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Tag BattlerEdit

Tag Battler

Class FeatureEdit

Tag Battlers can multitask and keep track of multiple pokemon to attain victory. They make their pokemon work not only as a team, but as one combined unit that can defeat any amount of foes they come up against. Each of their pokemon blend well with each of their other pokemon and together they can end all foes.

Cross ClassingEdit

Homebrew Cross ClassingEdit

Tag Battler Gifted FeaturesEdit

Team SpiritEdit

Static Activation
League Legal
Static
Target: Your two active pokemon.
Effect: Each of your pokemon are treated as if one of their Combat Stages are raised 1 Combat Stage. The Combat Stage raised depends on what the highest stat of your other active pokemon is, ignoring HP and other Combat Stages. If one of your active pokemon’s highest stat, ignoring HP, is Attack, the other active pokemon’s Attack will be treated as if it is raised 1 Combat Stage. When switching, the Combat Stages are lowered and then raised again depending on the stats of each active pokemon.

Together!Edit

Trainer Action
League Legal
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your two active pokemon.
Effect: Your pokemon may combine two Moves into one on the slower pokemon’s turn if the faster of the two pokemon moved to the back of the queue on their turn. The Moves must both be the same Elemental type. The Moves must not be self-targeting moves. The Moves must use the same Stat; Attack or Special Attack. The Moves must both be able to legally target the target according to each Move’s Range. The Move’s Accuracy Check is the average of the two Moves’ Accuracy Checks. The Damage Dice Roll is both of the Moves’
Damage Dice Rolls combined. Treat the Frequencies of the Moves chosen as you would if you weren’t combining Moves. All Effects are added to the new, combined Move (The effects “cannot Miss” or “target(s) is/are set to 0 HP” may not be added to the combined Move’s effects). Using Together! takes up both Commands during your turn. Name the Move whatever you’d like.
Tag Battler Features

Tag Battler FeaturesEdit

Combine Them!Edit

Prerequisites: Tag Battler
Trainer Action
League Legal
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your two active pokemon.
Effect: Your pokemon may combine two Moves into one on the slower pokemon’s turn if the faster of the two pokemon moved to the back of the queue on their turn. The Moves must not be self-targeting moves. The Moves must use the same Stat; Attack or Special Attack. If the Moves are not the same Elemental Type treat them as the ??? Elemental Type, which always hits a target for neutral damage. The Moves must both be able to legally target the target according to each Move’s Range. The Move’s Accuracy Check is the average of the two Moves’ Accuracy Checks. The Damage Dice Roll is both of the Moves’ Damage Dice Rolls combined. Treat the Frequencies of the Moves chosen as you would if you weren’t combining Moves. All Effects are added to the new, combined Move (The effects “cannot Miss” and “target(s) is/are set to 0 HP” may not be added to the combined Move’s effects). Using Combine Them! takes up both Commands during your turn. Name the Move whatever you’d like.

Brace Each Other!Edit

Prerequisites: Tag Battler
Static
League Legal
Static
Target: Your two adjacent active pokemon.
Effect: As long as your two active pokemon are adjacent, neither can suffer Push damage nor be Pushed. If your pokemon are adjacent to you, you cannot be Pushed nor suffer Push damage either.

Energy GiftingEdit

Prerequisites: Tag Battler, 15 CON
Trainer Action
League Legal
Daily - Every 4 levels gained, you may perform this Feature another time per day.
Target: Your two adjacent active pokemon.
Effect: Roll 1d20 and add you CON modifier. If you roll higher than 15, one pokemon may subtract as many points of HP from it’s HP as you’d like it to. For each HP subtracted, your other pokemon gains that many HP.

I’ll Take It From Here Edit

Prerequisites: Tag Battler
Trainer Action
League Legal
At-Will
Target: Your two adjacent active pokemon.
Effect: When one of your pokemon is Trapped, the other active pokemon may take its place and become Trapped, replacing the original Trapped pokemon on the field.

Taking One For A FriendEdit

Prerequisites: Tag Battler
Trainer Action
League Legal
Daily - Every 8 levels gained, you may perform this Feature another time per day.
Trigger: One of your two adjacent active pokemon is targeted by a Move.
Effect: Roll 1d20 and add you CON modifier. If you roll higher than 15, the active pokemon who was not targeted may intercept the Move for the targeted pokemon. If the move’s area of effect still hits both pokemon, the pokemon who is intercepting the hit may take both sets of damage before applying Defense or Special Defense.

Taking One For A Friend +Edit

Prerequisites: Tag Battler, Taking One For A Friend
Trainer Action
League Legal
Daily - Every 8 levels gained, you may perform this Feature another time per day.
Trigger: One of your adjacent active pokemon or ally’s pokemon is targeted by a Move.
Effect: Roll 1d20 and add you CON modifier. If you roll higher than 15, the active pokemon who was not targeted may intercept the Move for the targeted pokemon. If the move’s area of effect still hits both pokemon, the pokemon who is intercepting the hit may take both sets of damage before applying Defense or Special Defense. This Feature replaces Taking One For A Friend.

Spirit BoostEdit

Prerequisites: Tag Battler
Static Activation
League Legal
Static
Target: Your two adjacent active pokemon.
Effect: When one of your pokemon uses a Move that raises one it’s Combat Stages, the adjacent ally gains those same Combat Stage bonuses on a roll of 16 or higher on 1d20.

Spirit Boost +Edit

Prerequisites: Tag Battler, Spirit Boost
Static Activation
League Legal
Static
Target: Your two adjacent active pokemon or your pokemon and your ally’s pokemon.
Effect: When one of your pokemon uses a Move that raises one it’s Combat Stages, the adjacent ally gains those same Combat Stage bonuses on a roll of 16 or higher on 1d20. This Feature replaces Spirit Boost.

Tag BuffEdit

Prerequisites: Tag Battler, 14 CON
Trainer Action
League Legal
At-Will
Target: Your one active pokemon while you are in a trainer battle with allies.
Effect: Once per encounter, you may have your pokemon skip its turn to raise each of your active ally’s pokemon’s Combat Stages 1 level depending on which of your active pokemon’s highest stat, other then HP, is. Your must roll higher then 15, when rolling 1d20 and adding your CON modifier for this effect to be successful.

Team Spirit +Edit

Prerequisites: Tag Battler, 6 Badges
Static Activation
League Legal
Static
Target: Your two active pokemon.
Effect: Each of your pokemon are treated as if one of their Combat Stages are raised 2 Combat Stages. The Combat Stages raised depends on what the highest stat of your other active pokemon is, ignoring HP and other Combat Stages. If one of your active pokemon’s highest stat, ignoring HP, is Attack, the other active pokemon’s Attack will be treated as if it is raised 2 Combat Stages. When switching, the Combat Stages are lowered and then raised again depending on the stats of each active pokemon.

With Them!Edit

Prerequisites: Tag Battler
Trainer Action
League Legal
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your one active pokemon while you are in a trainer battle with allies.
Effect: Your pokemon and one of your ally’s pokemon may combine two Moves into one on the slower pokemon’s turn if the faster of the two pokemon moved to the back of the queue on their turn. The Moves must both be the same Elemental type. The Moves must not be self-targeting moves. The Moves must both be able to legally target the target according to each Move’s Range. The Moves must use the same Stat; Attack or Special Attack. The Move’s Accuracy Check is the average of the two Moves’ Accuracy Checks. The Damage Dice Roll is both of the Moves’ Damage Dice Rolls combined. Treat the Frequencies of the Moves chosen as you would if you weren’t combining Moves. All Effects are added to the new, combined Move. Using With Them! takes up two Commands during your turn; one of yours and one of your ally’s. Name the Move whatever you’d like.

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