Admin sticky: 28 y/o, writer of 15+ years. Looking for experienced roleplayers for canon-divergent play. Private, independent, semi-selective, all themes accepted (no ERP).
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8. What is the one thing people assume about you that you wish wasnât true?
81. What is the weirdest thing that gets you angry?
90 loaded questions - accepting!
Redâs Journal - 5/14/2023
Itâs 10:30 PM right now, and Iâve only just begun to write. I had a challenger at 4:00 PM today. Four hours later, I stood victoriousâbut not without a rumbling stomach and a Pikachu torn to shreds. Heâs snoring on my shoulders as I pen this entry, as we battled through his typical naptime.Â
When our battle ended, the challenger exchanged some words of praise and he headed back to the safe house, but not without a quick jab: âGuess Iâm not part of the 30% yet after all.â I know what he was referring to. If you PC-search my estimated lifetime win-rate, youâll see that itâs around 70%, depending on fluctuations throughout the year. (Iâm currently at 90% five months into the year, whereas last year I was at 76%, for posterityâs sake.) I think the number has to do with my publicized PWT records and League-gathered data of my match wins. Obviously this challenger wasnât slighting my win rate. Interpreting his comment as such would be stupid. But it made me reflect on how he might be thinking about my win rate, since he clearly cared enough to know it. I cannot help but contemplate why people care so much about this stupid number, especially my ownâso much so that they would memorize it. Win rate doesnât matter. It never has and it never will. I lose on my mountain all the time. I do not have the highest win rate of any Master, or even Trainer, on recordâand thatâs a good thing, for it means Iâm still willing to make mistakes and learn from them. But does that mean that he sees me as a lesser person for having a lesser win rate than others, just as he clearly sees himself for not being victorious today? The more I write, the madder I become about this factoid, as if âbecoming part of the 30%â is something to aspire to rather than abstractly understand is possible. I guess a better way to phrase my feelings is: Did you want to be a part of the 30%, or did you want to battle? Regardless of the outcome, you should feel satisfied with yourself, knowing that you either did your best and/or you learned something from it. It angers me to no end to know that people consider battling an equation that outputs either âsuccessâ (which youâre entitled to) or âfailureâ (which you only receive if youâre a bad person undeserving of the former). It makes no sense at all. But what do I know? My win rate is only 70%.Â
The real reason why win rate doesnât matter, however, is that Pikachu is snoring with his head at my left ear, and he would be doing that whether or not I won today. Blastoise got his deserved dinner; Snorlax smiled from the corner of the living room; Charizard and Espeon chased each other around the house for a bit to burn off their last remaining bits of energy. Weâre happy, whether weâre winners or not.
Iâm tired, too. Itâs time for bed. (The more tired I am, the terser my prose becomes. Iâll have to reflect on this realization when I read over previous journal entries.)
Good night to the 100%. Letâs dream of losing happily.
Click "Keep Reading" to view a detailed description of the flowchart above.
Legacy Structures DefinedÂ
1. Gym Battling (Legacy)
This section needs little introduction and even less elaboration. Gyms serve as the primary facilities in which one comes of age as a Trainer. Receiving a badge from a Gym is a major point of pride; receiving eight Gym badges is the culmination of a lifelong effort, regardless of how long that life may have been lived before its realization.Â
After defeating the Elite Four, the victorious Trainer is invited to battle the standing Champion. Should the Trainer usurp the Champion, the Trainer is enlisted into the Hall of Fame and crowned the current Champion of their respective region.Â
At this point, one could consider their journey âover.â Such were the assumptions of each region at the turn of the century, who had not seen such meteoric rises to Champion status as Red, Blue, Gold, Crystal, Brendan, May, and the rest of them. These too-talented Trainersânow Masters in their own rightsâdeserved a âpostgameâ structure so as to continue to hone their skills and contribute to the ever-growing field of battle research.Â
Battle facilities are among the first high-end training opportunities available for anyone with eight Gym Badges of a given region. More than simple training grounds, however, these battle facilities are longstanding prestigious institutions, success in which rivals Hall of Famer status within the regional underground. Hence these battle facilities are extremely indebted to the socio-cultural makeups of their regions: Unova, for example, pioneered the creation of the Battle Subway in honor of its trademark train, while Battle Maisons represent the aesthetics and theatrics of their Kalosian homes. Featured battle formats are also variable by region, with facilities often boasting formats that are popular, or had been popularized, in that particular region.Â
The biggest drawback of battle facilities is their lack of connection to other institutions, including the PWT proper. Riding the Battle Subway will not grant a Trainer access to the Elite Four, nor will a high ranking at a Battle House enshrine one in the Hall of Fame, regardless of region. Despite this pitfall, battle facilities are beloved pastimes with strong competition and even stronger communities, which more closely approximate art collectives than tournament series. Those who frequent these facilities are more likely to use combat as a form of creative expression, intersecting battling with thespianism, musicality, vocal performance, or other means of inciting applause. Becoming a Subway lifer, for instance, is an excellent way to make a name for oneself as both a competent Trainer and entertainer, just as Emmet and Ingo have before them. Though there may be no âgreater pathwayâ that follows battle facility success, there is no greater pathway to crafting a fulfilling, self-contained competitive circuit than by visiting regional battle facilities. Their regulars make them worth the trip.Â
2. Regional Conferences
Regional conferences are equivalent to national championships of their respective regions. Held once a year per region, conferences are high-stakes tournaments that are open to Trainers who have completed eight Gym badges in a given region. These events feature single-elimination rounds of typically single battles, though conference rulesets vary year to year, with certain regions tentatively supporting nationally beloved battle formats. One is only qualified to compete in a regional conference if they possess all eight badges of that region, which encourages Trainers to extensively travel to maximize their chances of annual victory.Â
The draw to conferences lies in their ties to the PWT. The top 32 contestants of a regional conference are invited to challenge the Elite Four and Regional Champion. The top 4 contestants of a regional conference receive an instant, one-time invitation to the PWT itself alongside a chance to challenge the Elite Four and Regional Champion. These challenger invites last until the next PWT, which occurs every two years, giving contestants time to train before taking down the Elite Four once and for all. This prize structure serves two purposes. Firstly, those who achieve top 32 status are given a âlast-chanceâ opportunity to qualify for the PWT by defeating the Elite Four and Regional Champion, as anyone who enters the Hall of Fame receives automatic invitations to compete in the PWT for life thereafter. In addition, this provisional invitation allows for a one-time skip of Victory Road, which may save a Trainer a traumatic week of trekking depending on the region. For those in the top 4, a guaranteed spot in the PWT could be a career high, while the added opportunity to challenge the Elite Four for future automatic invitations might solidify their Champion status for the rest of their lives. Given the absurdly high levels of competition at conferences themselves, it is not unlikely that a top 32 contestant would be competitive against an Elite Four member. However, the Elite Four is known to upscale their teamsâ strengths based on the determined skill levels of their challengers, which greatly raises the stakes of oneâs invitational battle.Â
Conferences typically last two days and occur once a month. Their dates vary based on calendar week, but conferences follow a standard pattern. Kanto jump-starts the conference season around late February to early March, with Johtoâs conference in late March following it. Hoenn confers in mid-April; Sinnoh rounds out mid-May; and late June into early July hosts the PWT, providing a month of crunch-time to Tournament hopefuls. Unova restarts conferences in late July, followed by Galar in August. Paldea boasts a conference in October, and Alola ends the season in late November. Online metastrategy guides document the best way to grind conferences month by month, while full-time conference contestants blog about their culturally shocking experiences with Unovan trains, Kanto ferries, and Alolan âisland time.â With their constant release cycles and rich opportunities for cultural exchange, conferences satisfy Trainersâ wanderlust, needs for endless competition, and desires for community, giving them the positive competitive outlet that older Champions wish they could have received throughout their careers.Â
3. Battle Frontiers
Battle Frontiers are sprawling campuses designed to hone the competitive spirits of those who have completed a given regionâs Gym circuit. Battle Frontiers were popularized in Hoenn and Sinnoh around the same time, differentiated by their arena infrastructures, battle formats, and prize support, and then exported to other regions with minimal renovation.Â
Simply put, Trainers that obtain all gold challenge items for a given regionâs Battle Frontier (such as Hoennâs âsymbolsâ and Sinnohâs âceremonial printsâ) receive a one-time PWT invitation, as well as an invitation to skip Victory Road and directly challenge the Elite Four and Regional Champion, just as a top-4 placement at a regional conference would guarantee. On the surface, this math seems incongruent with conference math: A Battle Frontier grinder must battle hundreds of opponents to reach their chosen goal, whereas a conference attendee need only battle ten to fifteen contestants in a given weekend. Justifying this equivalency is that most battles in the Battle Frontier are versus less-skilled opponents, with difficulty ramping upward as one progresses. Conference skill levels, on the other hand, are relatively equivalent throughout the weekend because of the higher skill floor that one must meet to convincingly compete within them. In other words, most Battle Frontier rounds (Frontier Brains notwithstanding) could be considered fluff battles that would equal the amount of battles that a conference contestant would conduct throughout their preceding year of training, which rationalizes the consistency of conference difficulty levels. Once these âfluff battlesâ are subtracted from oneâs record, the amount of Battle Frontier battles needed to obtain oneâs golden prizes are equivalent to, or even less than, the amount of battles a conference contestant would conduct in a given weekend.
Even among aspiring Trainers, there is no social hierarchy nor rivalry between Battle Frontier grinders and regional conferencegoers. These two systems exist because they sustain different training pressures and senses of progression. A Trainer who fears the shame of being eliminated after round one at a conference might thrive on the Battle Frontier treadmill, whose incline is more level. A Trainer who might feel claustrophobic on a neighborhood Battle Frontier campus might revel in the worldly community of a regional conference across the pond. Regardless of oneâs preferred qualification method, the PWT maintains both to ensure a steady stream of Hall of Fame hopefuls.
The PWT lasts two weeks, Monday through Friday, between late June and early July. During the first week of competition, challengers complete ten Swiss rounds, two per contestant each day. Each round is best-of-one, Trainer versus Trainer, and has a time limit of one hour. Before rounds begin, contestants are split into two randomized player pools to accommodate space and time constraints, as it is not feasible to have hundreds of battles occurring simultaneously. The daily timetable for PWT week one, Monday through Friday, is as follows:
10:00 AM - 11:00 AM: Round One, Group One
11:00 AM - 12:00 PM: Round One, Group Two
12:00 - 2:00 PM: Lunch and Halftime
2:00 PM - 3:00 PM: Round Two, Group One
3:00 PM - 4:00 PM: Round Two, Group Two
5:00 PM: Festivities end for the day, to be continued the following day with the next subsequent round
Monday: Top 32 bracket matches (16 matches in a day; one match per contestant)
Tuesday: Top 16 bracket matches (8 matches in a day; one match per contestant)
Wednesday: Quarterfinals (4 matches in a day; one match per contestant)
Thursday: Semifinals (2 matches in a day; one match per contestant)
Friday: Final championship match and closing ceremony
The requirements of the climb itself have been refined since the days of Goldâs ascension. Today, climbers are assigned a specific day and time of their battle. Climbers are then given one week to ascend to the top. Should they fail to arrive by their appointed battle time, their battle is cancelled, and they must journey back down the mountain from their current point without assistance. Challengers usually arrive a day or two early, upon which they enter a safe house with standard accommodations at which they may stay until the day of their battle. The safe house is customarily âbookedâ from the day of their climb and stocked to ensure at least seven days of hospitable living. Red does not socialize with challengers at this safe house, nor are they allowed inside his home. However, the summit upon which challengers battle Red marks an approximate halfway point between the safe house and Redâs house, making Red easily accessible in case of emergencies.Â
Mt. Silverâs weather is notoriously savage. From November through March, no challengers are allowed to scale Mt. Silver. Redâs travel prospects are limited throughout that window as well, necessitating bulk grocery purchases and discouraging conference attendance (to this day, Red has never been to a conference in Alola). The Indigo League maintains a waitlist of challengers during the inaccessible winter season, who are then scheduled from the beginning of March onward (pending Redâs conference obligations), causing a deluge of battles for Red between March and late April. By the end of the summer, the flood of challengers slows to a trickle, only to become dammed throughout December again. This seasonal battle pattern allows Red to enjoy long stretches of spring activity before hibernating for the winter.Â
6. Red
What can Red say for himself? Thereâs a reason heâs a man of few words. Only by witnessing his mastery atop Mt. Silver can one truly understand why heâs Kantoâs finest. Should you be convinced of your equivalence, you might as well submit an application and make the climb for yourself. After all, thereâs nowhere for a Trainer to go but up.Â
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
â Live Streamingâ Interactive Chatâ Private Showsâ HD Qualityâ Free Actions
Free to watch âą No registration required âą HD streaming
Anyway, the time has come to write. I played through Platinum in order to better understand Sinnoh-specific events and the generation as a whole; now that it's over, I feel a lot more confident with returning to roleplay. Journal entries, long-form posts, and ask meme stuff should be coming your way soon - and plotting is always just a DM away!
Click "Keep Reading" to view a detailed description of the flowchart above.
Legacy Structures DefinedÂ
1. Gym Battling (Legacy)
This section needs little introduction and even less elaboration. Gyms serve as the primary facilities in which one comes of age as a Trainer. Receiving a badge from a Gym is a major point of pride; receiving eight Gym badges is the culmination of a lifelong effort, regardless of how long that life may have been lived before its realization.Â
After defeating the Elite Four, the victorious Trainer is invited to battle the standing Champion. Should the Trainer usurp the Champion, the Trainer is enlisted into the Hall of Fame and crowned the current Champion of their respective region.Â
At this point, one could consider their journey âover.â Such were the assumptions of each region at the turn of the century, who had not seen such meteoric rises to Champion status as Red, Blue, Gold, Crystal, Brendan, May, and the rest of them. These too-talented Trainersânow Masters in their own rightsâdeserved a âpostgameâ structure so as to continue to hone their skills and contribute to the ever-growing field of battle research.Â
Battle facilities are among the first high-end training opportunities available for anyone with eight Gym Badges of a given region. More than simple training grounds, however, these battle facilities are longstanding prestigious institutions, success in which rivals Hall of Famer status within the regional underground. Hence these battle facilities are extremely indebted to the socio-cultural makeups of their regions: Unova, for example, pioneered the creation of the Battle Subway in honor of its trademark train, while Battle Maisons represent the aesthetics and theatrics of their Kalosian homes. Featured battle formats are also variable by region, with facilities often boasting formats that are popular, or had been popularized, in that particular region.Â
The biggest drawback of battle facilities is their lack of connection to other institutions, including the PWT proper. Riding the Battle Subway will not grant a Trainer access to the Elite Four, nor will a high ranking at a Battle House enshrine one in the Hall of Fame, regardless of region. Despite this pitfall, battle facilities are beloved pastimes with strong competition and even stronger communities, which more closely approximate art collectives than tournament series. Those who frequent these facilities are more likely to use combat as a form of creative expression, intersecting battling with thespianism, musicality, vocal performance, or other means of inciting applause. Becoming a Subway lifer, for instance, is an excellent way to make a name for oneself as both a competent Trainer and entertainer, just as Emmet and Ingo have before them. Though there may be no âgreater pathwayâ that follows battle facility success, there is no greater pathway to crafting a fulfilling, self-contained competitive circuit than by visiting regional battle facilities. Their regulars make them worth the trip.Â
2. Regional Conferences
Regional conferences are equivalent to national championships of their respective regions. Held once a year per region, conferences are high-stakes tournaments that are open to Trainers who have completed eight Gym badges in a given region. These events feature single-elimination rounds of typically single battles, though conference rulesets vary year to year, with certain regions tentatively supporting nationally beloved battle formats. One is only qualified to compete in a regional conference if they possess all eight badges of that region, which encourages Trainers to extensively travel to maximize their chances of annual victory.Â
The draw to conferences lies in their ties to the PWT. The top 32 contestants of a regional conference are invited to challenge the Elite Four and Regional Champion. The top 4 contestants of a regional conference receive an instant, one-time invitation to the PWT itself alongside a chance to challenge the Elite Four and Regional Champion. These challenger invites last until the next PWT, which occurs every two years, giving contestants time to train before taking down the Elite Four once and for all. This prize structure serves two purposes. Firstly, those who achieve top 32 status are given a âlast-chanceâ opportunity to qualify for the PWT by defeating the Elite Four and Regional Champion, as anyone who enters the Hall of Fame receives automatic invitations to compete in the PWT for life thereafter. In addition, this provisional invitation allows for a one-time skip of Victory Road, which may save a Trainer a traumatic week of trekking depending on the region. For those in the top 4, a guaranteed spot in the PWT could be a career high, while the added opportunity to challenge the Elite Four for future automatic invitations might solidify their Champion status for the rest of their lives. Given the absurdly high levels of competition at conferences themselves, it is not unlikely that a top 32 contestant would be competitive against an Elite Four member. However, the Elite Four is known to upscale their teamsâ strengths based on the determined skill levels of their challengers, which greatly raises the stakes of oneâs invitational battle.Â
Conferences typically last two days and occur once a month. Their dates vary based on calendar week, but conferences follow a standard pattern. Kanto jump-starts the conference season around late February to early March, with Johtoâs conference in late March following it. Hoenn confers in mid-April; Sinnoh rounds out mid-May; and late June into early July hosts the PWT, providing a month of crunch-time to Tournament hopefuls. Unova restarts conferences in late July, followed by Galar in August. Paldea boasts a conference in October, and Alola ends the season in late November. Online metastrategy guides document the best way to grind conferences month by month, while full-time conference contestants blog about their culturally shocking experiences with Unovan trains, Kanto ferries, and Alolan âisland time.â With their constant release cycles and rich opportunities for cultural exchange, conferences satisfy Trainersâ wanderlust, needs for endless competition, and desires for community, giving them the positive competitive outlet that older Champions wish they could have received throughout their careers.Â
3. Battle Frontiers
Battle Frontiers are sprawling campuses designed to hone the competitive spirits of those who have completed a given regionâs Gym circuit. Battle Frontiers were popularized in Hoenn and Sinnoh around the same time, differentiated by their arena infrastructures, battle formats, and prize support, and then exported to other regions with minimal renovation.Â
Simply put, Trainers that obtain all gold challenge items for a given regionâs Battle Frontier (such as Hoennâs âsymbolsâ and Sinnohâs âceremonial printsâ) receive a one-time PWT invitation, as well as an invitation to skip Victory Road and directly challenge the Elite Four and Regional Champion, just as a top-4 placement at a regional conference would guarantee. On the surface, this math seems incongruent with conference math: A Battle Frontier grinder must battle hundreds of opponents to reach their chosen goal, whereas a conference attendee need only battle ten to fifteen contestants in a given weekend. Justifying this equivalency is that most battles in the Battle Frontier are versus less-skilled opponents, with difficulty ramping upward as one progresses. Conference skill levels, on the other hand, are relatively equivalent throughout the weekend because of the higher skill floor that one must meet to convincingly compete within them. In other words, most Battle Frontier rounds (Frontier Brains notwithstanding) could be considered fluff battles that would equal the amount of battles that a conference contestant would conduct throughout their preceding year of training, which rationalizes the consistency of conference difficulty levels. Once these âfluff battlesâ are subtracted from oneâs record, the amount of Battle Frontier battles needed to obtain oneâs golden prizes are equivalent to, or even less than, the amount of battles a conference contestant would conduct in a given weekend.
Even among aspiring Trainers, there is no social hierarchy nor rivalry between Battle Frontier grinders and regional conferencegoers. These two systems exist because they sustain different training pressures and senses of progression. A Trainer who fears the shame of being eliminated after round one at a conference might thrive on the Battle Frontier treadmill, whose incline is more level. A Trainer who might feel claustrophobic on a neighborhood Battle Frontier campus might revel in the worldly community of a regional conference across the pond. Regardless of oneâs preferred qualification method, the PWT maintains both to ensure a steady stream of Hall of Fame hopefuls.
The PWT lasts two weeks, Monday through Friday, between late June and early July. During the first week of competition, challengers complete ten Swiss rounds, two per contestant each day. Each round is best-of-one, Trainer versus Trainer, and has a time limit of one hour. Before rounds begin, contestants are split into two randomized player pools to accommodate space and time constraints, as it is not feasible to have hundreds of battles occurring simultaneously. The daily timetable for PWT week one, Monday through Friday, is as follows:
10:00 AM - 11:00 AM: Round One, Group One
11:00 AM - 12:00 PM: Round One, Group Two
12:00 - 2:00 PM: Lunch and Halftime
2:00 PM - 3:00 PM: Round Two, Group One
3:00 PM - 4:00 PM: Round Two, Group Two
5:00 PM: Festivities end for the day, to be continued the following day with the next subsequent round
Monday: Top 32 bracket matches (16 matches in a day; one match per contestant)
Tuesday: Top 16 bracket matches (8 matches in a day; one match per contestant)
Wednesday: Quarterfinals (4 matches in a day; one match per contestant)
Thursday: Semifinals (2 matches in a day; one match per contestant)
Friday: Final championship match and closing ceremony
The requirements of the climb itself have been refined since the days of Goldâs ascension. Today, climbers are assigned a specific day and time of their battle. Climbers are then given one week to ascend to the top. Should they fail to arrive by their appointed battle time, their battle is cancelled, and they must journey back down the mountain from their current point without assistance. Challengers usually arrive a day or two early, upon which they enter a safe house with standard accommodations at which they may stay until the day of their battle. The safe house is customarily âbookedâ from the day of their climb and stocked to ensure at least seven days of hospitable living. Red does not socialize with challengers at this safe house, nor are they allowed inside his home. However, the summit upon which challengers battle Red marks an approximate halfway point between the safe house and Redâs house, making Red easily accessible in case of emergencies.Â
Mt. Silverâs weather is notoriously savage. From November through March, no challengers are allowed to scale Mt. Silver. Redâs travel prospects are limited throughout that window as well, necessitating bulk grocery purchases and discouraging conference attendance (to this day, Red has never been to a conference in Alola). The Indigo League maintains a waitlist of challengers during the inaccessible winter season, who are then scheduled from the beginning of March onward (pending Redâs conference obligations), causing a deluge of battles for Red between March and late April. By the end of the summer, the flood of challengers slows to a trickle, only to become dammed throughout December again. This seasonal battle pattern allows Red to enjoy long stretches of spring activity before hibernating for the winter.Â
6. Red
What can Red say for himself? Thereâs a reason heâs a man of few words. Only by witnessing his mastery atop Mt. Silver can one truly understand why heâs Kantoâs finest. Should you be convinced of your equivalence, you might as well submit an application and make the climb for yourself. After all, thereâs nowhere for a Trainer to go but up.Â
Click "Keep Reading" to view a detailed description of the flowchart above.
Legacy Structures DefinedÂ
1. Gym Battling (Legacy)
This section needs little introduction and even less elaboration. Gyms serve as the primary facilities in which one comes of age as a Trainer. Receiving a badge from a Gym is a major point of pride; receiving eight Gym badges is the culmination of a lifelong effort, regardless of how long that life may have been lived before its realization.Â
After defeating the Elite Four, the victorious Trainer is invited to battle the standing Champion. Should the Trainer usurp the Champion, the Trainer is enlisted into the Hall of Fame and crowned the current Champion of their respective region.Â
At this point, one could consider their journey âover.â Such were the assumptions of each region at the turn of the century, who had not seen such meteoric rises to Champion status as Red, Blue, Gold, Crystal, Brendan, May, and the rest of them. These too-talented Trainersânow Masters in their own rightsâdeserved a âpostgameâ structure so as to continue to hone their skills and contribute to the ever-growing field of battle research.Â
Battle facilities are among the first high-end training opportunities available for anyone with eight Gym Badges of a given region. More than simple training grounds, however, these battle facilities are longstanding prestigious institutions, success in which rivals Hall of Famer status within the regional underground. Hence these battle facilities are extremely indebted to the socio-cultural makeups of their regions: Unova, for example, pioneered the creation of the Battle Subway in honor of its trademark train, while Battle Maisons represent the aesthetics and theatrics of their Kalosian homes. Featured battle formats are also variable by region, with facilities often boasting formats that are popular, or had been popularized, in that particular region.Â
The biggest drawback of battle facilities is their lack of connection to other institutions, including the PWT proper. Riding the Battle Subway will not grant a Trainer access to the Elite Four, nor will a high ranking at a Battle House enshrine one in the Hall of Fame, regardless of region. Despite this pitfall, battle facilities are beloved pastimes with strong competition and even stronger communities, which more closely approximate art collectives than tournament series. Those who frequent these facilities are more likely to use combat as a form of creative expression, intersecting battling with thespianism, musicality, vocal performance, or other means of inciting applause. Becoming a Subway lifer, for instance, is an excellent way to make a name for oneself as both a competent Trainer and entertainer, just as Emmet and Ingo have before them. Though there may be no âgreater pathwayâ that follows battle facility success, there is no greater pathway to crafting a fulfilling, self-contained competitive circuit than by visiting regional battle facilities. Their regulars make them worth the trip.Â
2. Regional Conferences
Regional conferences are equivalent to national championships of their respective regions. Held once a year per region, conferences are high-stakes tournaments that are open to Trainers who have completed eight Gym badges in a given region. These events feature single-elimination rounds of typically single battles, though conference rulesets vary year to year, with certain regions tentatively supporting nationally beloved battle formats. One is only qualified to compete in a regional conference if they possess all eight badges of that region, which encourages Trainers to extensively travel to maximize their chances of annual victory.Â
The draw to conferences lies in their ties to the PWT. The top 32 contestants of a regional conference are invited to challenge the Elite Four and Regional Champion. The top 4 contestants of a regional conference receive an instant, one-time invitation to the PWT itself alongside a chance to challenge the Elite Four and Regional Champion. These challenger invites last until the next PWT, which occurs every two years, giving contestants time to train before taking down the Elite Four once and for all. This prize structure serves two purposes. Firstly, those who achieve top 32 status are given a âlast-chanceâ opportunity to qualify for the PWT by defeating the Elite Four and Regional Champion, as anyone who enters the Hall of Fame receives automatic invitations to compete in the PWT for life thereafter. In addition, this provisional invitation allows for a one-time skip of Victory Road, which may save a Trainer a traumatic week of trekking depending on the region. For those in the top 4, a guaranteed spot in the PWT could be a career high, while the added opportunity to challenge the Elite Four for future automatic invitations might solidify their Champion status for the rest of their lives. Given the absurdly high levels of competition at conferences themselves, it is not unlikely that a top 32 contestant would be competitive against an Elite Four member. However, the Elite Four is known to upscale their teamsâ strengths based on the determined skill levels of their challengers, which greatly raises the stakes of oneâs invitational battle.Â
Conferences typically last two days and occur once a month. Their dates vary based on calendar week, but conferences follow a standard pattern. Kanto jump-starts the conference season around late February to early March, with Johtoâs conference in late March following it. Hoenn confers in mid-April; Sinnoh rounds out mid-May; and late June into early July hosts the PWT, providing a month of crunch-time to Tournament hopefuls. Unova restarts conferences in late July, followed by Galar in August. Paldea boasts a conference in October, and Alola ends the season in late November. Online metastrategy guides document the best way to grind conferences month by month, while full-time conference contestants blog about their culturally shocking experiences with Unovan trains, Kanto ferries, and Alolan âisland time.â With their constant release cycles and rich opportunities for cultural exchange, conferences satisfy Trainersâ wanderlust, needs for endless competition, and desires for community, giving them the positive competitive outlet that older Champions wish they could have received throughout their careers.Â
3. Battle Frontiers
Battle Frontiers are sprawling campuses designed to hone the competitive spirits of those who have completed a given regionâs Gym circuit. Battle Frontiers were popularized in Hoenn and Sinnoh around the same time, differentiated by their arena infrastructures, battle formats, and prize support, and then exported to other regions with minimal renovation.Â
Simply put, Trainers that obtain all gold challenge items for a given regionâs Battle Frontier (such as Hoennâs âsymbolsâ and Sinnohâs âceremonial printsâ) receive a one-time PWT invitation, as well as an invitation to skip Victory Road and directly challenge the Elite Four and Regional Champion, just as a top-4 placement at a regional conference would guarantee. On the surface, this math seems incongruent with conference math: A Battle Frontier grinder must battle hundreds of opponents to reach their chosen goal, whereas a conference attendee need only battle ten to fifteen contestants in a given weekend. Justifying this equivalency is that most battles in the Battle Frontier are versus less-skilled opponents, with difficulty ramping upward as one progresses. Conference skill levels, on the other hand, are relatively equivalent throughout the weekend because of the higher skill floor that one must meet to convincingly compete within them. In other words, most Battle Frontier rounds (Frontier Brains notwithstanding) could be considered fluff battles that would equal the amount of battles that a conference contestant would conduct throughout their preceding year of training, which rationalizes the consistency of conference difficulty levels. Once these âfluff battlesâ are subtracted from oneâs record, the amount of Battle Frontier battles needed to obtain oneâs golden prizes are equivalent to, or even less than, the amount of battles a conference contestant would conduct in a given weekend.
Even among aspiring Trainers, there is no social hierarchy nor rivalry between Battle Frontier grinders and regional conferencegoers. These two systems exist because they sustain different training pressures and senses of progression. A Trainer who fears the shame of being eliminated after round one at a conference might thrive on the Battle Frontier treadmill, whose incline is more level. A Trainer who might feel claustrophobic on a neighborhood Battle Frontier campus might revel in the worldly community of a regional conference across the pond. Regardless of oneâs preferred qualification method, the PWT maintains both to ensure a steady stream of Hall of Fame hopefuls.
The PWT lasts two weeks, Monday through Friday, between late June and early July. During the first week of competition, challengers complete ten Swiss rounds, two per contestant each day. Each round is best-of-one, Trainer versus Trainer, and has a time limit of one hour. Before rounds begin, contestants are split into two randomized player pools to accommodate space and time constraints, as it is not feasible to have hundreds of battles occurring simultaneously. The daily timetable for PWT week one, Monday through Friday, is as follows:
10:00 AM - 11:00 AM: Round One, Group One
11:00 AM - 12:00 PM: Round One, Group Two
12:00 - 2:00 PM: Lunch and Halftime
2:00 PM - 3:00 PM: Round Two, Group One
3:00 PM - 4:00 PM: Round Two, Group Two
5:00 PM: Festivities end for the day, to be continued the following day with the next subsequent round
Monday: Top 32 bracket matches (16 matches in a day; one match per contestant)
Tuesday: Top 16 bracket matches (8 matches in a day; one match per contestant)
Wednesday: Quarterfinals (4 matches in a day; one match per contestant)
Thursday: Semifinals (2 matches in a day; one match per contestant)
Friday: Final championship match and closing ceremony
The requirements of the climb itself have been refined since the days of Goldâs ascension. Today, climbers are assigned a specific day and time of their battle. Climbers are then given one week to ascend to the top. Should they fail to arrive by their appointed battle time, their battle is cancelled, and they must journey back down the mountain from their current point without assistance. Challengers usually arrive a day or two early, upon which they enter a safe house with standard accommodations at which they may stay until the day of their battle. The safe house is customarily âbookedâ from the day of their climb and stocked to ensure at least seven days of hospitable living. Red does not socialize with challengers at this safe house, nor are they allowed inside his home. However, the summit upon which challengers battle Red marks an approximate halfway point between the safe house and Redâs house, making Red easily accessible in case of emergencies.Â
Mt. Silverâs weather is notoriously savage. From November through March, no challengers are allowed to scale Mt. Silver. Redâs travel prospects are limited throughout that window as well, necessitating bulk grocery purchases and discouraging conference attendance (to this day, Red has never been to a conference in Alola). The Indigo League maintains a waitlist of challengers during the inaccessible winter season, who are then scheduled from the beginning of March onward (pending Redâs conference obligations), causing a deluge of battles for Red between March and late April. By the end of the summer, the flood of challengers slows to a trickle, only to become dammed throughout December again. This seasonal battle pattern allows Red to enjoy long stretches of spring activity before hibernating for the winter.Â
6. Red
What can Red say for himself? Thereâs a reason heâs a man of few words. Only by witnessing his mastery atop Mt. Silver can one truly understand why heâs Kantoâs finest. Should you be convinced of your equivalence, you might as well submit an application and make the climb for yourself. After all, thereâs nowhere for a Trainer to go but up.Â
Click "Keep Reading" to view a detailed description of the flowchart above.
Legacy Structures DefinedÂ
1. Gym Battling (Legacy)
This section needs little introduction and even less elaboration. Gyms serve as the primary facilities in which one comes of age as a Trainer. Receiving a badge from a Gym is a major point of pride; receiving eight Gym badges is the culmination of a lifelong effort, regardless of how long that life may have been lived before its realization.Â
After defeating the Elite Four, the victorious Trainer is invited to battle the standing Champion. Should the Trainer usurp the Champion, the Trainer is enlisted into the Hall of Fame and crowned the current Champion of their respective region.Â
At this point, one could consider their journey âover.â Such were the assumptions of each region at the turn of the century, who had not seen such meteoric rises to Champion status as Red, Blue, Gold, Crystal, Brendan, May, and the rest of them. These too-talented Trainersânow Masters in their own rightsâdeserved a âpostgameâ structure so as to continue to hone their skills and contribute to the ever-growing field of battle research.Â
Battle facilities are among the first high-end training opportunities available for anyone with eight Gym Badges of a given region. More than simple training grounds, however, these battle facilities are longstanding prestigious institutions, success in which rivals Hall of Famer status within the regional underground. Hence these battle facilities are extremely indebted to the socio-cultural makeups of their regions: Unova, for example, pioneered the creation of the Battle Subway in honor of its trademark train, while Battle Maisons represent the aesthetics and theatrics of their Kalosian homes. Featured battle formats are also variable by region, with facilities often boasting formats that are popular, or had been popularized, in that particular region.Â
The biggest drawback of battle facilities is their lack of connection to other institutions, including the PWT proper. Riding the Battle Subway will not grant a Trainer access to the Elite Four, nor will a high ranking at a Battle House enshrine one in the Hall of Fame, regardless of region. Despite this pitfall, battle facilities are beloved pastimes with strong competition and even stronger communities, which more closely approximate art collectives than tournament series. Those who frequent these facilities are more likely to use combat as a form of creative expression, intersecting battling with thespianism, musicality, vocal performance, or other means of inciting applause. Becoming a Subway lifer, for instance, is an excellent way to make a name for oneself as both a competent Trainer and entertainer, just as Emmet and Ingo have before them. Though there may be no âgreater pathwayâ that follows battle facility success, there is no greater pathway to crafting a fulfilling, self-contained competitive circuit than by visiting regional battle facilities. Their regulars make them worth the trip.Â
2. Regional Conferences
Regional conferences are equivalent to national championships of their respective regions. Held once a year per region, conferences are high-stakes tournaments that are open to Trainers who have completed eight Gym badges in a given region. These events feature single-elimination rounds of typically single battles, though conference rulesets vary year to year, with certain regions tentatively supporting nationally beloved battle formats. One is only qualified to compete in a regional conference if they possess all eight badges of that region, which encourages Trainers to extensively travel to maximize their chances of annual victory.Â
The draw to conferences lies in their ties to the PWT. The top 32 contestants of a regional conference are invited to challenge the Elite Four and Regional Champion. The top 4 contestants of a regional conference receive an instant, one-time invitation to the PWT itself alongside a chance to challenge the Elite Four and Regional Champion. These challenger invites last until the next PWT, which occurs every two years, giving contestants time to train before taking down the Elite Four once and for all. This prize structure serves two purposes. Firstly, those who achieve top 32 status are given a âlast-chanceâ opportunity to qualify for the PWT by defeating the Elite Four and Regional Champion, as anyone who enters the Hall of Fame receives automatic invitations to compete in the PWT for life thereafter. In addition, this provisional invitation allows for a one-time skip of Victory Road, which may save a Trainer a traumatic week of trekking depending on the region. For those in the top 4, a guaranteed spot in the PWT could be a career high, while the added opportunity to challenge the Elite Four for future automatic invitations might solidify their Champion status for the rest of their lives. Given the absurdly high levels of competition at conferences themselves, it is not unlikely that a top 32 contestant would be competitive against an Elite Four member. However, the Elite Four is known to upscale their teamsâ strengths based on the determined skill levels of their challengers, which greatly raises the stakes of oneâs invitational battle.Â
Conferences typically last two days and occur once a month. Their dates vary based on calendar week, but conferences follow a standard pattern. Kanto jump-starts the conference season around late February to early March, with Johtoâs conference in late March following it. Hoenn confers in mid-April; Sinnoh rounds out mid-May; and late June into early July hosts the PWT, providing a month of crunch-time to Tournament hopefuls. Unova restarts conferences in late July, followed by Galar in August. Paldea boasts a conference in October, and Alola ends the season in late November. Online metastrategy guides document the best way to grind conferences month by month, while full-time conference contestants blog about their culturally shocking experiences with Unovan trains, Kanto ferries, and Alolan âisland time.â With their constant release cycles and rich opportunities for cultural exchange, conferences satisfy Trainersâ wanderlust, needs for endless competition, and desires for community, giving them the positive competitive outlet that older Champions wish they could have received throughout their careers.Â
3. Battle Frontiers
Battle Frontiers are sprawling campuses designed to hone the competitive spirits of those who have completed a given regionâs Gym circuit. Battle Frontiers were popularized in Hoenn and Sinnoh around the same time, differentiated by their arena infrastructures, battle formats, and prize support, and then exported to other regions with minimal renovation.Â
Simply put, Trainers that obtain all gold challenge items for a given regionâs Battle Frontier (such as Hoennâs âsymbolsâ and Sinnohâs âceremonial printsâ) receive a one-time PWT invitation, as well as an invitation to skip Victory Road and directly challenge the Elite Four and Regional Champion, just as a top-4 placement at a regional conference would guarantee. On the surface, this math seems incongruent with conference math: A Battle Frontier grinder must battle hundreds of opponents to reach their chosen goal, whereas a conference attendee need only battle ten to fifteen contestants in a given weekend. Justifying this equivalency is that most battles in the Battle Frontier are versus less-skilled opponents, with difficulty ramping upward as one progresses. Conference skill levels, on the other hand, are relatively equivalent throughout the weekend because of the higher skill floor that one must meet to convincingly compete within them. In other words, most Battle Frontier rounds (Frontier Brains notwithstanding) could be considered fluff battles that would equal the amount of battles that a conference contestant would conduct throughout their preceding year of training, which rationalizes the consistency of conference difficulty levels. Once these âfluff battlesâ are subtracted from oneâs record, the amount of Battle Frontier battles needed to obtain oneâs golden prizes are equivalent to, or even less than, the amount of battles a conference contestant would conduct in a given weekend.
Even among aspiring Trainers, there is no social hierarchy nor rivalry between Battle Frontier grinders and regional conferencegoers. These two systems exist because they sustain different training pressures and senses of progression. A Trainer who fears the shame of being eliminated after round one at a conference might thrive on the Battle Frontier treadmill, whose incline is more level. A Trainer who might feel claustrophobic on a neighborhood Battle Frontier campus might revel in the worldly community of a regional conference across the pond. Regardless of oneâs preferred qualification method, the PWT maintains both to ensure a steady stream of Hall of Fame hopefuls.
The PWT lasts two weeks, Monday through Friday, between late June and early July. During the first week of competition, challengers complete ten Swiss rounds, two per contestant each day. Each round is best-of-one, Trainer versus Trainer, and has a time limit of one hour. Before rounds begin, contestants are split into two randomized player pools to accommodate space and time constraints, as it is not feasible to have hundreds of battles occurring simultaneously. The daily timetable for PWT week one, Monday through Friday, is as follows:
10:00 AM - 11:00 AM: Round One, Group One
11:00 AM - 12:00 PM: Round One, Group Two
12:00 - 2:00 PM: Lunch and Halftime
2:00 PM - 3:00 PM: Round Two, Group One
3:00 PM - 4:00 PM: Round Two, Group Two
5:00 PM: Festivities end for the day, to be continued the following day with the next subsequent round
Monday: Top 32 bracket matches (16 matches in a day; one match per contestant)
Tuesday: Top 16 bracket matches (8 matches in a day; one match per contestant)
Wednesday: Quarterfinals (4 matches in a day; one match per contestant)
Thursday: Semifinals (2 matches in a day; one match per contestant)
Friday: Final championship match and closing ceremony
The requirements of the climb itself have been refined since the days of Goldâs ascension. Today, climbers are assigned a specific day and time of their battle. Climbers are then given one week to ascend to the top. Should they fail to arrive by their appointed battle time, their battle is cancelled, and they must journey back down the mountain from their current point without assistance. Challengers usually arrive a day or two early, upon which they enter a safe house with standard accommodations at which they may stay until the day of their battle. The safe house is customarily âbookedâ from the day of their climb and stocked to ensure at least seven days of hospitable living. Red does not socialize with challengers at this safe house, nor are they allowed inside his home. However, the summit upon which challengers battle Red marks an approximate halfway point between the safe house and Redâs house, making Red easily accessible in case of emergencies.Â
Mt. Silverâs weather is notoriously savage. From November through March, no challengers are allowed to scale Mt. Silver. Redâs travel prospects are limited throughout that window as well, necessitating bulk grocery purchases and discouraging conference attendance (to this day, Red has never been to a conference in Alola). The Indigo League maintains a waitlist of challengers during the inaccessible winter season, who are then scheduled from the beginning of March onward (pending Redâs conference obligations), causing a deluge of battles for Red between March and late April. By the end of the summer, the flood of challengers slows to a trickle, only to become dammed throughout December again. This seasonal battle pattern allows Red to enjoy long stretches of spring activity before hibernating for the winter.Â
6. Red
What can Red say for himself? Thereâs a reason heâs a man of few words. Only by witnessing his mastery atop Mt. Silver can one truly understand why heâs Kantoâs finest. Should you be convinced of your equivalence, you might as well submit an application and make the climb for yourself. After all, thereâs nowhere for a Trainer to go but up.Â
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Blastoise's free-thinking nature and rigorous fighting style are at odds with full trainer control. In a perfect world, Blastoise would wish to battle without any Trainer direction at all, trusting his own instincts over the so-called "strategization" of his master. Battling with Blastoise is thus an exercise in thinking with Blastoise rather than for Blastoiseâand doing so requires intense cognitive presence and interspecies empathy. As such, Red and Blastoise typically train with the intention of decreasing Blastoise's reaction times to Red's hand-signed commands. This training technique allows Blastoise to rapidly respond to Red's instructions without disrupting Blastoise's own internal timeline, while tightening their two-way understanding of the moments in which either of them should act of their own accord. Their training sessions hence feature a combination of movement drills and field simulations in which they practice offering control to each other to further cement their mutual trust.
Yet you don't live as a fire-breathing beast for so long without recognizing your own majesty. On-stage, beneath the spotlights, Charizard transforms, shedding his angst and anxiousness to become the epitome of draconic beauty. Charizard lives for the roar of the crowdâand only to hear it would he ever raise his voice.
Charizard is fairly easy to train. The difficulty of training Charizard is not, in fact, in his overwhelming bouts of anxiety, but rather the opposite: All inhibitions melt upon him using Flamethrower for the first time, reigniting Charizard's desire to perform and play. Much of Red's time training Charizard is spent facilitating circumstances that tap into, and harness, Charizard's primal side, such as flying to the summit of Mt. Silver or allowing Charizard to roar limitlessly for minutes on end. Training Charizard is thus synonymous with bonding, as Charizard's battle-readiness is more predicated on his environment than his willingness to execute skills (of which he is more than capable).
Current moveset:
Flamethrower
Air Slash
Roost
Fly
3. Espeon
Espeon is, for all intents and purposes, a cat. Red's Espeon, however, has an uncharacteristically calm personality that averts the perils of typical housecat behavior. Espeon is the roster member least likely to act upâand, indeed, the least likely to act at all. Rarely does Espeon so much as meow. This low-maintenance placidity makes Espeon the most therapeutic presence in Red's roster, providing an air of stability and comfort to Red both on and off the field.
This legendary Pikachu has the temperament of a teenager and emotional intelligence of the same. His unparalleled strength, in spite of his diminutive body and stunted evolution, is the product of hyperactivity and affect unbound. It was this combination of energy and behavioral simplicity that drew Red to Pikachu in the first place: As an autistic ten-year-old unable to express the bottomless depths of his emotions in a healthy (nor verbal) manner, Red found an immediate externalization of his inner self in Pikachu's sparking personality. Pikachu's easily intelligible attitudes and quickness to express himself nurtured Red's own behavioral self-understandingâand fourteen years later, their loving relationship has become about as fabled as their conjoined competitive prowess.
Venusaur's need for consistent training arises from both their climate and Venusaur's restricted mobility indoors. Venusaur is entirely deferential to Red's commands and needs little practice to internalize Red's proposed battle strategies. However, Venusaur is prone to lethargy atop Mt. Silver and requires physical therapy to remain in fighting shape. Red often flies to southern parts of the mountain, where the air is warmer and the ground less icy, to allow Venusaur to connect with the grass beneath his feet. Venusaur will then practice maneuvering his vines, often joining Red's hands in veritable games of patty-cake. Venusaur's other preferred forms of stimulation include heavily stomping the ground, going for walks or jogs, or simply sunbathing for a short time. So long as Venusaur receives some form of weekly physiological enrichment, Venusaur remains content in Red's resort home, in which he enjoys a sunlamp and well-heated rooms.
Click "Keep Reading" to view a detailed description of the flowchart above.
Legacy Structures DefinedÂ
1. Gym Battling (Legacy)
This section needs little introduction and even less elaboration. Gyms serve as the primary facilities in which one comes of age as a Trainer. Receiving a badge from a Gym is a major point of pride; receiving eight Gym badges is the culmination of a lifelong effort, regardless of how long that life may have been lived before its realization.Â
After defeating the Elite Four, the victorious Trainer is invited to battle the standing Champion. Should the Trainer usurp the Champion, the Trainer is enlisted into the Hall of Fame and crowned the current Champion of their respective region.Â
At this point, one could consider their journey âover.â Such were the assumptions of each region at the turn of the century, who had not seen such meteoric rises to Champion status as Red, Blue, Gold, Crystal, Brendan, May, and the rest of them. These too-talented Trainersânow Masters in their own rightsâdeserved a âpostgameâ structure so as to continue to hone their skills and contribute to the ever-growing field of battle research.Â
Battle facilities are among the first high-end training opportunities available for anyone with eight Gym Badges of a given region. More than simple training grounds, however, these battle facilities are longstanding prestigious institutions, success in which rivals Hall of Famer status within the regional underground. Hence these battle facilities are extremely indebted to the socio-cultural makeups of their regions: Unova, for example, pioneered the creation of the Battle Subway in honor of its trademark train, while Battle Maisons represent the aesthetics and theatrics of their Kalosian homes. Featured battle formats are also variable by region, with facilities often boasting formats that are popular, or had been popularized, in that particular region.Â
The biggest drawback of battle facilities is their lack of connection to other institutions, including the PWT proper. Riding the Battle Subway will not grant a Trainer access to the Elite Four, nor will a high ranking at a Battle House enshrine one in the Hall of Fame, regardless of region. Despite this pitfall, battle facilities are beloved pastimes with strong competition and even stronger communities, which more closely approximate art collectives than tournament series. Those who frequent these facilities are more likely to use combat as a form of creative expression, intersecting battling with thespianism, musicality, vocal performance, or other means of inciting applause. Becoming a Subway lifer, for instance, is an excellent way to make a name for oneself as both a competent Trainer and entertainer, just as Emmet and Ingo have before them. Though there may be no âgreater pathwayâ that follows battle facility success, there is no greater pathway to crafting a fulfilling, self-contained competitive circuit than by visiting regional battle facilities. Their regulars make them worth the trip.Â
2. Regional Conferences
Regional conferences are equivalent to national championships of their respective regions. Held once a year per region, conferences are high-stakes tournaments that are open to Trainers who have completed eight Gym badges in a given region. These events feature single-elimination rounds of typically single battles, though conference rulesets vary year to year, with certain regions tentatively supporting nationally beloved battle formats. One is only qualified to compete in a regional conference if they possess all eight badges of that region, which encourages Trainers to extensively travel to maximize their chances of annual victory.Â
The draw to conferences lies in their ties to the PWT. The top 32 contestants of a regional conference are invited to challenge the Elite Four and Regional Champion. The top 4 contestants of a regional conference receive an instant, one-time invitation to the PWT itself alongside a chance to challenge the Elite Four and Regional Champion. These challenger invites last until the next PWT, which occurs every two years, giving contestants time to train before taking down the Elite Four once and for all. This prize structure serves two purposes. Firstly, those who achieve top 32 status are given a âlast-chanceâ opportunity to qualify for the PWT by defeating the Elite Four and Regional Champion, as anyone who enters the Hall of Fame receives automatic invitations to compete in the PWT for life thereafter. In addition, this provisional invitation allows for a one-time skip of Victory Road, which may save a Trainer a traumatic week of trekking depending on the region. For those in the top 4, a guaranteed spot in the PWT could be a career high, while the added opportunity to challenge the Elite Four for future automatic invitations might solidify their Champion status for the rest of their lives. Given the absurdly high levels of competition at conferences themselves, it is not unlikely that a top 32 contestant would be competitive against an Elite Four member. However, the Elite Four is known to upscale their teamsâ strengths based on the determined skill levels of their challengers, which greatly raises the stakes of oneâs invitational battle.Â
Conferences typically last two days and occur once a month. Their dates vary based on calendar week, but conferences follow a standard pattern. Kanto jump-starts the conference season around late February to early March, with Johtoâs conference in late March following it. Hoenn confers in mid-April; Sinnoh rounds out mid-May; and late June into early July hosts the PWT, providing a month of crunch-time to Tournament hopefuls. Unova restarts conferences in late July, followed by Galar in August. Paldea boasts a conference in October, and Alola ends the season in late November. Online metastrategy guides document the best way to grind conferences month by month, while full-time conference contestants blog about their culturally shocking experiences with Unovan trains, Kanto ferries, and Alolan âisland time.â With their constant release cycles and rich opportunities for cultural exchange, conferences satisfy Trainersâ wanderlust, needs for endless competition, and desires for community, giving them the positive competitive outlet that older Champions wish they could have received throughout their careers.Â
3. Battle Frontiers
Battle Frontiers are sprawling campuses designed to hone the competitive spirits of those who have completed a given regionâs Gym circuit. Battle Frontiers were popularized in Hoenn and Sinnoh around the same time, differentiated by their arena infrastructures, battle formats, and prize support, and then exported to other regions with minimal renovation.Â
Simply put, Trainers that obtain all gold challenge items for a given regionâs Battle Frontier (such as Hoennâs âsymbolsâ and Sinnohâs âceremonial printsâ) receive a one-time PWT invitation, as well as an invitation to skip Victory Road and directly challenge the Elite Four and Regional Champion, just as a top-4 placement at a regional conference would guarantee. On the surface, this math seems incongruent with conference math: A Battle Frontier grinder must battle hundreds of opponents to reach their chosen goal, whereas a conference attendee need only battle ten to fifteen contestants in a given weekend. Justifying this equivalency is that most battles in the Battle Frontier are versus less-skilled opponents, with difficulty ramping upward as one progresses. Conference skill levels, on the other hand, are relatively equivalent throughout the weekend because of the higher skill floor that one must meet to convincingly compete within them. In other words, most Battle Frontier rounds (Frontier Brains notwithstanding) could be considered fluff battles that would equal the amount of battles that a conference contestant would conduct throughout their preceding year of training, which rationalizes the consistency of conference difficulty levels. Once these âfluff battlesâ are subtracted from oneâs record, the amount of Battle Frontier battles needed to obtain oneâs golden prizes are equivalent to, or even less than, the amount of battles a conference contestant would conduct in a given weekend.
Even among aspiring Trainers, there is no social hierarchy nor rivalry between Battle Frontier grinders and regional conferencegoers. These two systems exist because they sustain different training pressures and senses of progression. A Trainer who fears the shame of being eliminated after round one at a conference might thrive on the Battle Frontier treadmill, whose incline is more level. A Trainer who might feel claustrophobic on a neighborhood Battle Frontier campus might revel in the worldly community of a regional conference across the pond. Regardless of oneâs preferred qualification method, the PWT maintains both to ensure a steady stream of Hall of Fame hopefuls.
The PWT lasts two weeks, Monday through Friday, between late June and early July. During the first week of competition, challengers complete ten Swiss rounds, two per contestant each day. Each round is best-of-one, Trainer versus Trainer, and has a time limit of one hour. Before rounds begin, contestants are split into two randomized player pools to accommodate space and time constraints, as it is not feasible to have hundreds of battles occurring simultaneously. The daily timetable for PWT week one, Monday through Friday, is as follows:
10:00 AM - 11:00 AM: Round One, Group One
11:00 AM - 12:00 PM: Round One, Group Two
12:00 - 2:00 PM: Lunch and Halftime
2:00 PM - 3:00 PM: Round Two, Group One
3:00 PM - 4:00 PM: Round Two, Group Two
5:00 PM: Festivities end for the day, to be continued the following day with the next subsequent round
Monday: Top 32 bracket matches (16 matches in a day; one match per contestant)
Tuesday: Top 16 bracket matches (8 matches in a day; one match per contestant)
Wednesday: Quarterfinals (4 matches in a day; one match per contestant)
Thursday: Semifinals (2 matches in a day; one match per contestant)
Friday: Final championship match and closing ceremony
The requirements of the climb itself have been refined since the days of Goldâs ascension. Today, climbers are assigned a specific day and time of their battle. Climbers are then given one week to ascend to the top. Should they fail to arrive by their appointed battle time, their battle is cancelled, and they must journey back down the mountain from their current point without assistance. Challengers usually arrive a day or two early, upon which they enter a safe house with standard accommodations at which they may stay until the day of their battle. The safe house is customarily âbookedâ from the day of their climb and stocked to ensure at least seven days of hospitable living. Red does not socialize with challengers at this safe house, nor are they allowed inside his home. However, the summit upon which challengers battle Red marks an approximate halfway point between the safe house and Redâs house, making Red easily accessible in case of emergencies.Â
Mt. Silverâs weather is notoriously savage. From November through March, no challengers are allowed to scale Mt. Silver. Redâs travel prospects are limited throughout that window as well, necessitating bulk grocery purchases and discouraging conference attendance (to this day, Red has never been to a conference in Alola). The Indigo League maintains a waitlist of challengers during the inaccessible winter season, who are then scheduled from the beginning of March onward (pending Redâs conference obligations), causing a deluge of battles for Red between March and late April. By the end of the summer, the flood of challengers slows to a trickle, only to become dammed throughout December again. This seasonal battle pattern allows Red to enjoy long stretches of spring activity before hibernating for the winter.Â
6. Red
What can Red say for himself? Thereâs a reason heâs a man of few words. Only by witnessing his mastery atop Mt. Silver can one truly understand why heâs Kantoâs finest. Should you be convinced of your equivalence, you might as well submit an application and make the climb for yourself. After all, thereâs nowhere for a Trainer to go but up.Â
Click "Keep Reading" to view a detailed description of the flowchart above.
Legacy Structures DefinedÂ
1. Gym Battling (Legacy)
This section needs little introduction and even less elaboration. Gyms serve as the primary facilities in which one comes of age as a Trainer. Receiving a badge from a Gym is a major point of pride; receiving eight Gym badges is the culmination of a lifelong effort, regardless of how long that life may have been lived before its realization.Â
After defeating the Elite Four, the victorious Trainer is invited to battle the standing Champion. Should the Trainer usurp the Champion, the Trainer is enlisted into the Hall of Fame and crowned the current Champion of their respective region.Â
At this point, one could consider their journey âover.â Such were the assumptions of each region at the turn of the century, who had not seen such meteoric rises to Champion status as Red, Blue, Gold, Crystal, Brendan, May, and the rest of them. These too-talented Trainersânow Masters in their own rightsâdeserved a âpostgameâ structure so as to continue to hone their skills and contribute to the ever-growing field of battle research.Â
Battle facilities are among the first high-end training opportunities available for anyone with eight Gym Badges of a given region. More than simple training grounds, however, these battle facilities are longstanding prestigious institutions, success in which rivals Hall of Famer status within the regional underground. Hence these battle facilities are extremely indebted to the socio-cultural makeups of their regions: Unova, for example, pioneered the creation of the Battle Subway in honor of its trademark train, while Battle Maisons represent the aesthetics and theatrics of their Kalosian homes. Featured battle formats are also variable by region, with facilities often boasting formats that are popular, or had been popularized, in that particular region.Â
The biggest drawback of battle facilities is their lack of connection to other institutions, including the PWT proper. Riding the Battle Subway will not grant a Trainer access to the Elite Four, nor will a high ranking at a Battle House enshrine one in the Hall of Fame, regardless of region. Despite this pitfall, battle facilities are beloved pastimes with strong competition and even stronger communities, which more closely approximate art collectives than tournament series. Those who frequent these facilities are more likely to use combat as a form of creative expression, intersecting battling with thespianism, musicality, vocal performance, or other means of inciting applause. Becoming a Subway lifer, for instance, is an excellent way to make a name for oneself as both a competent Trainer and entertainer, just as Emmet and Ingo have before them. Though there may be no âgreater pathwayâ that follows battle facility success, there is no greater pathway to crafting a fulfilling, self-contained competitive circuit than by visiting regional battle facilities. Their regulars make them worth the trip.Â
2. Regional Conferences
Regional conferences are equivalent to national championships of their respective regions. Held once a year per region, conferences are high-stakes tournaments that are open to Trainers who have completed eight Gym badges in a given region. These events feature single-elimination rounds of typically single battles, though conference rulesets vary year to year, with certain regions tentatively supporting nationally beloved battle formats. One is only qualified to compete in a regional conference if they possess all eight badges of that region, which encourages Trainers to extensively travel to maximize their chances of annual victory.Â
The draw to conferences lies in their ties to the PWT. The top 32 contestants of a regional conference are invited to challenge the Elite Four and Regional Champion. The top 4 contestants of a regional conference receive an instant, one-time invitation to the PWT itself alongside a chance to challenge the Elite Four and Regional Champion. These challenger invites last until the next PWT, which occurs every two years, giving contestants time to train before taking down the Elite Four once and for all. This prize structure serves two purposes. Firstly, those who achieve top 32 status are given a âlast-chanceâ opportunity to qualify for the PWT by defeating the Elite Four and Regional Champion, as anyone who enters the Hall of Fame receives automatic invitations to compete in the PWT for life thereafter. In addition, this provisional invitation allows for a one-time skip of Victory Road, which may save a Trainer a traumatic week of trekking depending on the region. For those in the top 4, a guaranteed spot in the PWT could be a career high, while the added opportunity to challenge the Elite Four for future automatic invitations might solidify their Champion status for the rest of their lives. Given the absurdly high levels of competition at conferences themselves, it is not unlikely that a top 32 contestant would be competitive against an Elite Four member. However, the Elite Four is known to upscale their teamsâ strengths based on the determined skill levels of their challengers, which greatly raises the stakes of oneâs invitational battle.Â
Conferences typically last two days and occur once a month. Their dates vary based on calendar week, but conferences follow a standard pattern. Kanto jump-starts the conference season around late February to early March, with Johtoâs conference in late March following it. Hoenn confers in mid-April; Sinnoh rounds out mid-May; and late June into early July hosts the PWT, providing a month of crunch-time to Tournament hopefuls. Unova restarts conferences in late July, followed by Galar in August. Paldea boasts a conference in October, and Alola ends the season in late November. Online metastrategy guides document the best way to grind conferences month by month, while full-time conference contestants blog about their culturally shocking experiences with Unovan trains, Kanto ferries, and Alolan âisland time.â With their constant release cycles and rich opportunities for cultural exchange, conferences satisfy Trainersâ wanderlust, needs for endless competition, and desires for community, giving them the positive competitive outlet that older Champions wish they could have received throughout their careers.Â
3. Battle Frontiers
Battle Frontiers are sprawling campuses designed to hone the competitive spirits of those who have completed a given regionâs Gym circuit. Battle Frontiers were popularized in Hoenn and Sinnoh around the same time, differentiated by their arena infrastructures, battle formats, and prize support, and then exported to other regions with minimal renovation.Â
Simply put, Trainers that obtain all gold challenge items for a given regionâs Battle Frontier (such as Hoennâs âsymbolsâ and Sinnohâs âceremonial printsâ) receive a one-time PWT invitation, as well as an invitation to skip Victory Road and directly challenge the Elite Four and Regional Champion, just as a top-4 placement at a regional conference would guarantee. On the surface, this math seems incongruent with conference math: A Battle Frontier grinder must battle hundreds of opponents to reach their chosen goal, whereas a conference attendee need only battle ten to fifteen contestants in a given weekend. Justifying this equivalency is that most battles in the Battle Frontier are versus less-skilled opponents, with difficulty ramping upward as one progresses. Conference skill levels, on the other hand, are relatively equivalent throughout the weekend because of the higher skill floor that one must meet to convincingly compete within them. In other words, most Battle Frontier rounds (Frontier Brains notwithstanding) could be considered fluff battles that would equal the amount of battles that a conference contestant would conduct throughout their preceding year of training, which rationalizes the consistency of conference difficulty levels. Once these âfluff battlesâ are subtracted from oneâs record, the amount of Battle Frontier battles needed to obtain oneâs golden prizes are equivalent to, or even less than, the amount of battles a conference contestant would conduct in a given weekend.
Even among aspiring Trainers, there is no social hierarchy nor rivalry between Battle Frontier grinders and regional conferencegoers. These two systems exist because they sustain different training pressures and senses of progression. A Trainer who fears the shame of being eliminated after round one at a conference might thrive on the Battle Frontier treadmill, whose incline is more level. A Trainer who might feel claustrophobic on a neighborhood Battle Frontier campus might revel in the worldly community of a regional conference across the pond. Regardless of oneâs preferred qualification method, the PWT maintains both to ensure a steady stream of Hall of Fame hopefuls.
The PWT lasts two weeks, Monday through Friday, between late June and early July. During the first week of competition, challengers complete ten Swiss rounds, two per contestant each day. Each round is best-of-one, Trainer versus Trainer, and has a time limit of one hour. Before rounds begin, contestants are split into two randomized player pools to accommodate space and time constraints, as it is not feasible to have hundreds of battles occurring simultaneously. The daily timetable for PWT week one, Monday through Friday, is as follows:
10:00 AM - 11:00 AM: Round One, Group One
11:00 AM - 12:00 PM: Round One, Group Two
12:00 - 2:00 PM: Lunch and Halftime
2:00 PM - 3:00 PM: Round Two, Group One
3:00 PM - 4:00 PM: Round Two, Group Two
5:00 PM: Festivities end for the day, to be continued the following day with the next subsequent round
Monday: Top 32 bracket matches (16 matches in a day; one match per contestant)
Tuesday: Top 16 bracket matches (8 matches in a day; one match per contestant)
Wednesday: Quarterfinals (4 matches in a day; one match per contestant)
Thursday: Semifinals (2 matches in a day; one match per contestant)
Friday: Final championship match and closing ceremony
The requirements of the climb itself have been refined since the days of Goldâs ascension. Today, climbers are assigned a specific day and time of their battle. Climbers are then given one week to ascend to the top. Should they fail to arrive by their appointed battle time, their battle is cancelled, and they must journey back down the mountain from their current point without assistance. Challengers usually arrive a day or two early, upon which they enter a safe house with standard accommodations at which they may stay until the day of their battle. The safe house is customarily âbookedâ from the day of their climb and stocked to ensure at least seven days of hospitable living. Red does not socialize with challengers at this safe house, nor are they allowed inside his home. However, the summit upon which challengers battle Red marks an approximate halfway point between the safe house and Redâs house, making Red easily accessible in case of emergencies.Â
Mt. Silverâs weather is notoriously savage. From November through March, no challengers are allowed to scale Mt. Silver. Redâs travel prospects are limited throughout that window as well, necessitating bulk grocery purchases and discouraging conference attendance (to this day, Red has never been to a conference in Alola). The Indigo League maintains a waitlist of challengers during the inaccessible winter season, who are then scheduled from the beginning of March onward (pending Redâs conference obligations), causing a deluge of battles for Red between March and late April. By the end of the summer, the flood of challengers slows to a trickle, only to become dammed throughout December again. This seasonal battle pattern allows Red to enjoy long stretches of spring activity before hibernating for the winter.Â
6. Red
What can Red say for himself? Thereâs a reason heâs a man of few words. Only by witnessing his mastery atop Mt. Silver can one truly understand why heâs Kantoâs finest. Should you be convinced of your equivalence, you might as well submit an application and make the climb for yourself. After all, thereâs nowhere for a Trainer to go but up.Â
Click "Keep Reading" to view a detailed description of the flowchart above.
Legacy Structures DefinedÂ
1. Gym Battling (Legacy)
This section needs little introduction and even less elaboration. Gyms serve as the primary facilities in which one comes of age as a Trainer. Receiving a badge from a Gym is a major point of pride; receiving eight Gym badges is the culmination of a lifelong effort, regardless of how long that life may have been lived before its realization.Â
After defeating the Elite Four, the victorious Trainer is invited to battle the standing Champion. Should the Trainer usurp the Champion, the Trainer is enlisted into the Hall of Fame and crowned the current Champion of their respective region.Â
At this point, one could consider their journey âover.â Such were the assumptions of each region at the turn of the century, who had not seen such meteoric rises to Champion status as Red, Blue, Gold, Crystal, Brendan, May, and the rest of them. These too-talented Trainersânow Masters in their own rightsâdeserved a âpostgameâ structure so as to continue to hone their skills and contribute to the ever-growing field of battle research.Â
Battle facilities are among the first high-end training opportunities available for anyone with eight Gym Badges of a given region. More than simple training grounds, however, these battle facilities are longstanding prestigious institutions, success in which rivals Hall of Famer status within the regional underground. Hence these battle facilities are extremely indebted to the socio-cultural makeups of their regions: Unova, for example, pioneered the creation of the Battle Subway in honor of its trademark train, while Battle Maisons represent the aesthetics and theatrics of their Kalosian homes. Featured battle formats are also variable by region, with facilities often boasting formats that are popular, or had been popularized, in that particular region.Â
The biggest drawback of battle facilities is their lack of connection to other institutions, including the PWT proper. Riding the Battle Subway will not grant a Trainer access to the Elite Four, nor will a high ranking at a Battle House enshrine one in the Hall of Fame, regardless of region. Despite this pitfall, battle facilities are beloved pastimes with strong competition and even stronger communities, which more closely approximate art collectives than tournament series. Those who frequent these facilities are more likely to use combat as a form of creative expression, intersecting battling with thespianism, musicality, vocal performance, or other means of inciting applause. Becoming a Subway lifer, for instance, is an excellent way to make a name for oneself as both a competent Trainer and entertainer, just as Emmet and Ingo have before them. Though there may be no âgreater pathwayâ that follows battle facility success, there is no greater pathway to crafting a fulfilling, self-contained competitive circuit than by visiting regional battle facilities. Their regulars make them worth the trip.Â
2. Regional Conferences
Regional conferences are equivalent to national championships of their respective regions. Held once a year per region, conferences are high-stakes tournaments that are open to Trainers who have completed eight Gym badges in a given region. These events feature single-elimination rounds of typically single battles, though conference rulesets vary year to year, with certain regions tentatively supporting nationally beloved battle formats. One is only qualified to compete in a regional conference if they possess all eight badges of that region, which encourages Trainers to extensively travel to maximize their chances of annual victory.Â
The draw to conferences lies in their ties to the PWT. The top 32 contestants of a regional conference are invited to challenge the Elite Four and Regional Champion. The top 4 contestants of a regional conference receive an instant, one-time invitation to the PWT itself alongside a chance to challenge the Elite Four and Regional Champion. These challenger invites last until the next PWT, which occurs every two years, giving contestants time to train before taking down the Elite Four once and for all. This prize structure serves two purposes. Firstly, those who achieve top 32 status are given a âlast-chanceâ opportunity to qualify for the PWT by defeating the Elite Four and Regional Champion, as anyone who enters the Hall of Fame receives automatic invitations to compete in the PWT for life thereafter. In addition, this provisional invitation allows for a one-time skip of Victory Road, which may save a Trainer a traumatic week of trekking depending on the region. For those in the top 4, a guaranteed spot in the PWT could be a career high, while the added opportunity to challenge the Elite Four for future automatic invitations might solidify their Champion status for the rest of their lives. Given the absurdly high levels of competition at conferences themselves, it is not unlikely that a top 32 contestant would be competitive against an Elite Four member. However, the Elite Four is known to upscale their teamsâ strengths based on the determined skill levels of their challengers, which greatly raises the stakes of oneâs invitational battle.Â
Conferences typically last two days and occur once a month. Their dates vary based on calendar week, but conferences follow a standard pattern. Kanto jump-starts the conference season around late February to early March, with Johtoâs conference in late March following it. Hoenn confers in mid-April; Sinnoh rounds out mid-May; and late June into early July hosts the PWT, providing a month of crunch-time to Tournament hopefuls. Unova restarts conferences in late July, followed by Galar in August. Paldea boasts a conference in October, and Alola ends the season in late November. Online metastrategy guides document the best way to grind conferences month by month, while full-time conference contestants blog about their culturally shocking experiences with Unovan trains, Kanto ferries, and Alolan âisland time.â With their constant release cycles and rich opportunities for cultural exchange, conferences satisfy Trainersâ wanderlust, needs for endless competition, and desires for community, giving them the positive competitive outlet that older Champions wish they could have received throughout their careers.Â
3. Battle Frontiers
Battle Frontiers are sprawling campuses designed to hone the competitive spirits of those who have completed a given regionâs Gym circuit. Battle Frontiers were popularized in Hoenn and Sinnoh around the same time, differentiated by their arena infrastructures, battle formats, and prize support, and then exported to other regions with minimal renovation.Â
Simply put, Trainers that obtain all gold challenge items for a given regionâs Battle Frontier (such as Hoennâs âsymbolsâ and Sinnohâs âceremonial printsâ) receive a one-time PWT invitation, as well as an invitation to skip Victory Road and directly challenge the Elite Four and Regional Champion, just as a top-4 placement at a regional conference would guarantee. On the surface, this math seems incongruent with conference math: A Battle Frontier grinder must battle hundreds of opponents to reach their chosen goal, whereas a conference attendee need only battle ten to fifteen contestants in a given weekend. Justifying this equivalency is that most battles in the Battle Frontier are versus less-skilled opponents, with difficulty ramping upward as one progresses. Conference skill levels, on the other hand, are relatively equivalent throughout the weekend because of the higher skill floor that one must meet to convincingly compete within them. In other words, most Battle Frontier rounds (Frontier Brains notwithstanding) could be considered fluff battles that would equal the amount of battles that a conference contestant would conduct throughout their preceding year of training, which rationalizes the consistency of conference difficulty levels. Once these âfluff battlesâ are subtracted from oneâs record, the amount of Battle Frontier battles needed to obtain oneâs golden prizes are equivalent to, or even less than, the amount of battles a conference contestant would conduct in a given weekend.
Even among aspiring Trainers, there is no social hierarchy nor rivalry between Battle Frontier grinders and regional conferencegoers. These two systems exist because they sustain different training pressures and senses of progression. A Trainer who fears the shame of being eliminated after round one at a conference might thrive on the Battle Frontier treadmill, whose incline is more level. A Trainer who might feel claustrophobic on a neighborhood Battle Frontier campus might revel in the worldly community of a regional conference across the pond. Regardless of oneâs preferred qualification method, the PWT maintains both to ensure a steady stream of Hall of Fame hopefuls.
The PWT lasts two weeks, Monday through Friday, between late June and early July. During the first week of competition, challengers complete ten Swiss rounds, two per contestant each day. Each round is best-of-one, Trainer versus Trainer, and has a time limit of one hour. Before rounds begin, contestants are split into two randomized player pools to accommodate space and time constraints, as it is not feasible to have hundreds of battles occurring simultaneously. The daily timetable for PWT week one, Monday through Friday, is as follows:
10:00 AM - 11:00 AM: Round One, Group One
11:00 AM - 12:00 PM: Round One, Group Two
12:00 - 2:00 PM: Lunch and Halftime
2:00 PM - 3:00 PM: Round Two, Group One
3:00 PM - 4:00 PM: Round Two, Group Two
5:00 PM: Festivities end for the day, to be continued the following day with the next subsequent round
Monday: Top 32 bracket matches (16 matches in a day; one match per contestant)
Tuesday: Top 16 bracket matches (8 matches in a day; one match per contestant)
Wednesday: Quarterfinals (4 matches in a day; one match per contestant)
Thursday: Semifinals (2 matches in a day; one match per contestant)
Friday: Final championship match and closing ceremony
The requirements of the climb itself have been refined since the days of Goldâs ascension. Today, climbers are assigned a specific day and time of their battle. Climbers are then given one week to ascend to the top. Should they fail to arrive by their appointed battle time, their battle is cancelled, and they must journey back down the mountain from their current point without assistance. Challengers usually arrive a day or two early, upon which they enter a safe house with standard accommodations at which they may stay until the day of their battle. The safe house is customarily âbookedâ from the day of their climb and stocked to ensure at least seven days of hospitable living. Red does not socialize with challengers at this safe house, nor are they allowed inside his home. However, the summit upon which challengers battle Red marks an approximate halfway point between the safe house and Redâs house, making Red easily accessible in case of emergencies.Â
Mt. Silverâs weather is notoriously savage. From November through March, no challengers are allowed to scale Mt. Silver. Redâs travel prospects are limited throughout that window as well, necessitating bulk grocery purchases and discouraging conference attendance (to this day, Red has never been to a conference in Alola). The Indigo League maintains a waitlist of challengers during the inaccessible winter season, who are then scheduled from the beginning of March onward (pending Redâs conference obligations), causing a deluge of battles for Red between March and late April. By the end of the summer, the flood of challengers slows to a trickle, only to become dammed throughout December again. This seasonal battle pattern allows Red to enjoy long stretches of spring activity before hibernating for the winter.Â
6. Red
What can Red say for himself? Thereâs a reason heâs a man of few words. Only by witnessing his mastery atop Mt. Silver can one truly understand why heâs Kantoâs finest. Should you be convinced of your equivalence, you might as well submit an application and make the climb for yourself. After all, thereâs nowhere for a Trainer to go but up.Â
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What is the one thing people assume about you that you wish was true?
What is the one compliment you always get that youâre too embarrassed to accept, so you deflect it?
Whatâs the strangest thing youâve done just to avoid failure?
Redâs Journal - 7/28/2024
An Unovan Conference came and went, and I with it. I canât claim to understand the depths of my involvement with the Unovan League. Sometimes I get a singular email asking me to show up; sometimes I get an email chain, fifty long, requesting some semblance of showmanship, usually with Lance begging by the end of it for me to just play along. Iâm not sure of the specifics. But if I were to guess, I would say that Unova is suffering from an identity crisis, begging for the approval of its bigger regional brothers. And so itâs sensical for it to pay appearance fees to the old guard so that it may garner legitimacy in the eyes of the rest of the world.Â
Maybe thatâs a bit too cynical. I donât think Unova is a lesser region; simply a complicated one. It just feels as though Unova is constantly clamoring for approval within the ostensible old-worldâKanto, Johto, and the likeâand will do anything for pedigree. And that complication means that sometimes I fly to Unova and enter an exhibition match for an opening ceremony and get shuffled into a League dinner at a table longer than the regionâs lifespan and hear a supposedly âeliteâ group of four say things they wouldnât repeat in polite company, and I wish endlessly for the softer grave of a pile of snow atop my dome. In those moments, I wish two things were true. Firstly, I wish that I had the agency that people assume I doâor, perhaps paradoxically, I wish I had the agency that they think I lack. Sometimes I feel as though a caricature of myself, paraded around like a prop for appearances, given instructions to meet at such-and-such a place for a photo op without any introduction nor debriefing on who surrounds me. Perhaps my muteness signals a lack of cognitive capacity that people internalize as an inability to make my own decisionsâwhich becomes a self-fulfilling prophecy, as I rarely have the agency to, if only figuratively, âspeak upâ about how Iâm treated. And secondly, sometimes I wish that I were capable of accepting the fame as deserved because of how uniquely subhuman I feel. If I were famous because of who I am, and not because of what Iâve done, then theyâd treat me a lot differently. Less a prop and more a person. But because I am seen as a prodigy and not a companion of the mind, I am cyclically victimized by their projections without a Rapid Spin in sight. I suppose this is why I shudder at the accusations that I am, indeed, some kind of abnormality, even when they mean it as a compliment. I am not a child genius fully grown; I am an adult, as damaged as the rest of them, and I am currently judging their lack of emotional intelligence from across the dinner table. So much for being a guest of honor.
Now I am at home and at peace. Blastoise is snoring somewhere. I stopped typing to check my email and came across a junk mail ad for a new shop in Celadon, at which I stared for fifteen minutes. A challenger arrives in 15 hours and it is beyond my bedtime, so it might behoove me to rest.