes out the details of a battle.

It's not so easy, though. You have to be aware of a LOT of things - the rules of this league, the movesets of pokemon, the way that certain attacks work, any special restrictions that might apply to a specific battle... But of course, that's why I'm putting together this manual. Hopefully, this will make things a bit easier to understand.

Reffing a battle can earn you between $10 and $25 per week - depending on your level of reffing experience - plus $4 for each pokemon used at the end of the battle. (So in a 1 vs. 1 battle, the reff makes $4 at the end. In a 2 vs. 2 battle, the reff makes $8.) To find out more about how to become an approved reff you need to go to the Reffing Line Up (or read the Referee Approval section on this site).

Profile Update
Once you are an approved Reff you should consider adding a few things to your profile in The Challenge/Profile Archive.

-If you put 'Job: Approved Reff' then other trainers will know that you are willing and able to reff a battle - and that could help you get work.

-You should also keep a list of the battles that you are currently reffing in your profile, in part for your own reference and in part so that we can make sure you get paid for all the reffings that you do.

-Last, if you want, you can add a 'Completed Reffings' count to keep track of how many battles you have reffed in total.

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Finding Work


-Regular forum battles and Quickie Battles are arranged in The Battle Dome. So this is the best place to find battles to reff.

-The Tournament and Gym Central subforum is where all the tournament battles and gym challenges take place. You can offer to Reff these kinds of battles but experienced reffs are preferred.

-You can also join the Emergency Squad. Emergency Reffs basically provide a reffing in a forum battle when the regular reff is unable to. Emergency Reffs earn a few extra $ for reffing on short notice.

Quickie Battles:
A quickie battle is a battle that is done either in a chat room or via an instant messenger. The standard reffing format applies to quickie battles because the reff still has to do a write-up for each round. However, in order for the quickie battle to be valid in this League, the reff - that's you - will need to post a copy of the challenge AND the results of the battle in the Quick Battle Range thread.

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Standard Reffing Format

Thread Titles
So you've finally become an approved reff. You've even managed to get a couple of trainers to agree to let you reff their battle. What do you need to do now? Well, that depends.

-If it's a regular battle then you need to open a new thread in the Anime Style Battling forum. The title of that thread should be in this format:

Trainer #1 Name vs. Trainer #2 Name (ref: Your Name)

This makes it easy for the trainers to find their battle. It also helps us to keep track of how many battles each trainer is active in at once. Plus it allows us to keep track of how active each reff is, which influences how much the reffs get paid each week. For new reffs... This allows more expereinced reffs to keep an eye on the battle, so that they can offer advice and make corrections as needed.

-If it's a Gym Challenge, then you'll need to create the new thread in the Tournament and Gym Central subforum. And I think the format should be:

Name of Trainer vs. Name of Gym Leader and/or Theme of Gym (ref: Your Name)

-If it's a Tournament Battle, then the person in charge of the tournament will probably create the new thread and do the opening post in the Tournament and Gym Central subforum. The format will be:

[ Tournament Level ]Trainer #1 Name vs. Trainer #2 Name (ref: Name of Reff)

Tournament Levels are: P for Premliminary Battle, SF for Semi-Finals and F for Finals.
Any numbered rounds (Round1, Round 2, Round 3, etc) will also be shown as the number and R. So Round 1 would be 1R. Including the Tournament Level helps us keep track of how far a trainer has advanced in a tournament.

-If it's a Quickie Battle then obviously you don't need to worry about creating a new thread on the messageboard. But don't forget to post a copy of the challenge AND the results of the battle in the Quick Battle Range thread.



Opening Post:
In the first post of a battle, all that the reff needs to put is a copy of the challenge that the trainers have agreed to. This will let everyone know how many pokemon are being used at once, what the restricted moves are, what the arena is, what the DQ is and which trainer should send out pokemon first.

Putting a copy of the challenge in the first post allows the trainers one last chance to get any problems sorted out before the battle is officially started. If both the trainers agree to change the number of times a certain attack can be used or whatever - fine. Once the battle has started, these changes should not be made. Changes CAN be made, if both trainers agree to the alterations but... It's generally considered unfair to change the rules in mid-battle.

First Write-up:
After both trainers have released their pokemon and given orders, the reff will be expected to do a write-up. This is the most accepted format:

Introduction:
Describe the arena and the specific weather conditions. Introduce the trainers who are battling and then introduce the pokemon that each trainer has chosen to use.

Trainer #1 Name: OOO
[Name] Species (Gender) of Trainer #1s Pokemon
H - 100%
E - 100%
Status: Ready to battle
Command 1 - Command 2 - Command 3

Trainer #2 Name: OOO
[Name] Species (Gender) of Trainer #2s Pokemon
H - 100%
E - 100%
Status: Ready to battle
Command 1 - Command 2 - Command 3



The opening stats of a battle should always have the Health(H) and the Energy(E) at 100% and the status as 'ready to battle'. If a trainer is using more than one pokemon at once, list the stats of each pokemon separately under the trainers name.

The OOO beside each trainers name is optional. The O represent pokeballs. O is the symbol for a pokemon that is either in use or has yet to be called out. So OOO would mean that this is a 3 vs 3 battle and that both the trainers have 3 pokemon to choose from. If Trainer #1 recalls a pokemon or has a pokemon faint then the pattern beside Trainer #1s Name would change to XOO. X is the symbol for a pokemon that has been beaten and can not be used again in the battle.



Round 1:

Write out a description of the action here. This should take at least three paragraphs - that's one paragraph per command set. Say which pokemon moves first. Or do they both strike at once? And is the attack successful? If an attack fails, it's generally a good idea to say WHY the attack fails. Remember, pokemon can dodge or miss. So if an attack works at all... Does it hit the opponent at full force? Or does the attack barely reach the opponent? Do the pokemons attacks end up canceling each other out? And even if an attack hits at full force... The types must be considered. A Ground type pokemon who is hit full force by an Electric attack will hardly feel anything.



Trainer #1 Name: OOO
[Name] Species (Gender) of Trainer #1s Pokemon
H - %
E - %
Status:

Trainer #2 Name: OOO
[Name] Species (Gender) of Trainer #2s Pokemon
H - %
E - %
Status:

Closing stats for each round will depend heavily on what happened in the round. A pokemons health and energy levels will be affected by three things:
1)which moves they used(or attempted to use)
2)which attacks they were hit by
3)what kind of effects lingered.

The amount of energy that a pokemon uses per round is a direct result of the commands given by their trainer. If a pokemon uses an attack like Scratch or Bite, it will not cost them as much energy as if they'd used something more powerful like Hyper Beam. The amount of health that a pokemon loses depends a lot on how many times the pokemon was hit by an opponent, how hard it was hit and whether the attack had any lingering affects.(burn, freeze, poison, etc)

Status is by far the most diverse note in the closing stats. For Status you should include a mention of the following things:
-The pokemons general mood. Is the pokemon happy or sad or angry or calm? Is it feeling confident and ready to continue the battle?
-If a pokemon is burned, cut, bruised, frozen, paralyzed, asleep, in love, confused, poisoned, injured, soaking wet or minimized.
-If a pokemon has had any of its battle-related skills (attack, defense, speed, accuracy) raised or lowered.
-If a pokemon has created clones or a substitute. For clones, mention how many clones are remaining. With substitute, mention the percentage of energy that went into creating the substitute.
-If a pokemon has transformed or changed its type.

*Arena Notes:
After the closing stats, you can - and should, as needed - include arena notes. So if a pokemon used Rain Dance successfully then in your arena notes you would say that it is raining heavily. If a pokemon uses Spikes then you'd mention that the battlefield is now covered in spikes. If the battling pokemon manage to set the battlefield on fire or cover it in ice or dig some large holes - or basically make any other significant changes to the weather and/or landscape - then that's what goes in your arena notes.

Round 2 and Beyond:
You don't need to do an introduction for each round. Other than that, it's the same format as Round 1 - with the opening stats, the write-up and then the closing stats.

The opening stats of Round 2 should be the exact same as the closing stats of Round 1. The closing stats of Round 2 will be used as the opening stats of Round 3, and so on.



Finito:
There are four ways that a trainer can lose a battle.
-By defeat. This means that all of the trainers pokemon have been beaten and that the trainer has no more pokemon to use.
-By DQ. A trainer has been inactive long enough to be disqualified from the battle.
-By forfeit. A trainer voluntarily choses to leave a battle without finishing it.
-By rule. A trainer attempts to use a banned or restricted move - or an banned or unapproved pokemon - in battle. This does not always result in the trainer instantly losing the battle but it does sometimes.

When a trainer has lost the battle, it is the responsibility of the reff to hand out the battle prizes. The last post should be short. The reff will declare - and can congratulate - the winning trainer.

The reff will then give the winner their prize money. Currently trainers are paid $6 per pokemon used in battle. So if it was a 1 vs 1 battle, the winner gets $6. If it was a 2 vs 2 battle, the winner gets $12. ($18 for a 3 vs 3, $24 for a 4 vs 4, etc)

The reff then informs the winning trainer that they also get the opportunity to capture a baby-or-basic stage pokemon OR evolve a pokemon they already own. It's one or the other, the trainer can not do both.

Finally, the reff will claim their own ending pay. At the end of a battle the reff gets $4 per pokemon used. So in a 1 vs 1 battle, the reff gets $4. In a 2 vs 2 battle, the reff gets $8. ($12 for a 3 vs 3, $16 for a 4 vs 4, etc)

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Battle Considerations

When Orders Can't Be Fulfilled:

-If a move is banned.
A trainer gives the following orders. Command 1 - Secret Power - Command 3

Secret Power is a banned moved. In some cases, trying to use a banned moved could result in the trainer automatically losing the battle. In most cases, though, the pokemon will simply do nothing. As a reff, you should remind the trainer that Secret Power is banned and then in your write-up just act as if the orders had been Command 1 - do nothing - Command 3.


-If a pokemon can not learn the move.
A trainer with a Persian gives the following orders. Command 1 - Counter - Command 3

Counter is not a banned moved. However after checking The PFU Pokedex you see that Persian is not capable of learning the move Counter and neither is Meowth, Persians pre-evolutionary form. As a reff, you should inform the trainer that Persian does not know Counter and then in your write-up just act as if the orders had been Command 1 - do nothing - Command 3.

-If the arena does not accomidate a move.
A trainer with a Sandshrew gives the following orders. Sand Attack - Command 2 - Command 3

Sand Attack is not a banned move and Sandshrew can learn Sand Attack. But the battle is taking place in a grassy meadow or on the roof of a skyscraper - or some other place without sand. When this happens, the pokemon can ATTEMPT to follow orders but it is highly likely that the attack will not work.

The basic concept here is that the place where the battle is happening DOES affect the battle. Sand Attack requires the presence of sand on the battlefield. Surf will always require the presence of water(a lake, a river, an ocean, serious rainfall, etc). Rock attacks will often require the presence of rocks. Fly will not work so well if the battle is being held indoors.


-If a pokemon is badly injured or impaired by a status effect.
A pokemon that is badly injured or suffering from a status impairment(burned, frozen, paralyzed, asleep, in love, confused, poisoned) might not be able - or willing - to follow the commands given by it's trainer.


-If a pokemon has fainted.
When a pokemon faints, the round is immediately over. Any commands that were not yet carried out are ignored when a round ends like this. If the trainer with the fainted pokemon has another pokemon to send out, then they do so and a new round can begin. If the fainted pokemon was the trainers last pokemon then the battle is over.



Chill and Rest:

-If a pokemon is low on health or suffering from a status impairment(burned, toxic, paralysis) then using Rest will allow the pokemon to recover health and status.

-Rest does not seem to do much to cure attraction. Rest also does not seem to help frozen pokemon with any consistancy.

-If a pokemon has been lured to sleep then it will usually take an attack from an opponent(or ally...) to wake it.

-If a pokemon is low on energy, using Chill will help it recover energy.

-Chill is a move that was invented by this League. You won't find it listed on any pokemons moveset. Because the command to Chill basically means 'do nothing', any pokemon can use Chill. To conserve and recover energy in battle, use Chill.

-Other recovery moves can also be used, as long as the pokemon can learn them and the specific battle challenge does not ban them from useage. The Recovery Moves Classification Discussion is a good reference for how these other moves work.

Signature Moves:
If a trainer wants their pokemon to use it's signature move then the trainer will have to include either a description of the move or a link to the description of the move.

Keep in mind that - unless both trainers agree otherwise - a pokemon can not gain a signature move during a battle. So if a trainer starts the battle with a Machop that has no signature move then that Machop should not use a signature move during the battle. Even if the trainer gets a signature move for Machop approved while the battle is still going on, Machop can't use it in the battle.

Damage Caps:
Damage caps basically prevent One Hit Knock Outs(OHKO). A 25% damage cap means that the maximum damage per round can only be 25%, no matter what happens.

DQ Warning:
Disqualification (DQ) Time is the amount of time you can be inactive in a battle before you are disqualified from the battle. If the DQ of a battle is 3 days and it is your turn to post orders then you have 3 days to do so. If you cannot give orders within 3 days then you will be disqualified and your opponent will win the battle.

It is up to the reff to warn inactive trainers when they are approaching the DQ date. A trainer that has posted in The I Am Away Thread can not be disqualified from a battle.

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Important References


For general information about challenges, movesets, post order, battle etiquette, banned moves, banned pokemon and much more, check out the ASB Manual.

If you need to check the moveset of any official pokemon, go to The PFU Pokedex. Remember that evolved pokemon can use the moves of their previous forms. A Beedrill can still use the moves of a Kakuna or a Weedle. An Kadabra can use the moves of an Abra - but it can't use moves from the Alakazam moveset until it evolves.

If you need to check the moveset of any fake/invented pokemon then go to the New Species Approval thread.

If you'd like to view generic descriptions of how each attack should work here, check out The Attack List.

Pokemon here don't yet have abilities. Still - in case they ever do, we've created the Ability List.

The Reffing Line Up is a good place to ask reffing questions, get advice and view mock reffings which demonstrate the format and styles that tend to be used in this League. If you KNOW ahead of time that you will be gone for more than a few days then you should post in The Emergency Squad.

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Type Chart


There are currently 17 types. A pokemon can be of more than one type. An attack - even though some attacks SEEM like multiple types - can only be of a single type.

The types are:

Bug, Dark, Dragon, Electric, Fighting, Fire, Flying, Ghost, Grass, Ground, Ice, Normal, Poison, Psychic, Rock, Steel, Water

The 'physical' move types (in the game, these relied on Attack and Defense) are: Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock and Steel

The 'special' move types (in the game, these relied on Special Attack and Special Defense) are: Dark, Dragon, Electric, Fire, Grass, Ice, Psychic and Water



Look below for type charts as reference.

This Excel file below was created by Knight of Deckness. Do NOT claim this file as your own anywhere else. This file took a while to create and KoD will be VERY angry if he finds this chart elsewhere.

The Excel form is right below. If you don't have Excel or an Excel Viewer, use the link Here and download the Viewer.

Webmistress: Please copy and paste the link above into your browser. I'm not sure but my account might close down if I have direct linking to places like those. I just want to be safe. *is hosting two other sites on this account*

If you still cannot view the Excel document, look at the chart below as another reference.

Scales of Energy Chart

This Chart below was created by Moltrecuno. Do NOT claim this chart as your own anywhere else. This webmistress drew this from scratch and will be VERY unhappy if she finds this chart elsewhere without her permission.

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Scale of Damages, in a nutshell


Because Pikachu is an Electric type pokemon:
-Pikachu should be more effective with Electric-type moves than a non-Electric pokemon should be. So when a Pikachu uses Thunderbolt, the resulting attack should be a little bit stronger than if a Persian or other non-Electric had used Thunderbolt.

-Pikachu shouldn't have as much trouble controlling Electric attacks. So a Thunderbolt from a Pikachu should also be a little bit more accurate than a Thunderbolt from a Persian.

-Pikachu shouldn't have as much trouble summoning Electric attacks. So it shouldn't require as much energy for Pikachu to use a Thunderbolt as it might for a non-Electric pokemon.

And... Basically, the argument here is that this concept should apply to all pokemon. So if any pokemon uses an attack that matches their type - a Dark type pokemon using a Dark attack or a Grass type pokemon using a Grass attack - then that attack should be a little stronger, a little more accurate and a bit easier to summon.

For a much more detailed exploration of this subject, take a look at the Scale of Damages Reffing Guide.