Enter a world full of adventure! In this world, humans and FoLermon live together in harmony. Draft a team of your favorite FoLermon and enter the biggest tournament! Do you have what it takes to become the FoLermon Champion?
Hosted by @Ash and @Chomps
Special thanks to @tutuu for designing the original game!
If youβre returning, welcome back! Hereβs a quick set of patch notes:
Patch Notes
- Traits have been added! Certain FoLermon have Traits that either give them passive buffs or increase their move optionality. If you have any questions about specific Traits and their resolutions, check the Resolutions section at the bottom of the OP.
- Multiple FoLermon have been reworked and rebalanced. This extends to their FoLermon cards, which have undergone a visual overhaul and now also give each FoLermon a Category.
- Finals are now best-of-1 instead of best-of-3.
- We have reneged on making orangeandblack5βs FoLermon the strongest in the game to ensure that they donβt become a centralizing force of the meta. We will compensate them in some other way post-game.
Rules
There are two phases to this game: the drafting phase and the tournament phase.
Drafting
In the drafting phase, your job is to create as strong a team of six as possible.
Youβll randomly be decided an order, then - going by the order in the image below - you will draft an FoLermon, repeating until all FoLermon have been selected.
You will have 24 hours to privately DM me your choice. If you donβt make a selection, an FoLermon will be randomly chosen for you.
Make sure you are aware of:
- The action order (see the How Battles Work section for this)
- The choice rule (see the FoLermon and their Cards section for this)
Both will likely play into your decisions.
Tournament
In the tournament phase, your job is to take your drafted team and attempt to win the entire tournament. The tournament is a series of single-elimination Double Battles: the 4 winners for Round 1 move to Round 2, the 2 winners for Round 2 move to the finals, and the winner of the finals takes the whole thing.
More Info
How Battles Work
Each battle will be a Double Battle, with each player starting the battle with two FoLermon on the field and two in the back. You will not know what FoLermon your opponent has in the back until they send them out onto the field.
At the start of battle, privately DM me which FoLermon you want to send in the front and which you want to send in the back. You are only fighting with 4 FoLermon of your team of 6, so you can tailor your approach to the specific opponent youβre facing.
Each turn, you have each of your FoLermon on the field do a move (see the Moves section within [Folermon and their Cards] for more detail). FoLermon act based on which of them has the lowest HP at the start of the turn, so an FoLermon with 10 HP will act before one with 100 HP. In the event of a speed tie, we will randomly decide the order that FoLermon act in.
When an FoLermon reaches 0 HP, theyβre knocked out. Knocked out FoLermon cannot use moves. When an FoLermon is knocked out, you must swap it out for another FoLermon in the back if possible. You win when all your opponentβs FoLermon are knocked out or when nothing can prevent you from knocking them all out.
You will have 24 hours to submit moves each turn. If you do not do so, your FoLermon will do nothing that turn.
If the game isnβt over after 50 turns, it immediately ends, and the winner is determined in this following priority:
- Whoever has knocked out more mons than enemy.
- Failing #1, whoever has more total remaining HP among all their FoLermon.
- Failing #2, whoever wins a coin toss.
FoLermon and their Cards
Each FoLermon has three elements: a typing, two moves, and (for some special FoLermon) a Trait.
Typing
An FoLermonβs typing - consisting of 1 or 2 types - represents what types of attacks itβs resistant and vulnerable to.
There are 7 types in FoLermon:
- Mod
- Homophobic
- Gay
- Straight
- Furry
- Troll
- Smug
Each of these is strong against the type below it and weak to the type above it, wrapping around.
For example, a Mod type would take half damage from a Homophobic attack and double damage from a Smug attack.
These multipliers can cancel each other out: a Gay/Mod FoLermon would take 2 * 0.5 = 1x damage from a Homophobic attack, as the Gay typeβs weakness to Homophobic attacks is canceled out by the Mod typeβs resistance to Homophobic attacks.
Moves
Each FoLermon has two moves, each of a different type and having a set power.
Unless otherwise specified, all FoLermon are bound by the choice rule. This means that once an FoLermon has used a move, they cannot use their other move until they switch out.
Additionally, every FoLermon can also Protect, defending the FoLermon from all moves and their effects targeting it. You cannot Protect the same FoLermon twice in a row. You can also switch an FoLermon out for another one in the back. Both of these take precedence over any other action, and neither is affected by the choice rule.
If your FoLermon uses a move that matches one of its types, that move gains a 50% damage increase. This is called STAB - Same-Type Attack Bonus - and is marked where applicable in the FoLermonβs card.
Some moves may have Additional Effects. If so, they will be described in the move table alongside the relevant move.
Traits
Some specific FoLermon have Traits, passive abilities that either boost an FoLermonβs power or give it extra options for actions.
See the Resolution section for more details on how specific Traits function.
Example
Take the Zugzwang FoLermon as an example:
He has the typing Mod/Smug, so he will take double damage from Smug and Troll type attacks and take half the damage from Mod and Homophobic attacks.
He has a Furry move that will deal 30 damage and a Mod move that will deal 45 damage (30 base damage * 1.5 STAB).
He can also choose to Protect as long as he didnβt do so the previous turn.
He also has a Trait - [Caffeinated] - that enables him to take action first regardless of his health. This will remain active throughout the entire game.
Action Resolution
Some clarifying aspects for Resolution:
- If a FoLermon is supposed to attack an enemy FoLermon, but that FoLermon has fainted, it will instead be redirected to the other enemy mon.
- You may attack friendly FoLermons, but you may not have an FoLermon attack itself.
- We will round to nearest integer when rounding is necessary.
- Traits that apply negative effects to a target will only affect the targetβs moves in the current round if they act after the Traitβs negative effect is applied. For example, Magnusβ Trait - [Big Fancy Words] - will halve the damage of the targetβs next attack. If Magnus acts before their target attacks, their targetβs attack in this round will deal half damage; if they act after their target, their targetβs attack in the following round will deal double damage.
- katzeβs Trait - [Bad Influence] - will only take effect after the attackβs damage calculation has been considered. As such, katze is still capable of dealing super-effective/not-very-effective damage with attacks that apply [Bad Influence].
- Ameliaβs Ninja ability will take precedence over Zugzwangβs [Caffeinated] Trait.
As a final reminder, you will always have exactly 24 hours to make a decision.
Rewards!
The winner gets:
- Crowned the 2nd FoLermon Champion
- A reserved spot in the next FoLermon game to defend their title
- A drawing of their winning team of FoLermon, made by me
- A victory quote, which will be included in future versions of the game
- The opportunity to give an FoLermon of their choice a Trait of their choosing for the next game (this may be altered for balancing purposes, but you will be informed and involved in the process if so)