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Sunday, March 4th, 2012 at 11:21:52pm UTC 

  1. How Things Work
  2. Last Updated 12 Mar 2005
  3.  
  4.  
  5. Table of Contents
  6.  
  7. A. Introduction, Copyright, Disclaimer
  8.  
  9. B. General Battle Information
  10.  
  11. C. Stats, Stat Modifiers, and Stat Caps
  12.  
  13. D. Status Ailments
  14.  
  15. E. Type Effectiveness
  16.  
  17. F. Order of Operations
  18.  
  19. G. Moves
  20.      1. General Information
  21.      2. Ways of Obtaining
  22.      3. Previous Evolution Moves
  23.      4. Number of Moves
  24.      5. Specific Move Information
  25.  
  26. H. Other Battle-Related Things
  27.      1. Critical Hits
  28.      2. Flinching
  29.      3. Items
  30.      4. In-game Differences (cross reference)
  31.      5. Stadium Differences (cross reference)
  32.  
  33. I. Reference Information
  34.      1. Glossary
  35.      2. Additional Resources
  36.      3. Revision History
  37.      4. Contacting Me
  38.      5. Unanswered Questions
  39.      6. Credits
  40.  
  41.  
  42.  
  43. A. Introduction, Copyright, Disclaimer;
  44. The purpose of this document is to provide as much and as detailed information as possible
  45. about the battling aspect of the Pokémon chromatic generation. It should be noted that despite
  46. this, I do not guarantee that the information provided is 100% complete or accurate (see
  47. especially I5).
  48.  
  49. All trademarks and copyrighted information contained in this document are owned by there
  50. respective holders. This document is Copyright 2004-2005 by Nautilator and may not be
  51. distributed, or modified without permission. The latest version of this document can be found
  52. at GameFAQs (http://www.gamefaqs.com), and at
  53. http://roadcaesar.homestead.com/files/rby-stuff.zip (though I might make slight format changes
  54. to that one that GameFAQs does not allow).
  55.  
  56. Parts of this document, such as triple astericks entries and entries in F1 and F2, have been
  57. worded to facilitate search convenience.
  58.  
  59.  
  60.  
  61. B. General Battle Information;
  62. This section describes what can happen or be done during a battle and other information that
  63. can related to the process of battling. General information relevant to all gameboy battles is
  64. first given, and then any information that is relevant only to certain types of battles is
  65. then presented and noted accordingly.
  66.  
  67.  
  68. When you start a battle, you will automatically send out the first pokémon in your team that
  69. has not fainted. During any one turn of a battle, there are four general actions that can be
  70. performed: fight, switch, use an item, or run away.
  71.  
  72. ***Fight***
  73. You can order your active pokémon to attempt an attack, the effects of which are listed in E4.
  74.  
  75. ***Switch***
  76. If you don't want your current active pokémon to fight, you can decide to switch it to one of
  77. your other party members (though this will not be possible if your team party has only one
  78. member, or if you try to switch to a pokémon that has fainted). Switching your active pokémon
  79. takes precedence over all other actions. Any time either player switches, the last move used
  80. flag of both pokémon will be reset.
  81.  
  82. ***Use an Item***
  83. You can opt to use an item instead of attacking. The use of an item takes precedence over
  84. making a move, though not over switching. Item use during a battle is restricted to items that
  85. can restore HP, restore PP, cure a status ailment, temporarily increase a stat, attempt to
  86. catch the opposing pokémon, or allow you to escape from the battle. It is not possible to
  87. escape from a trainer battle, and it is not possible to catch a trainer's pokémon (though you
  88. still have the ability to try). This option is unavailable in link battles.
  89.  
  90. ***Run away***
  91. If you do not want to battle, you can attempt to run away from the opposing pokémon. If the
  92. current speed of your active pokémon is greater than or equal to the current speed of the
  93. opponent, you will be able to run away without any problems, but if the current speed of your
  94. active pokémon is less than the speed of the opponent, there is a chance of not being able to
  95. escape, in which case you do nothing during that round. It is not possible to run away from a
  96. trainer battle.
  97.  
  98. A battle will end if all of your pokémon faint, if all the opposing pokémon faint, or (if
  99. against a wild pokémon) the opposing pokémon is caught.
  100.  
  101. A pokémon's health will be represented by health bar with 48 pixels. The health bar will be
  102. green if it has int(2.25*int(MaxHP/4) + 0.75) or more HP, orange if it has
  103. int(265*int(0.2*MaxHP + 0.2)/256 + 2) or more HP but less HP than the amount needed for a green
  104. health bar, and red if it has less HP than the amount needed for a yellow bar. This translates
  105. into approximate ranges of 1% to 20% for a red meter, 21% to 55% for an orange meter, and 56%
  106. or higher for a green meter. If a pokémon's health bar is red, its cry will change, further
  107. indicating that it is in poor health.
  108.  
  109. The Battle Damage Formula is:
  110.  
  111.      (((((min(((((2L/5 + 2)*A*P)/max(1, D))/50), 997) + 2)*S)*T)/10)*R)/255
  112.  
  113. and is used to calculate the damage done by an attack with a power value. L is the user's
  114. level, A is the user's current attack, P is the move's power, D is the opponent's current
  115. defense, S is the STAB modifier (S is 1.5 if the move's type matches one of the user's, and is
  116. otherwise 1), T is the type effectiveness modifier (40, 20, 10, 5, 2.5, or 0; note though that
  117. this is afterwards divided by 10), and R is a random number between 217 and 255. If an
  118. opponent's defense is decreased to 0 during calculations (such as for Selfdestruct and
  119. Explosion), it will be increased to 1 (though this doesn't happen if the defense value used
  120. experiences rollover). The maximum amount of damage any one attack can do before STAB or type
  121. effectiveness multipliers is 999.
  122.  
  123. There are some other phenomena that influence the BDF. One is rollover, the effects of which
  124. are described in the Stats section. Each time a calculation is made, it is done by integer
  125. division, which results in the decimal (if any) always being dropped, instead of rounded.
  126. Aside from recurrent damage, the amount of damage done to a pokémon can never be greater than
  127. its current HP (but the amount of damage done to a substitute can). Any time a damaging move
  128. results in 0 damage being done, it will generate a miss, though the displayed message will
  129. almost always be that the opponent is unaffected. Also, if the pokémon's current attack or
  130. current defense is greater than 255, then its attack and its defense will be halved, and halved
  131. again (truncating both times), and those numbers will be used in place of its actual attack and
  132. defense values.
  133.  
  134. If an active pokémon switches out, all benefits and losses of moves that have influenced it
  135. while it remained active will be reset. The only things a pokémon will retain after switching
  136. is its current HP, current PP, and any major status ailments it has.
  137.  
  138.  
  139. Common to all in-game battles:
  140. Your PP is of course limited, but the opponent will have an unlimited amount current of PP.
  141. Each time an opponent pokémon faints, every one of your team members that was active during
  142. that battle will gain experience. If you win the battle, you will pick up any money generated
  143. by the use of Pay Day and will receive money if the battle was against a trainer. If all of
  144. your pokémon are knocked out, you will black out, and awake in the last pokémon center you
  145. visited, with half of your money.
  146.  
  147. If a pokémon has been traded to you (either from another person or from a person in the game),
  148. it will gain 50% more experience from each battle than your pokémon, but if you do not have the
  149. proper badges, it may become unruly. It will always run away when ordered to, but if ordered to
  150. attack, it might turn away, loaf around, ignore orders, use a different attack, begin to nap,
  151. or not obey. If it turns away, loafs around, or ignores orders, it will simply not make a move
  152. during that round. If it uses a different move, PP will still be deducted from the move you
  153. ordered it to use. If it begins to nap, it will fall asleep (but not regain any HP in the
  154. process). If if does not obey, it will hurt itself in its confusion.
  155.  
  156. After defeating each of the eight gym leaders, you will receive the leader's badge, enhancing
  157. your in-game abilities.
  158.  
  159. Boulderbadge: increases the attack of all your pokémon by 12.5% of its original value
  160.               allows you to use Flash outside of battle
  161.  
  162. Cascadebadge: traded pokémon of up to Lv.30 will always obey you
  163.               allows you to use Cut outside of battle
  164.  
  165. Thunderbadge: increases the speed of all your pokémon by 12.5% of its original value
  166.               allows you to use Fly outside of battle
  167.  
  168. Rainbowbadge: traded pokémon of up to Lv.50 will always obey you
  169.               allows you to use Strength outside of battle
  170.  
  171. Soul Badge: increases the defense of all your pokémon by 12.5% of its original value
  172.             allows you to use Surf outside of battle
  173.  
  174. Marsh Badge: traded pokémon of up to Lv.70 will always obey you
  175.  
  176. Volcanobadge: increases the special of all your pokémon by 12.5% of its original value
  177.  
  178. Earth Badge: traded pokémon of up to Lv.100 will always obey you
  179.  
  180. The effects of gym leader badges apply to all in-game battles. Even without any gym badges,
  181. traded pokémon of up to Lv.10 will always obey you. Note that the Earth Badge will allow you
  182. to control traded pokémon of up to Lv.100, as opposed to allowing you to control all traded
  183. pokémon. It is not possible for you to fully control a traded pokémon that is above Lv.100
  184. (though such a pokémon would have to be obtained via a glitch or cheating device).
  185.  
  186. Stat increases due to badges are automatically applied to all your pokémon, and do not
  187. count as stat level changes. Because of these stat increases, the stat value cap for all stats
  188. essentially becomes 888 instead of 999. Also, each time your pokémon uses a stat-increasing
  189. move (such as Amnesia, Double Team, or Swords Dance), the stat increases given by the badges
  190. will be applied again; this is known as the stat bleeding glitch.
  191.  
  192.  
  193. Wild pokémon battles:
  194. Wild pokémon can be encountered in tall grass, caves, across water, or when fishing (or in the
  195. Safari Zone, but that is slightly different, as noted below). You can attempt to catch the
  196. pokémon by throwing a pokéball at it before it faints. The battle ends when the wild pokémon
  197. has fainted or been caught, or all of your active pokémon have fainted.
  198.  
  199.  
  200. Safari Zone battles:
  201. The Safari Zone is located in Fuschia City. You pay 500 pokédollars for 30 Safari Balls (which
  202. act like Great Balls), and can stay until you use all of them, walk 500 steps, or leave on your
  203. own will, whichever happens first. When encountering pokémon in the Safari Zone, you can't
  204. battle them. Instead, you will have the option to throw bait, a rock, or a Safari Ball at the
  205. pokémon, or to run away. Throwing a rock doubles the pokémon's catch rate and run away rate,
  206. while throwing bait halves a pokémon's catch rate and run away rate.
  207.  
  208.  
  209. Trainer battles:
  210. If you get in the field of view of a trainer, an exclamation point will appear over the
  211. trainer's head and the trainer will walk up to you, give an introduction, and start a battle.
  212. Whenever you knock out one of the trainer's pokémon, you will be told what the next pokémon
  213. sent out will be and then have the option of switching your active pokémon without taking a
  214. turn, even if your active pokémon normally couldn't. Instead of attacking or switching, both
  215. you and the trainer (though the trainer almost never does this) may use an item. You may also
  216. throw a pokéball at the opponent's pokémon, but the trainer will always block it. You win by
  217. knocking out all of the trainer's pokémon. It is not possible to run from a trainer battle. Gym
  218. leaders and Elite 4 members will not automatically walk up to you; you must face them and press
  219. A to challenge them.
  220.  
  221.  
  222. Link Battles:
  223. If you and someone else have linked your games and are both in pokémon centers, the person in
  224. the right half of the pokémon center will allow you to trade pokémon or battle. You will have
  225. to save before battling, and your pokémon will not be automatically healed before battling.
  226. Choosing to battle will land you and your opponent in a room with a battling simulator, and
  227. when both of you have pressed A while facing it, the battle will begin. During each turn, you
  228. will have the chance to make an attack, switch your active pokémon, or run away. You win if
  229. your opponent has no active pokémon or runs away, lose if you have no active pokémon or run
  230. away, and draw if both of you simultaneously run away or have no active pokémon.
  231.  
  232. For the purpose of a link battle, badges, unruliness, items, and gaining experience do not
  233. exist, and your pokémon will be restored to their original state after the battle ends or is
  234. reset.
  235.  
  236.  
  237. Stadium Differences:
  238. A pokémon's health bar will have 96 pixels. Players will be able to see the exact amount of
  239. current and maximum HP that each active pokémon has. Damaging moves that do 0 damage will
  240. always result in a message that the move missed.
  241.  
  242.  
  243.  
  244. C. Stats, Stat Modifiers, and Stat Caps
  245.  
  246. All pokémon have six numerical statistics (Level, HP, Attack, Defense, Speed, Special), as well
  247. as two non-numerical stats (Accuracy, Evasion). Pokémon also have experience points, which are
  248. used to determine their levels, and stat experience, a non-visible number that affects a
  249. pokémon's stats.
  250.  
  251. ***Level, Experience Points***
  252. Each time a pokémon grows a level, its other numerical stats will increase. Both level and the
  253. appropriate offensive stat are used in the BDF to calculate the amount of damage it can do, so
  254. an increase in level results in an increase in average damage. Since a pokémon's level also
  255. determines how much damage Night Shade, Seismic Toss, and (less directly) Psywave will do, the
  256. damage done by those moves will increase as well. Wild pokémon can be found as low as Lv.2, and
  257. it is possible to raise a pokémon up to Lv.100.
  258.  
  259. A pokémon's level is determined by how many experience points it has and its growth rate. The
  260. growth rate formulas are:
  261.      Fast:   0.8L^3                          (800,000 to get to Lv.100)
  262.      Medium: L^3                           (1,000,000 to get to Lv.100)
  263.      Slow:   1.25L^3                       (1,250,000 to get to Lv.100)
  264.      Fading: 1.2L^3 - 15L^2 + 100L - 140   (1,059,860 to get to Lv.100)
  265.  
  266. Truncating the values given by these formulas determines the minimum number of experience
  267. points necessary to be on a given level L. The total amount of experience points that an
  268. opponent pokémon will give for defeating it is equal to int(T*int(int(int(int(B*L*W)/7)/N)/E)).
  269. Additionally, if E=2, then int(T*int(int(int(int(int(B*L*W)/7)/N)/2)/P)) experience points will
  270. be gained by each non-fainted member of your party, regardless of whether or not they were
  271. active during the battle. In both of these formulas, B is the opponent's base experience (a
  272. fundamental value based on its species), L is the opponent's level, W is the opponent's
  273. wildness (1.5 if used by a trainer, otherwise 1), N is the total number of your pokémon that
  274. were active and did not faint while the opponent was active, E is your Exp.All value (2 if you
  275. are carrying the Exp.All item, 1 if you are not), P is the number of party members you have
  276. that have not fainted, and T is your pokémon's trade value (1.5 if your pokémon is traded,
  277. otherwise 1; a pokémon is considered traded if its ID number does not match your ID number).
  278. Pokémon that have fainted cannot gain experience points, even if they were active before
  279. fainting. Pokémon cannot gain experience in link battles.
  280.  
  281. Although the actual levels on which you can normally acquire pokémon on range from 2 to 100, it
  282. is theoretically possible for a pokémon's level to be any integer from 0 to 255 (any time it
  283. becomes higher, including during a critical hit, it will be reduced mod 256). It is also
  284. possible to find pokémon on levels higher than 100 (and through level roll over, 0 and 1) via
  285. the Missingno. glitch in Pokémon Red and Blue. To activate the Missingno. glitch, talk to the
  286. old man in Viridian City near the cuttable bush, answer no to his question, and watch him catch
  287. a Weedle. Afterwards, wild pokémon (including the glitch pokémon Missingno.) will appear on the
  288. eastern edges of Cinnabar and Seafoam Islands, and some of these pokémon will have levels
  289. higher than 100.
  290.  
  291. A pokémon's level can be increased by gaining enough experience points (and is in fact
  292. recalculated each time a pokémon gains experience points or is given a Rare Candy). Using the
  293. Rare Candy item on a pokémon will increase its experience points by the minimum amount needed
  294. to increase its level by 1. Though it will have no effect on Lv.100 pokémon, it will work on
  295. pokémon of higher levels. A Lv.100 pokémon cannot gain experience points, and if a pokémon's
  296. level is greater than 100, it will be reduced to 100 if it gains any experience points via
  297. battling.
  298.  
  299.  
  300. ***HP***
  301. Short for Hit Points, basically the amount of damage a pokémon can withstand. When a pokémon
  302. has no HP left, it will faint, and you will win a battle when all of your opponent's pokémon
  303. have fainted. Pokémon have two HP values, current and maximum. Current HP is the amount of HP
  304. the pokémon has at any referenced time, since it may have been damaged during the battle and
  305. have less than its maximum possible HP. Maximum HP is supposedly the highest amount a pokémon's
  306. HP can be, but is more of a calibration number for determining how much HP to restore to a
  307. pokémon via HP-restoring methods. In at least one case, it is legally possible for a pokémon to
  308. have greater current HP than maximum HP (for more information, see the in-game differences for
  309. Transform).
  310.  
  311. Ways that HP can be restored:
  312.      -Healing at a Pokémon Center or rest stop, in which case the current HP of all your party
  313.       members will be made equal to their respective maximum HP values.
  314.      -Using a HP-restoring item, either in battle (where it will count as your turn) or out of
  315.       battle. Items that can restore HP are Fresh Water, Full Restore, Hyper Potion, Lemonade,
  316.       Max Potion, Max Revive, Potion, Rare Candy, Revive, Soda Pop, and Super Potion. (Rare
  317.       Candy is designated to increasing a pokémon's level rather than HP, but a level increase
  318.       usually results in an increase in maximum HP and subsequently current HP, even if the
  319.       pokémon was fainted at the time of use.)
  320.      -By using a move while battling that can restore HP. Absorb, Dream Eater, Leech Life,
  321.       Leech Seed, Mega Drain, Recover, Rest, and Softboiled are the moves that can restore HP,
  322.       and Softboiled can also be used out of battle to heal other party members.
  323.  
  324. There is also an item, HP Up, which can increase a pokémon's maximum HP but will have no effect
  325. on its current HP.
  326.  
  327. Using a move is the only available method of HP restoration in link battles.
  328.  
  329.  
  330. ***Attack***
  331. A pokémon's attack stat is used in calculating how much damage it will do with physical,
  332. damaging attacks.
  333.  
  334. ***Defense***
  335. A pokémon's defense stat is used in calculating how much resistance it has to physical,
  336. damaging attacks.
  337.  
  338. ***Speed***
  339. A pokémon's speed will determine when in a round it will attack in relation to its opponent,
  340. unless one of them uses an altered-priority move. If both pokémon use an increased or a
  341. decreased priority move, turn placement will be determined normally. If both active pokémon
  342. have the same speed, turn placement will be determined randomly.
  343.  
  344. ***Special***
  345. A pokémon's special stat is used in calculating how much damage it will do with as well as how
  346. much resistance it has to special, damaging attacks.
  347.  
  348.  
  349. A pokémon's Attack, Defense, Speed, and Special can be increased or decreased by up to six
  350. levels, via the use of certain moves or items. A stat with a level value of N will multiply the
  351. pokémon's base stat by (2+N)/2 if N is positive, or by 2/(2-N) if N is negative (and truncate
  352. afterwards). Actual changes to stat levels happen via addition and subtraction. All of a
  353. pokémon's stat levels will be reset to 0 if it switches out, and the use of Haze by either
  354. pokémon will (among other things) reset the stat levels of both active pokémon to 0.
  355.  
  356. A pokémon does not have statistical Accuracy or Evasion values, but Accuracy and Evasion
  357. modifiers are taken into consideration by moves that have accuracy values (moves that do not
  358. have accuracy values are unaffected by accuracy and evasion modifiers, and essentially never
  359. miss). Accuracy and Evasion modifiers are also increased in terms of levels, but not on the
  360. same scale as Attack, Defense, Speed, and Special. Whenever a pokémon uses an attack with an
  361. accuracy value, the base accuracy of the move is multiplied by the user's accuracy modifier and
  362. opponent's evasion modifier to determine the move's final accuracy.
  363.  
  364. The base accuracy of a move with an accuracy value will be multiplied by the user's accuracy
  365. modifier and the opponent's evasion modifier to determine the final accuracy of the move.
  366. The user's accuracy modifier is equal to (3+N)/3 if N is positive, or 3/(3-N) if N is negative.
  367. The opponent's evasion modifier is equal to 3/(3+N) if N is positive, or by (3-N)/3 if N is
  368. negative. Whenever a move with an accuracy value is used, its initial accuracy value is
  369. multiplied by the user's accuracy modifier and the opponent's evasion modifier to determine the
  370. final accuracy of the move.
  371.  
  372. Stats have level and value caps. A pokémon's stat levels cannot go above +6 or below -6.
  373. Additionally, a pokémon's stat values cannot go above 999 or below 1 (for Accuracy and Evasion
  374. modifiers, a move's accuracy cannot go above 100% or below 0%). If a move that can only cause a
  375. stat level change attempts to change a stat beyond either of these limitations, nothing will
  376. happen, and if a move has a secondary effect that could potentially change a stat beyond its
  377. level or value limitations, the secondary effect will not activate. The stat value changes due
  378. to a burn, paralysis, or (in-game only) badges counts towards stat value caps, but the changes
  379. due to Light Screen and Reflect do not, and as a result may cause roll over.
  380.  
  381. A pokémon's stats can roll over if they get too high. If a pokémon's attack, defense, or
  382. special reaches 1024 or higher at any time during battle calculations, it will be reduced mod
  383. 1024. There is no such rollover associated with speed, though under normal circumstances it is
  384. still subject to the standard stat level and value caps.
  385.  
  386.  
  387.  
  388. D. Status Ailments;
  389. This is a detailed list of the status ailments that a pokémon might be subjected to while
  390. battling. Major status ailments cannot be reset by switching, though minor status ailments can.
  391. A pokémon can't have more than one status ailment at a time (so any major status ailment can
  392. prevented by having another major status ailment), but can simultaneously have one major status
  393. ailment and one minor status ailment. Burn, Freeze, Paralysis, Poison, and Sleep are major
  394. status ailments, and Confusion is a minor status ailment.
  395.  
  396. If a move that can only inflict a major status ailment does not work for any reason, it will be
  397. the equivolent of a miss, though the gameboy-displayed text message will not claim that. A move
  398. that can only inflict sleep used against a sleeping opponent will result in a notice that the
  399. opponent is already asleep. If a move that can only inflict a major status ailment does not
  400. work for whatever reason (other than the case just mentioned), the opponent will be
  401. "unaffected."
  402.  
  403. Whenever a calculation is made, the decimal is dropped, so numbers will always be truncated.
  404. The only time this is not true is if a number is calculated to be 0, in which case it is bumped
  405. up to 1.
  406.  
  407.  
  408. ***Burn***
  409. Effects: The pokémon becomes burned, and loses 1/16th of its maximum HP at the end of each of
  410. its turns in a round. Also, the pokémon's attack is reduced to 50% of its original value,
  411. though this attack reduction is in addition to any stat modifiers that the pokémon may have. If
  412. the pokémon's maximum HP is less than 16, it will lose 1 HP per round.
  413.  
  414. If the pokémon is burned during a round that it switches in, it will only be subjected to
  415. recurrent burn damage that round if its speed is less than or equal to the opponent's speed. If
  416. the pokémon is burned and is switched in, it will be subjected to recurrent burn damage before
  417. the opponent makes a move if its speed is greater than the opponent's, but after the opponent
  418. makes a move if its speed is less than or equal to the opponent's. If both pokémon switch in
  419. and are burned or poisoned, recurrent damage will be done in order according to their current
  420. speed values.
  421.  
  422. Recurrent burn damage will be done even if the pokémon knocks itself out with crash damage,
  423. recoil damage, or self-inflicted confusion damage, or by making a substitute before the end of
  424. its turn but will not occur if the burned pokémon knocks out an opponent. Continuing partial
  425. trapping damage is done before recurrent burn damage, and Leech Seed draining is done after
  426. recurrent burn damage.
  427.  
  428. The attack loss penalty will be ignored during a critical hit, and will be ignored after using
  429. an attack-raising attack, but reimplemented if the pokémon is subsequently hit with a attack-
  430. reducing attack.
  431.  
  432. Prevention, Cures: A substitute will block secondary burns, and fire types can't be burned by
  433. fire attacks. Rest can cure a burn, but will not cure its attack reduction penalty (though
  434. subsequently using a attack-raising move or switching out will then cure that). Using an
  435. attack-raising move will tenuously negate the attack reduction penalty, but not the burn
  436. status. Haze will temporarily cure the attack reduction penalty if used by the pokémon, and
  437. completely cure the burn if it is used by the opponent. Critical hits will ignore the attack
  438. reduction of a burn.
  439.  
  440. In-game Differences: Any attack modifiers used against a burned pokémon will cause the attack
  441. reduction due to burn to be ignored.
  442.  
  443. Stadium Differences: The attack reduction of a burn will be reset by rest. Attack-raising
  444. attacks will not negate the attack loss penalty. A pokémon can rid itself of the burn ailment
  445. by using Haze. A pokémon will not take recurrent burn damage when it switches in.
  446.  
  447. Moves that can cause a burn: Ember, Fire Blast, Fire Punch, Flamethrower
  448.  
  449.  
  450. ***Confusion***
  451. Effects: The pokémon receives a confusion duration length of 2-5 turns (chosen randomly), which
  452. is reduced by 1 each time the pokémon attempts to execute an attack. The duration deduction for
  453. confusion occurs immediately before the attempt to execute the move is made, so the pokémon
  454. will effectively be confused for 1-4 turns. When the confusion duration length ends, a notice
  455. that the pokémon is no longer confused will be shown immediately before it attempts to execute
  456. its next attack. While confused, the pokémon will have a 50% chance of attacking itself with a
  457. 40-power attack, resulting in min(int(int(40*A*int(2L/5 + 2)/D)/50), 997) + 2 damage to itself
  458. (where A, D, and L are the pokémon's current attack, current defense, and level) instead of
  459. performing its selected attack. If the pokémon's current attack or current defense is greater
  460. than 255, then its attack and its defense will be halved, and halved again (truncating both
  461. times), and those numbers will be used in place of its actual attack and defense values.
  462.  
  463. The confusion duration length will only be reduced when the pokémon actually attempts to make a
  464. move, so turns spent flinching, fast asleep, frozen solid, recharging, or partially trapped
  465. will not count towards the confusion duration length. Self inflicted confusion damage will not
  466. reset the last move used flag, counts as the last amount of damage done (and can be countered
  467. by the opponent), ignores the effect of Reflect, can never be a critical hit, and will be
  468. absorbed by a substitute. The duration of all moves, other than than Hyper Beam and Rage, that
  469. take more than one turn to fully execute will be disrupted if the user hurts itself due to
  470. confusion. If a move that can only inflict the confusion condition does not work for whatever
  471. reason, it will "fail."
  472.  
  473. Prevention, Cures: Confusion can be cured by Haze or switching, and a substitute will block
  474. primary confusion. This ailment is temporary.
  475.  
  476. Stadium Differences: The messages regarding confusion are displayed after the move choice is
  477. shown, allowing both players to see the attempted attack regardless of success. A substitute
  478. will completely protect the user from confusion (though not self-inflicted confusion).
  479.  
  480. Moves that can cause confusion: Confuse Ray, Confusion, Petal Dance (self-inflicted), Psybeam,
  481.           Supersonic, Thrash (self-inflicted)
  482.  
  483.  
  484. ***Freeze***
  485. Effects: The pokémon becomes frozen solid indefinately, rendering it unable to attack or select
  486. a move.
  487.  
  488. Freeze will pause but not disrupt the turn duration of multi-turn moves, Bide, Hyper Beam,
  489. Petal Dance, Rage, and Thrash.
  490.  
  491. If a frozen pokémon gets defrosted by a fire move before its turn in a round ends, it will be
  492. able to attack during that round. It will attack with the last move it selected, or its topmost
  493. move if it had not selected an attack (selecting an attack but switching out will reset the
  494. attack selection). If at this time the move selected has a current PP count of 0, it will still
  495. be used, and afterwards, its current PP will become 63, and full PP ups will be applied to the
  496. move. Additionally, a frozen pokémon that has not recharged and has its freeze status
  497. eliminated via Haze will remain unable to attack, switch, or do anything, and nothing (not even
  498. getting refrozen and then defrosted by a fire move) will be able to change this.
  499.  
  500. Prevention, Cures: A substitute will block secondary freeze, and ice types can't be frozen by
  501. ice attacks. The pokémon can be defrosted only if the opponent uses a fire attack or Haze
  502. against it while it is active.
  503.  
  504. Stadium Differences: You get to select a move while the pokémon is frozen.
  505.  
  506. Moves that can cause freezing: Blizzard, Ice Beam, Ice Punch
  507.  
  508.  
  509. ***Paralysis****
  510. Effects: The pokémon becomes paralyzed, reducing its speed to 25% of its original value, though
  511. this speed reduction is in addition to any stat modifiers that the pokémon may have.
  512. Additionally, each time the pokémon attempts to perform an attack, it will have a 25% chance of
  513. being fully paralyzed and not being able to attack.
  514.  
  515. The speed loss penalty can be negated by using a speed-raising attack, but will be
  516. reimplemented if the pokémon is subsequently hit with a speed-reducing attack. If a pokémon
  517. becomes fully paralyzed during the semi-invulnerable turn of Dig or Fly, it will remain semi-
  518. invulnerable until it switches out or successfully executes Dig or Fly. Being fully paralyzed
  519. will not reset the last amount of damage done or last move used flags.
  520.  
  521. Prevention, Cures: A substitute will block secondary paralysis, and type immunities will
  522. prevent the paralysis possibility of the respective attacks. Rest can cure paralysis, but will
  523. not cure the speed reduction penalty (though subsequently using a speed-raising move or
  524. switching out will then cure that). Speed-increasing moves will temporarily cure the speed
  525. reduction penalty, but not the paralysis status. Haze will temporarily cure the speed reduction
  526. penalty if used by the pokémon, and completely cure paralysis if it is used by the opponent.
  527.  
  528. In-game Differences: Any speed modifiers used against a paralyzed pokémon will cause the speed
  529. reduction due to paralysis to be ignored.
  530.  
  531. Stadium Differences: Rest will reset the speed reduction of paralysis. Speed-raising attacks
  532. will not negate the speed loss penalty. A substitute will completely protect the user from
  533. paralysis. A pokémon can completely rid itself of the paralysis ailment by using Haze.
  534.  
  535. Moves that can cause paralysis: Body Slam, Glare, Lick, Stun Spore, Thunder, Thunder Wave,
  536.           Thunderbolt, Thundershock, Thunderpunch
  537.  
  538.  
  539. ***Poison***
  540. Effects: The pokémon becomes poisoned, and loses 1/16th of its maximum HP at the end of each of
  541. its turns in a round. If the pokémon's maximum HP is less than 16, it will lose 1 HP per round.
  542.  
  543. If the pokémon is poisoned during a round that it switches in, it will only be subjected to
  544. recurrent poison damage that round if its speed is less than or equal to the opponent's speed.
  545. If the pokémon is poisoned and is switched in, it will be subjected to recurrent poison damage
  546. before the opponent makes a move if its speed is greater than the opponent's, but after the
  547. opponent makes a move if its speed is less than or equal to the opponent's. If both pokémon
  548. switch in and are burned or poisoned, recurrent damage will be done in order according to their
  549. current speed values.
  550.  
  551. Recurrent poison damage will be done even if the pokémon knocks itself out with crash damage,
  552. recoil damage, or self-inflicted confusion damage, or by making a substitute before the end of
  553. its turn but will not occur if the poisoned pokémon knocks out an opponent. Continuing partial
  554. trapping damage is done before recurrent poison damage, and Leech Seed draining is done after
  555. recurrent poison damage.
  556.  
  557. Prevention, Cures: A substitute will prevent poisoning, and poison types can't be poisoned. If
  558. used by the opponent, Haze will cure poisoning.
  559.  
  560. In-game Differences: Out of battle, a poisoned Pokémon will take 1 HP of damage for every
  561. fourth step you take. The amount of steps that required for the HP to be deducted will be reset
  562. by resetting the game. (No such poison damage is taken while walking around in a colosseum
  563. room.)
  564.  
  565. Stadium Differences: A pokémon can rid itself of the poison ailment by using Haze. A pokémon
  566. will not take recurrent poison damage when it switches in.
  567.  
  568. Moves that can cause poisoning: Poison Gas, Poison Sting, Poisonpowder, Sludge, Smog,
  569.           Toxic (badly poisons), Twineedle
  570.  
  571.  
  572. ***Sleep***
  573. Effects: The pokémon receives a sleep duration length of 1-7 turns (chosen randomly), which is
  574. reduced by 1 each time the pokémon attempts to execute an attack. The duration deduction will
  575. occur immediately before the attempt to execute the move is made, and the pokémon will wake up
  576. when its duration length becomes 0. It will not be able to attack on the same turn that it
  577. wakes up though, so the pokémon will be unable to attack for a total of 1-7 turns. The
  578. countdown duration will not be altered if the pokémon is switched out before it wakes up.
  579.  
  580. Sleep is required for Dream Eater to work. Sleep will pause but not disrupt the turn duration
  581. of all moves that take more than one turn to fully execute, except for Hyper Beam, for which
  582. the recharge turn will be negated. If pokémon uses an altered attack priority move (Counter,
  583. Quick Attack) during the same round it is put to sleep, the altered priority received by the
  584. move will only be reset on the turn after it wakes up (not even switching can reset this).
  585.  
  586. Prevention, Cures: Can be cured by Haze, if used by the opponent. This ailment is temporary.
  587.  
  588. Stadium Differenecs: The pokémon receives a sleep duration of 1-3 turns (chosen randomly).
  589. Also, you get to select a move while the pokémon is asleep. A substitute will protect the user
  590. from primary sleep.
  591.  
  592. Moves that can cause sleep: Hypnosis, Lovely Kiss, Rest (self-inflicted), Sing, Sleep Powder,
  593.           Spore
  594.  
  595.  
  596.  
  597. E. Type Effectiveness
  598. Each move has a type associated with it, which influences the amount of damage that the move
  599. will do, if it has a power value. The effectiveness of a move with a power against an opponent
  600. pokémon can be summed up with this chart:
  601.  
  602.  
  603.       A\Defending
  604.       t \   Types        E       F
  605.       t  \               l       i                               P
  606.       a   \          D   e       g   F           G       N   P   s
  607.       c    \         r   c       h   l   G   G   r       o   o   y       W
  608.       k T   \        a   t   F   t   y   h   r   o       r   i   c   R   a
  609.       i y    \   B   g   r   i   i   i   o   a   u   I   m   s   h   o   t
  610.       n p     \  u   o   i   r   n   n   s   s   n   c   a   o   i   c   e
  611.       g e      \ g   n   c   e   g   g   t   s   d   e   l   n   c   k   r
  612.      /=====================================================================\
  613.      |Bug      | 1 | 1 | 1 |0.5|0.5|0.5|0.5| 2 | 1 | 1 | 1 | 2 | 2 | 1 | 1 |
  614.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  615.      |Dragon   | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
  616.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  617.      |Electric | 1 |0.5|0.5| 1 | 1 | 2 | 1 |0.5| 0 | 1 | 1 | 1 | 1 | 1 | 2 |
  618.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  619.      |Fire     | 2 |0.5| 1 |0.5| 1 | 1 | 1 | 2 | 1 | 2 | 1 | 1 | 1 |0.5|0.5|
  620.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  621.      |Fighting |0.5| 1 | 1 | 1 | 1 |0.5| 0 | 1 | 1 | 2 | 2 |0.5|0.5| 2 | 1 |
  622.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  623.      |Flying   | 2 | 1 |0.5| 1 | 2 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |0.5| 1 |
  624.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  625.      |Ghost    | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 0 | 1 | 0 | 1 | 1 |
  626.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  627.      |Grass    |0.5|0.5| 1 |0.5| 1 |0.5| 1 |0.5| 2 | 1 | 1 |0.5| 1 | 2 | 2 |
  628.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  629.      |Ground   |0.5| 1 | 2 | 2 | 1 | 0 | 1 |0.5| 1 | 1 | 1 | 2 | 1 | 2 | 1 |
  630.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  631.      |Ice      | 1 | 2 | 1 | 1 | 1 | 2 | 1 | 2 | 2 |0.5| 1 | 1 | 1 | 1 |0.5|
  632.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  633.      |Normal   | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 1 |0.5| 1 |
  634.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  635.      |Poison   | 2 | 1 | 1 | 1 | 1 | 1 |0.5| 2 |0.5| 1 | 1 |0.5| 1 |0.5| 1 |
  636.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  637.      |Psychic  | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 2 |0.5| 1 | 1 |
  638.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  639.      |Rock     | 2 | 1 | 1 | 2 |0.5| 2 | 1 | 1 |0.5| 2 | 1 | 1 | 1 | 1 | 1 |
  640.      |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
  641.      |Water    | 1 |0.5| 1 | 2 | 1 | 1 | 1 |0.5| 2 | 1 | 1 | 1 | 1 | 2 |0.5|
  642.      \=====================================================================/
  643.  
  644.  
  645. In order to determine the type effectiveness of a move against a pokémon, look at the move's
  646. type in the rows and the pokémon's type in the columns. For example, a water attack used
  647. against a dragon type has a multiplier of 0.5, so it would do half the damage it usually would.
  648. If a pokémon has two types, look at the type effectiveness against both types and multiply the
  649. moves together. For example, a grass attack used against a poison type has a multiplier of 0.5,
  650. and has a multiplier of 2 if used against a water type, so if used against a water/poison type,
  651. the multiplier will be 2 * 0.5 = 1, or just regular damage. The type effectiveness values used
  652. in the BDF are ten times the final type effectiveness value, but the damage amount is divided
  653. by 10 immediately afterwards.
  654.  
  655. An attack is considered super effective if it has a type multiplier of 2 or 4, and not very
  656. effective if it has a type multiplier of 0.25 or 0.5. If it has a multiplier of 1, it does
  657. regular damage, and if it has a multiplier of 0, it will always miss against the opponent,
  658. though the text message will almost always note that the move "doesn't affect" the opponent.
  659. There is no text message distinction beyond whether or not a type multiplier is 0, between 0
  660. and 1, 1, or greater than 1. Additionally, if a pokémon has a second type and is attacked with
  661. a move that does not result in a type multiplier of 1 (or 10, depending on perspective), the
  662. type effectiveness message associated with the attack will be based solely on the pokémon's
  663. second type.
  664.  
  665. Stadium Differences:
  666. The type effectiveness messages associated with moves will always take both of a pokémon's
  667. types into account (except regarding immunities, which will always result in a message that the
  668. attempted attack missed).
  669.  
  670.  
  671.  
  672. F. Order of Operations
  673. This is a list that shows the order in which the various operations happen relative to each
  674. other in any one round.
  675.  
  676. First, determination of which pokémon performs its action first and which performs its action
  677. second in a round occurs. Running away takes priority over switching, which takes priority over
  678. using an item, which takes priority over attempting to attack. If both trainers choose to run
  679. away, it will happen simultaneously and the game will be declared a draw. If both trainers
  680. switch, each trainer will always see their pokémon switched out first. If both trainers use an
  681. item (in an in-game battle of course), each trainer will always see their pokémon affected
  682. first.
  683.  
  684. If both trainers choose to attack, determination of which pokémon attacks first depends on the
  685. current speed of both pokémon and the priority of the attack selected. If one of the pokémon
  686. has selected an increased (or decreased) priority attack, it will attack first (or last) unless
  687. the opponent has also selected an increased (or decreased) priority attack. If the attack
  688. priority of both the selected attacks is the same, then the pokémon with the higher current
  689. speed will go first. If both pokémon have the same current speed, the game will randomly select
  690. which one goes first.
  691.  
  692. Provided that neither player chooses to run away, the round will proceed as follows:
  693.  
  694. Beforehand:
  695.      *All players select an action, including a specific item or attack if possible*
  696.  
  697. Running away will end the battle, but otherwise the round will proceed:
  698.  
  699. First pokémon's turn:
  700.      *Sleep duration deduction*
  701.      [First pokémon is frozen solid, fast asleep, or wakes up]
  702.      ([First pokémon must recharge])
  703.      *Disable duration deduction*
  704.      [First pokémon is disabled no more]
  705.      *Confusion duration deduction*
  706.      [First pokémon is confused no more]
  707.      *[First pokémon is fully paralyzed]*
  708.      *[First pokémon hurts itself due to confusion]*
  709.      *PP is deducted from selected attack*
  710.      *[Attack is used]*
  711.      *[Attack misses]*
  712.      *Damage calculation including critical hit*
  713.      *Battle animation*
  714.      *Damage and primary effects of attack*
  715.      [Second pokémon's substitute took the damage]
  716.      [Second pokémon's substitute broke]
  717.      [Critical hit]
  718.      [Type effectiveness of attack]
  719.      [Any flavor text associated with the executed attack]
  720.      ([Second pokémon faints])
  721.      *[Second pokémon's rage builds]*
  722.      *[Secondary effects of attack]*
  723.      *[Recurrent poison/burn damage to first pokémon]*
  724.      *[Recurrent Leech Seed damage to first pokémon]*
  725.      *[Second pokémon flinches]*
  726.  
  727. Second pokémon's turn:
  728.      *Sleep duration deduction*
  729.      [Second pokémon is frozen solid, fast asleep, or wakes up]
  730.      (Second pokémon must recharge)
  731.      *Disable duration deduction*
  732.      [Second pokémon is disabled no more]
  733.      *Confusion duration deduction*
  734.      [Second pokémon is confused no more]
  735.      *[Second pokémon is fully paralyzed]*
  736.      *[Second pokémon hurts itself due to confusion]*
  737.      *PP is deducted from selected attack*
  738.      *[Attack is used]*
  739.      *[Attack misses]*
  740.      *Damage calculation including critical hit*
  741.      *Battle animation*
  742.      *Damage and primary effects of attack*
  743.      [First pokémon's substitute took the damage]
  744.      [First pokémon's substitute broke]
  745.      [Critical Hit]
  746.      [Type effectiveness of attack]
  747.      [Any flavor text associated with the executed attack]
  748.      ([First pokémon faints])
  749.      *[First pokémon's rage builds]*
  750.      *[Secondary effects of attack]*
  751.      *[Recurrent poison/burn damage to second pokémon]*
  752.      *[Recurrent Leech Seed damage to second pokémon]*
  753.  
  754. Astericks indicate that the line involves an operation. Parentheses indicate that the line is
  755. a potential battle condition, which may effect the execution of lines below it. Brackets
  756. indicate that the line is a displayed text message. Lines marked with astericks/parentheses as
  757. well as brackets indicate that the line is an operation/condition, and a text message directly
  758. associated with the line is displayed immediately following the operation or condition
  759. (provided that it happened/exists).
  760.  
  761. Also note that all lines will of course happen only if applicable, since the disable or
  762. confusion duration deductions can only happen if the pokémon actually is disabled or confused,
  763. an attack missing will not result in a battle animation, etc.
  764.  
  765.  
  766.  
  767. G. Moves;
  768.  
  769. G1. General Information;
  770. A move has four main attributes: type, power, PP, and accuracy.
  771.  
  772.  
  773. ***Type***
  774. One of the 15 possible types that a move might be. A move's type determines whether it is a
  775. physical or special attack and also changes the effectiveness of the move when used against
  776. pokémon of different types (though this does not apply to moves that do damage but do not have
  777. power values). Also, if the move has a power and the move's type is the same as one of the
  778. user's types, the move will do 50% more damage (this is known as STAB, short for same type
  779. attack bonus).
  780.  
  781.  
  782. ***Power***
  783. Every move that does damage calculated with the Battle Damage Formula has a base power. Some
  784. moves can do damage despite not having power values.
  785.  
  786.  
  787. ***PP***
  788. PP is short for power points, and basically represents the number of times you can use the
  789. move. Each move has two PP values, a current value and a maximum value. Current PP is the
  790. amount of PP the pokémon has at any referenced time, since PP will be deducted from moves when
  791. used. Maximum PP is supposedly the highest PP a move can have, but is more of a calibration
  792. number for determining how much PP to restore to a pokémon via PP-restoring methods.
  793.  
  794. Every time a move is fully executed, 1 PP is deducted from it. If a move has 0 PP, you will not
  795. be allowed to select the attack (though this is bypassed in a couple of cases where the game
  796. automatically selects the attack). In-game, PP can be restored by healing at a Pokémon Center
  797. or use a PP-restoring item (Elixer, Ether, Max Elixer, Max Ether).
  798.  
  799. The only way to "restore" used PP in a link battle is with the PP roll over glitch. If by some
  800. means the game allows you to use a move with a current PP count of 0, its current PP will
  801. become 63 and it will have max PP ups applied to it after that use. This can happen to any
  802. attack if a pokémon attacks immediately after being defrosted, or to a handful of moves (Bind,
  803. Clamp, Fire Spin, Hyper Beam, Metronome, Mimic, and Wrap) because of the autoselection involved
  804. with partial trapping moves. More detailed information on how it can be done can be found in
  805. the information entry for Freeze, and in the entries of each mentioned move.
  806.  
  807. When a move is first learned, its maximum PP value will be at its base value. Subsequently, you
  808. can apply up to 3 PP-ups to each move, and each PP-up will increase the move's maximum PP by
  809. 20% of its base value (though 61 is the maximum PP of a move with 40 base PP).
  810.  
  811.  
  812. ***Accuracy***
  813. Accuracy is the probability that the selected move will actually hit the opponent. Multiply an
  814. accuracy value by 2.56, round accordingly, and call that value A. If a randomly generated
  815. number from 0 to 255 is less than A, the move will hit the opponent. The initial accuracy of
  816. the move can be influenced by Accuracy and Evasion modifiers. The execution of certain moves
  817. does not involve an accuracy or evasion check, and such moves essentially never miss.
  818.  
  819.  
  820. G2. Ways of Obtaining;
  821. A pokémon can learn a move by Level, Previous Evolution, TM, HM, or Gift.
  822.  
  823. ***Level***
  824. When a pokémon's level reaches certain values, it will learn moves. If the pokémon has less
  825. than 4 moves, it will automatically learn the move, but if it has 4 moves, you will be given
  826. the option of allowing the pokémon to learn the move; you will have to replace one of the
  827. pokémon's current moves because it can't have more than 4 moves at a time. If the pokémon
  828. already knows the move, no acknowledgement that it learns the move at that level will be made,
  829. and if the pokémon gains enough experience at once to skip the level at which it learns a move,
  830. it will not learn it either.
  831.  
  832. ***Previous Evolution***
  833. In a few instances, a pokémon will not be able to learn a move by Level or TM, yet one of its
  834. previous evolutions will, allowing it access to the move. E3 contains a list of moves learnable
  835. in this way.
  836.  
  837. ***TM***
  838. During the course of the game, you will find TMs that will allow you to teach a pokémon the
  839. move it contains, provided that the selected pokémon is compatible with the move. If the
  840. pokémon already knows the move, the game will not allow you to teach the TM to that pokémon.
  841. There are a total of 50 different TMs, each of which is a one-time use (though it is possible
  842. to obtain multiple copies of some of them).
  843.  
  844. ***HM***
  845. Essentially the same as TMs, but HMs can be used an unlimited number of times (and whose use
  846. out of battle is required to complete the game). Once learned, you will not be allowed to
  847. replace any of the 5 HM moves without using a move deleter (which is only present in GSC).
  848.  
  849. ***Gift***
  850. A move is considered a Gift move if it is a move that can be obtained by receiving a gift
  851. pokémon with that move. Usually such a move can't be learned by any other means. Any of such a
  852. pokémon's evolutions are also considered to learn that move as a Gift move (as opposed to
  853. Previous Evolution).
  854.  
  855. Two moves can be obtained only from Stadium. A Lv.15 Psyduck with Amnesia can be obtained by
  856. getting all 151 pokémon in Stadium's Hall of Fame. Since it is awarded to you and does not
  857. usually have that move, it is a Gift move. A Pikachu with Surf can be obtained by beating the
  858. R2 Prime Cup at the Master Ball level without saving. The team used for this must contain a
  859. Pikachu and must be completely selected from your gameboy cartridge. Pikachu must be in your
  860. 3-member team, but only during the last round. Since Surf is taught to the Pikachu you bring
  861. with you, it is essentially a move learned by HM, though not under normal circumstances.
  862.  
  863. A pokémon's move set will not be allowed to have the same move more than once, except
  864. temporarily via Mimic.
  865.  
  866. For a list of pokémon and the moves they can learn, I would recommend White Cat's dexes, found
  867. at http://pokedex.kary.ca/.
  868.  
  869.  
  870. G3. Previous Evolution Moves;
  871. This is a list of all moves that can be learned by Previous Evolution but not by chromatic
  872. Level. Moves marked with parentheses can be learned by metallic Level, TM, or Tutor. Moves
  873. marked with brackets can be learned by chromatic TM.
  874.  
  875. Metapod: Tackle, String Shot
  876. Butterfree: Harden, Tackle, String Shot
  877. Kakuna: Poison Sting, String Shot
  878. Beedrill: Harden, Poison Sting, String Shot
  879. Raichu: Agility, [(Double Team)], (Light Screen), (Quick Attack), Slam, [(Swift)], (Tail whip),
  880.            [(Thunder)], [(Thunderbolt)]
  881. Nidoqueen: Bite, Fury Swipes, Growl
  882. Nidoking: Focus Energy, Fury Attack, [Horn Drill], Leer
  883. Clefable: (Defense Curl), Growl, Light Screen, Pound
  884. Ninetales: (Confuse Ray), Fire Spin, (Flamethrower)
  885. Wigglytuff: [Body Slam], [Double-Edge], Pound, [(Rest)]
  886. Vileplume: (Absorb), [(Solarbeam)]
  887. Arcanine: Agility, Bite, (Flamethrower)
  888. Poliwrath: Amnesia, Bubble, Hydro Pump
  889. Victreebel: Growth, Slam, (Vine Whip)
  890. Cloyster: [(Ice beam)], Leer, Tackle
  891. Exeggutor: Leech Seed, Poisonpowder, [Reflect], [(Solarbeam)], Sleep Powder, Stun Spore
  892. Starmie: Hydro Pump, Light Screen, Minimize, (Recover), [(Swift)]
  893. Gyarados: Splash, Tackle
  894. Vaporeon: Focus Energy, Growl, [Take Down]
  895. Jolteon: Bite, Focus Energy, Growl, [Take Down]
  896. Flareon: Focus Energy, Growl, [Take Down]
  897.  
  898. Also, Pikachu essentially learns Surf by HM (though under special conditions of course), so in
  899. turn, Raichu essentially learns Surf by Previous HM.
  900.  
  901.  
  902. G4. Number of Moves;
  903. The maximum number of moves a pokémon may have at any one time is four, and no pokémon may have
  904. less than one move. Since there is a move deleter in Blackthorn City in the Metallic
  905. generation, it is possible to have any pokémon with only one move by trading it to a metallic
  906. cartridge, deleting the move, and trading back.
  907.  
  908. There is no move deleter directly available in the Chromatic generation though, and if the move
  909. deleter is not accessible, the minimum number of moves a pokémon can have will not always be
  910. equal to one. For calculating the minimum number of moves a pokémon can have, the minimum
  911. number of level moves it can have is all that needs to be considered, since a pokémon can skip
  912. all of its Previous Evolution, TM, HM, and Gift moves (if the minimum number of moves a pokémon
  913. must have is less than 4, then it will be equal to the minimum number of level moves it can
  914. have, but if the minimum number of moves a pokémon can have is 4, those moves may be obtained
  915. by any means, since they can be simply overwritten with moves not learned by level). Since a
  916. pokémon will not learn a move if it skips the level the move is learned on, the minimum number
  917. of moves a pokémon can have is equal to min(4, I + U + S). I is equal to the initial number of
  918. moves the pokémon has (which by its nature must be at least 1), though if the pokémon's level
  919. is greater than or equal to its evolution level and the pokémon has lower evolutions, then I is
  920. equal to the pokémon's initial number of moves or the initial number of moves of its lower
  921. evolution(s), whichever is lower. U is the number of moves the pokémon learns on levels it
  922. can't skip. To find U, first determine a level K, which is the least K such that F(K)-F(K-1)>E,
  923. where F(K) (read as "F of K", since a pokémon's minimum experience points can be written as a
  924. function of level) is the number of experience points needed to be on level K, and E is the
  925. maximum number of experience points that can be obtained at once. Taking E to be 4387 (from a
  926. traded pokémon singlehandedly surviving your rival's Lv.65 Blastoise in Red or Blue), K is 35
  927. if the pokémon's growth rate is slow, 39 if the pokémon's growth rate is medium or fading, or
  928. 43 if the pokémon's growth rate is fast. If the pokémon's level L is less than K, then U is 0,
  929. otherwise, U is the number of level moves the pokémon can learn from level K to level L. If L
  930. is greater than or equal to K, then S is 0 (since the pokémon won't be able to skip any levels
  931. at such values), otherwise, S is determined by the lengths of unskippable move streaks that a
  932. pokémon's level move list experiences. To determine how much of a move streak can be skipped,
  933. find the least N such that F(H-N)-F(J)<E, where H is the highest level in the streak, J is the
  934. lowest level in the streak, and N is a nonnegative integer. Add N to S, and repeat the process
  935. until all move streaks are accounted for. It should be noted that no move streaks in RBY are
  936. unskippable.
  937.  
  938.  
  939. G5. Individual Move Information;
  940. This is a detailed list of the type, power, PP, accuracy, and any additional info about the 165
  941. moves in the Chromatic series. Moves that do not have power values will have their power values
  942. listed as ---. Such moves do not do damage based on the BDF (if they do damage at all) and
  943. unless otherwise noted, will be completely unaffected by the user's or opponent's type(s).
  944. Moves that do not have accuracy values will have their accuracy values listed as ---, and
  945. essentially can never miss since there is no accuracy or evasion check performed when such
  946. moves are used. All information given pertains to how the moves function in a gameboy, link
  947. battle. Any differences in Stadium or in-game battles are noted accordingly.
  948.  
  949. Whenever a calculation is made, the decimal is dropped, so numbers will always be truncated.
  950. The only time this is not true is if a number is calculated to be 0, in which case it is bumped
  951. up to 1.
  952.  
  953. Any references to PP in this section are to current PP, unless otherwise noted. References to
  954. items are relevant only when items are relevant, but behavior-wise are not presumed to be
  955. strictly different.
  956.  
  957.  
  958. ***Absorb***
  959. Type: Grass
  960. Power: 20
  961. PP: 20-32
  962. Accuracy: 99.6%
  963.  
  964. Absorb does damage, and up to 50% of the damage done to the opponent is restored to the user.
  965. However, if this attack does 1 point of damage, 1 HP will be restored to the user.
  966.  
  967. If Absorb breaks a substitute, no HP will be restored to the user. If HP is restored to the
  968. user when its current HP is greater than its maximum HP, its current HP will be set equal to
  969. its maximum HP.
  970.  
  971. Stadium Differences:
  972. Absorb will always miss if the opponent has a substitute.
  973.  
  974.  
  975. ***Acid***
  976. Type: Poison
  977. Power: 40
  978. PP: 30-48
  979. Accuracy: 99.6%
  980.  
  981. Acid does damage and has a 9.8% chance of lowering the opponent's defense by 1 level.
  982.  
  983. Acid will not be able to lower the opponent's defense if it has reached a level of -6 or a
  984. value of 1, or if the opponent has a substitute.
  985.  
  986. Stadium Differences:
  987. Acid has a 19.9% chance of lowering the opponent's defense by 1 level.
  988.  
  989.  
  990. ***Acid Armor***
  991. Type: Poison
  992. Power: ---
  993. PP: 40-61
  994. Accuracy: ---
  995.  
  996. Acid Armor increases the user's defense by 2 levels.
  997.  
  998. Acid Armor will do nothing if the user's defense has reached a level of +6 or a value of 999.
  999. The effect of Acid Armor is ignored by critical hits.
  1000.  
  1001.  
  1002. ***Agility***
  1003. Type: Psychic
  1004. Power: ---
  1005. PP: 30-48
  1006. Accuracy: ---
  1007.  
  1008. Agility increases the user's speed by 2 levels.
  1009.  
  1010. Agility will do nothing if the user's speed has reached a level +6 or a value of 999.
  1011.  
  1012.  
  1013. ***Amnesia***
  1014. Type: Psychic
  1015. Power: ---
  1016. PP: 20-32
  1017. Accuracy: ---
  1018.  
  1019. Amnesia increases the user's special by 2 levels.
  1020.  
  1021. Amnesia will do nothing if the user's special has reached a level of +6 or a value of 999. The
  1022. effect of Amnesia is ignored by critical hits.
  1023.  
  1024.  
  1025. ***Aurora Beam***
  1026. Type: Ice
  1027. Power: 65
  1028. PP: 20-32
  1029. Accuracy: 99.6%
  1030.  
  1031. Aurora Beam does damage and has a 9.8% chance of lowering the opponent's attack by 1 level.
  1032.  
  1033. Aurora Beam will not be able to lower the opponent's attack if it has reached a level of -6 or
  1034. a value of 1, or if the opponent has a substitute.
  1035.  
  1036. Stadium Differences:
  1037. Aurora Beam has a 29.7% chance of lowering the opponent's attack by 1 level.
  1038.  
  1039.  
  1040. ***Barrage***
  1041. Type: Normal
  1042. Power: 15
  1043. PP: 20-32
  1044. Accuracy: 84.4%
  1045.  
  1046. Barrage does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
  1047. times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
  1048. 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
  1049. each hit per use will do the same amount of damage.
  1050.  
  1051. Barrage will end immediately if it breaks a substitute. Counter will only counter the last hit
  1052. of a Barrage attack.
  1053.  
  1054.  
  1055. ***Barrier***
  1056. Type: Psychic
  1057. Power: ---
  1058. PP: 30-48
  1059. Accuracy: ---
  1060.  
  1061. Barrier increases the user's defense by 2 levels.
  1062.  
  1063. Barrier will do nothing if the user's defense has reached a level of +6 or a value of 999. The
  1064. effect of Barrier is ignored by critical hits.
  1065.  
  1066.  
  1067. ***Bide***
  1068. Type: Normal
  1069. Power: ---
  1070. PP: 10-16
  1071. Accuracy: 99.6%
  1072.  
  1073. After Bide is selected, the user will be unable to select a move for an idling period of 2-3
  1074. turns (chosen randomly), though it will still be able to switch out during this time. On the
  1075. following turn, Bide will do damage equal to twice the damage received during the idling
  1076. period. Although Bide deals normal damage, type has no effect on the calculated damage
  1077. inflicted by this attack. Bide is unaffected by accuracy and evasion modifiers, and can hit
  1078. pokémon during the semi-invulnerable turn of Dig and Fly.
  1079.  
  1080. Bide will count crash damage and an opponent's self-inflicted confusion damage as damage that
  1081. can be reversed. Damage absorbed by a Substitute can be reversed for the amount of damage it
  1082. would have done to the user had the user not had a substitute. If an opponent damages the user
  1083. during the idling period, it must then use an attack that actually misses (as opposed to one
  1084. that fails, or making a move, or using an item) in order to reset the last amount of damage
  1085. counted towards Bide. For example, if a Nidoking uses Seismic Toss and then Growl during the
  1086. same idling period of a Bide attack, Bide will count the turn that Growl was used as if Seismic
  1087. Toss was used a second time.
  1088.  
  1089. Sleep, freeze, partial trap duration, and flinching will pause but not disrupt the duration of
  1090. Bide.
  1091.  
  1092. Stadium Differences:
  1093. You get to select a move during each of Bide's idling turns. Bide will miss against pokémon
  1094. that are in the middle of Dig or Fly.
  1095.  
  1096.  
  1097. ***Bind***
  1098. Type: Normal
  1099. Power: 15
  1100. PP: 20-32
  1101. Accuracy: 74.6%
  1102.  
  1103. Bind does damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a
  1104. 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns,
  1105. and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack
  1106. can critical hit, every attack during the duration will do the same amount of damage. During
  1107. this turn duration, the opponent will be unable to attack, and if the user of Bind attacks
  1108. before the opponent when used, the opponent will be unable to attack during that round as well.
  1109.  
  1110. Damage done by Bind's continuing duration is done after recurrent damage. If the user switches
  1111. out before the turn duration ends, the opponent will be unable to attack during that turn,
  1112. since it did not get to select a move. If the opponent switches out before the turn duration
  1113. ends, Bind will automatically be used against the incoming pokémon, deducting an additional PP
  1114. from the move. If at such a time Bind has 0 PP, Bind will still be used against the incoming
  1115. pokémon. After that use, the current PP of Bind will roll over to 63, and full PP ups will be
  1116. applied to it.
  1117.  
  1118. Even if Bind misses, it will negate the recharge turn normally required for Hyper Beam.
  1119. Additionally, if the user of Bind attacks before the user of Hyper Beam during a recharge turn
  1120. and the use of Bind misses, the user of Hyper Beam will automatically use Hyper Beam during
  1121. that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards
  1122. its current PP will roll over to 63, and full PP ups will be applied to it.
  1123.  
  1124. Although Bind can't damage ghost types, it can immobilize them.
  1125.  
  1126. In-game differences:
  1127. The opponent will get to select a move during each turn of Bind's duration, and will attack
  1128. your incoming pokémon with the selected move if you decide to switch before the duration is
  1129. over.
  1130.  
  1131. Stadium Differences:
  1132. You get to select a move during each turn of Bind's duration. If the opponent switches out
  1133. before the duration ends, the incoming pokémon will not automatically be attacked. Bind will
  1134. negate the recharge turn of Hyper Beam only if successful.
  1135.  
  1136.  
  1137. ***Bite***
  1138. Type: Normal
  1139. Power: 60
  1140. PP: 25-40
  1141. Accuracy: 99.6%
  1142.  
  1143. Bite does damage and has a 9.8% chance of causing the opponent to flinch.
  1144.  
  1145. Bite can only cause the opponent to flinch if the user attacks before the opponent does. Bite
  1146. can't make an opponent with a substitute flinch.
  1147.  
  1148.  
  1149. ***Blizzard***
  1150. Type: Ice
  1151. Power: 120
  1152. PP: 5-8
  1153. Accuracy: 89.5%
  1154.  
  1155. Blizzard does damage and has a 9.8% chance of freezing the opponent.
  1156.  
  1157. Blizzard can't freeze an opponent that has a substitute or already has a major status ailment.
  1158.  
  1159.  
  1160. ***Body Slam***
  1161. Type: Normal
  1162. Power: 85
  1163. PP: 15-24
  1164. Accuracy: 99.6%
  1165.  
  1166. Body Slam does damage and has a 29.7% chance of paralyzing its opponent.
  1167.  
  1168. Body Slam can't paralyze an opponent that has a substitute or already has a major status
  1169. ailment.
  1170.  
  1171.  
  1172. ***Bone Club***
  1173. Type: Ground
  1174. Power: 65
  1175. PP: 20-32
  1176. Accuracy: 84.4%
  1177.  
  1178. Bone Club does damage and has a 9.8% chance of causing the opponent to flinch.
  1179.  
  1180. Bone Club can only cause the opponent to flinch if the user attacks before the opponent does.
  1181. Bone Club can't make an opponent with a substitute flinch.
  1182.  
  1183.  
  1184. ***Bonemerang***
  1185. Type: Ground
  1186. Power: 50
  1187. PP: 10-16
  1188. Accuracy: 89.5%
  1189.  
  1190. Bonmerang does damage, hitting twice per use. Though technically only the first hit can
  1191. critical hit, each hit per use will do the same amount of damage.
  1192.  
  1193. Bonemerang will end immediately if it breaks a substitute.
  1194.  
  1195.  
  1196. ***Bubble***
  1197. Type: Water
  1198. Power: 20
  1199. PP: 30-48
  1200. Accuracy: 99.6%
  1201.  
  1202. Bubble does damage and has a 9.8% chance of lowering the opponent's speed by 1 level.
  1203.  
  1204. Bubble will not be able to lower the opponent's speed if it has reached a level of -6 or a
  1205. value of 1, or if the opponent has a substitute.
  1206.  
  1207.  
  1208. ***Bubblebeam***
  1209. Type: Water
  1210. Power: 65
  1211. PP: 20-32
  1212. Accuracy: 99.6%
  1213.  
  1214. Bubblebeam does damage and has a 9.8% chance of lowering the opponent's speed by 1 level.
  1215.  
  1216. Bubblebeam will not be able to lower the opponent's speed if it has reached a level of -6 or a
  1217. value of 1, or if the opponent has a substitute.
  1218.  
  1219. Stadium Differences:
  1220. Bubblebeam has a 29.7% chance of lowering the opponent's speed by 1 level.
  1221.  
  1222.  
  1223. ***Clamp***
  1224. Type: Water
  1225. Power: 35
  1226. PP: 10-16
  1227. Accuracy: 74.6%
  1228.  
  1229. Clamp does damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a
  1230. 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns,
  1231. and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack
  1232. can critical hit, every attack during the duration will do the same amount of damage. During
  1233. this turn duration, the opponent will be unable to attack, and if the user of Clamp attacks
  1234. before the opponent when used, the opponent will be unable to attack during that round as well.
  1235.  
  1236. Damage done by Clamp's continuing duration is done after recurrent damage. If the user switches
  1237. out before the turn duration ends, the opponent will be unable to attack during that turn. If
  1238. the opponent switches out before the turn duration ends, Clamp will automatically be used
  1239. against the incoming pokémon, deducting an additional PP from the move. If at such a time Clamp
  1240. has 0 PP, Clamp will still be used against the incoming pokémon. After that use, the current PP
  1241. of Clamp will roll over to 63, and full PP ups will be applied to it.
  1242.  
  1243. Even if Clamp misses, it will negate the recharge turn normally required for Hyper Beam.
  1244. Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn
  1245. and the use of Clamp misses, the user of Hyper Beam will automatically use Hyper Beam during
  1246. that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards
  1247. its current PP will roll over to 63, and full PP ups will be applied to it.
  1248.  
  1249. In-game differences:
  1250. The opponent will get to select a move during each turn of Clamp's duration, and will attack
  1251. your incoming pokémon with the selected move if you decide to switch before the duration is
  1252. over.
  1253.  
  1254. Stadium Differences:
  1255. You get to select a move during each turn of Clamp's duration. If the opponent switches out
  1256. before the duration ends, the incoming pokémon will not automatically be attacked. Clamp will
  1257. negate the recharge turn of Hyper Beam only if successful.
  1258.  
  1259.  
  1260. ***Comet Punch***
  1261. Type: Normal
  1262. Power: 18
  1263. PP: 15-24
  1264. Accuracy: 84.4%
  1265.  
  1266. Comet Punch does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
  1267. times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
  1268. 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
  1269. each hit per use will do the same amount of damage.
  1270.  
  1271. Comet Punch will end immediately if it breaks a substitute. Counter will only counter the last
  1272. hit of a Comet Punch attack.
  1273.  
  1274.  
  1275. ***Confuse Ray***
  1276. Type: Ghost
  1277. Power: ---
  1278. PP: 10-16
  1279. Accuracy: 99.6%
  1280.  
  1281. Confuse Ray causes the opponent to become confused.
  1282.  
  1283. Confuse Ray will fail if the opponent has a substitute or is already confused.
  1284.  
  1285.  
  1286. ***Confusion***
  1287. Type: Psychic
  1288. Power: 50
  1289. PP: 25-40
  1290. Accuracy: 99.6%
  1291.  
  1292. Confusion does damage and has a 9.8% chance of confusing the opponent.
  1293.  
  1294. Confusion can't confuse an opponent that is already confused.
  1295.  
  1296. Stadium Differences:
  1297. Confusion can't confuse an opponent that has a substitute.
  1298.  
  1299.  
  1300. ***Constrict***
  1301. Type: Normal
  1302. Power: 10
  1303. PP: 35-56
  1304. Accuracy: 99.6%
  1305.  
  1306. Constrict does damage and has a 9.8% chance of lowering the opponent's speed by 1 level.
  1307.  
  1308. Constrict will not be able to lower the opponent's speed if it has reached a level of -6 or a
  1309. value of 1, or if the opponent has a substitute.
  1310.  
  1311.  
  1312. ***Conversion***
  1313. Type: Normal
  1314. Power: ---
  1315. PP: 30-48
  1316. Accuracy: ---
  1317.  
  1318. Conversion changes the user's current type(s) to the opponent's current type(s).
  1319.  
  1320.  
  1321. ***Counter***
  1322. Type: Fighting
  1323. Power: ---
  1324. PP: 20-32
  1325. Accuracy: 99.6%
  1326.  
  1327. If the last amount of damage done before the use of Counter is greater than 0 and was dealt by
  1328. a normal or fighting attack, Counter will do twice as much damage to the opponent. Although
  1329. Counter deals fighting damage, its type does not alter the amount of damage it inflicts.
  1330.  
  1331. Counter is a decresed priority move. If the opponent does not use an decreased priority move
  1332. during the round that it is used, Counter will go last regardless of the user's or opponent's
  1333. speed. If the opponent also uses an decreased priority move during the same round, the attack
  1334. order of the users will be determined normally. If the user is put to sleep or is frozen during
  1335. the round that Counter is (or attempts to be) used, Counter's decreased speed priority will not
  1336. be reset. Subsequently, it will only be reset on the turn after the user wakes up or is
  1337. defrosted, or if the user switches out.
  1338.  
  1339. Counter can critical hit, but the actual amount of damage dealt back by it will not be altered
  1340. by a critical hit. Counter will only counter the last hit of a multi-hit move and the last
  1341. attack of a partial trapping move. Counter will always miss if called by Metronome.
  1342.  
  1343. Switching, full paralysis, and using a multi-turn move will not reset the last amount of damage
  1344. done, allowing counter to counter itself as well as self-inflicted recoil damage. However, if
  1345. both active pokémon use Counter during the same round, both attacks will fail. An attack
  1346. absorbed by a Substitute can be countered for the amount of damage it would have done to the
  1347. user had the user not had a substitute.
  1348.  
  1349. If a a HP-restoring item is used on the opponent during the same round that Counter is used,
  1350. Counter will counter the item.
  1351.  
  1352. Stadium Differences:
  1353. Switching, full paralysis, and using a multi-turn move reset the last amount of damage done, so
  1354. Counter can't counter itself or self-inflicted recoil damage if the opponent does not make a
  1355. move on its following turn.
  1356.  
  1357.  
  1358. ***Crabhammer***
  1359. Type: Water
  1360. Power: 90
  1361. PP: 10-16
  1362. Accuracy: 84.4%
  1363.  
  1364. Crabhammer does damage, and has a high critical hit ratio.
  1365.  
  1366.  
  1367. ***Cut***
  1368. Type: Normal
  1369. Power: 50
  1370. PP: 30-48
  1371. Accuracy: 94.5%
  1372.  
  1373. Cut does damage.
  1374.  
  1375.  
  1376. ***Defense Curl***
  1377. Type: Normal
  1378. Power: ---
  1379. PP: 40-61
  1380. Accuracy: ---
  1381.  
  1382. Defense Curl increases the user's defense by 1 level.
  1383.  
  1384. Defense Curl will do nothing if the user's defense has reached a level of +6 or a value of 999.
  1385. The effect of Defense Curl is ignored by critical hits.
  1386.  
  1387.  
  1388. ***Dig***
  1389. Type: Ground
  1390. Power: 100
  1391. PP: 10-16
  1392. Accuracy: 99.6%
  1393.  
  1394. On the turn that Dig is selected, the user will dig underground, where the only attacks it
  1395. can't avoid are Bide, Swift, and Transform. On the following turn, Dig will do damage, PP will
  1396. be deducted from it, and it will count as the last move used. Once Dig is selected, the user
  1397. won't be able to switch out until it is disrupted or fully executed.
  1398.  
  1399. If Dig is not fully executed, PP will not be deducted from it, and it will not count as the
  1400. last move used. If the opponent uses Mirror Move during the turn that the user digs
  1401. underground, Mirror Move will copy the move that the user executed immediately before using Dig
  1402. (or fail if it can't).
  1403.  
  1404. Confusion and full paralysis will disrupt Dig. Additionally, if the user is fully paralyzed
  1405. during the mostly-invulnerable turn of Dig, the mostly-invulnerable part will not be reset
  1406. until the user switches out or fully executes Dig or Fly.
  1407.  
  1408. Stadium Differences:
  1409. Dig will allow the user to avoid damage reversed by Bide. Full paralysis will reset the mostly-
  1410. invulnerable part of Dig. Mirror Move will copy Dig on either of the turns it takes to execute.
  1411.  
  1412.  
  1413. ***Disable***
  1414. Type: Normal
  1415. Power: ---
  1416. PP: 20-32
  1417. Accuracy: 54.7%
  1418.  
  1419. Disable randomly selects one move that is in the opponent's current move set and whose current
  1420. PP is greater than 0, and gives it a randomly chosen disable duration length of 1-8, which is
  1421. reduced by 1 each time the pokémon attempts to execute an attack. While the move is disabled, a
  1422. message of "disabled!" will appear in place of the disabled move's PP, and the opponent will be
  1423. unable to use the move until the round after Disable wears off (attempting to select the move
  1424. will just result in a notice that the move is disabled).
  1425.  
  1426. If the opponent does manage to select the move (such as if it knows the move twice because of
  1427. Mimic, or if the user is faster than the opponent and disables the attack that the opponent was
  1428. going to use during that round) and attempts to execute it before the disable duration is over,
  1429. it will only result in a wasted turn and a message that the move is disabled. Since the check
  1430. to see if a move is disabled happens after the duration reduction, it is possible to disable
  1431. the move the opponent was about to use for only 1 turn and as a result have Disable end
  1432. immediately, still allowing the opponent to use said move during that round. It is also
  1433. possible for the opponent to still use the disabled move if it is called via Metronome or
  1434. Mirror Move.
  1435.  
  1436. If the opponent has only one move and that move is successfully disabled, it will use Struggle
  1437. until it can select its move again. Disable will fail if the opponent has no PP for any of its
  1438. moves.
  1439.  
  1440. Turns spent flinching, fast asleep, frozen solid, recharging, or partially trapped will not
  1441. count towards the disable duration length.
  1442.  
  1443. Even if unsuccessful (for any reason), using Disable against a pokémon using Rage will cause
  1444. its rage to build.
  1445.  
  1446. Stadium Differences:
  1447. Disable will cause a pokémon's rage to build only if successful. The disabled move's PP is not
  1448. replaced with a "disabled!" message, though attempting to select the move will still result in
  1449. a notice that the move is disabled.
  1450.  
  1451.  
  1452. ***Dizzy Punch***
  1453. Type: Normal
  1454. Power: 70
  1455. PP: 10-16
  1456. Accuracy: 99.6%
  1457.  
  1458. Dizzy Punch does damage.
  1459.  
  1460.  
  1461. ***Double Kick***
  1462. Type: Fighting
  1463. Power: 30
  1464. PP: 30-48
  1465. Accuracy: 99.6%
  1466.  
  1467. Double Kick does damage, hitting twice per use. Though technically only the first hit can
  1468. critical hit, each hit per use will do the same amount of damage.
  1469.  
  1470. Double Kick will end immediately if it breaks a substitute. Counter will only counter the last
  1471. hit of a Double Kick attack.
  1472.  
  1473.  
  1474. ***Double Team***
  1475. Type: Normal
  1476. Power: ---
  1477. PP: 15-24
  1478. Accuracy: ---
  1479.  
  1480. Double Team increases the user's evasion by 1 level.
  1481.  
  1482. Double Team will do nothing if the user's evasion has reached a level of +6.
  1483.  
  1484.  
  1485. ***Double-Edge***
  1486. Type: Normal
  1487. Power: 100
  1488. PP: 15-24
  1489. Accuracy: 99.6%
  1490.  
  1491. Double-Edge does damage, and the user receives recoil damage equal to 25% of the damage done to
  1492. the opponent.
  1493.  
  1494. If the user of Double-Edge attacks first and faints itself due to recoil damage, the opponent
  1495. will not attack or be subjected to recurrent damage during that round. However, the user will
  1496. still be subject to recurrent damage.
  1497.  
  1498. Self-inflicted recoil damage from Double-Edge from the previous turn can be countered if the
  1499. opponent does not make a move on the following turn. If Double-Edge breaks a substitute, the
  1500. user will take no recoil damage.
  1501.  
  1502. Stadium Differences:
  1503. No recoil damage is taken if Double-Edge knocks out an opponent.
  1504.  
  1505.  
  1506. ***Doubleslap***
  1507. Type: Normal
  1508. Power: 15
  1509. PP: 10-16
  1510. Accuracy: 84.4%
  1511.  
  1512. Doubleslap does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
  1513. times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
  1514. 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
  1515. each hit per use will do the same amount of damage.
  1516.  
  1517. Doubleslap will end immediately if it breaks a substitute. Counter will only counter the last
  1518. hit of a Doubleslap attack.
  1519.  
  1520.  
  1521. ***Dragon Rage***
  1522. Type: Dragon
  1523. Power: ---
  1524. PP: 10-16
  1525. Accuracy: 99.6%
  1526.  
  1527. Unless it misses, Dragon Rage will always do 40 points of dragon damage to the opponent. Its
  1528. type will not alter the amount of damage it inflicts.
  1529.  
  1530.  
  1531. ***Dream Eater***
  1532. Type: Psychic
  1533. Power: 100
  1534. PP: 15-24
  1535. Accuracy: 99.6%
  1536.  
  1537. Dream Eater does damage, but only if the opponent is asleep. Up to 50% of the damage done to
  1538. the opponent is restored to the user. However, if this attack does 1 point of damage, 1 HP will
  1539. be restored to the user.
  1540.  
  1541. If Dream Eater breaks a substitute, no HP will be restored to the user. If HP is restored to
  1542. the user when its current HP is greater than its maximum HP, its current HP will be set equal
  1543. to its maximum HP.
  1544.  
  1545. Dream Eater will miss if the opponent is not asleep.
  1546.  
  1547. Stadium Differences:
  1548. Dream Eater will always miss if the opponent has a substitute.
  1549.  
  1550.  
  1551. ***Drill Peck***
  1552. Type: Flying
  1553. Power: 80
  1554. PP: 20-32
  1555. Accuracy: 99.6%
  1556.  
  1557. Drill Peck does damage.
  1558.  
  1559.  
  1560. ***Earthquake***
  1561. Type: Ground
  1562. Power: 100
  1563. PP: 10-16
  1564. Accuracy: 99.6%
  1565.  
  1566. Earthquake does damage.
  1567.  
  1568.  
  1569. ***Egg Bomb***
  1570. Type: Normal
  1571. Power: 100
  1572. PP: 10-16
  1573. Accuracy: 74.6%
  1574.  
  1575. Egg Bomb does damage.
  1576.  
  1577.  
  1578. ***Ember***
  1579. Type: Fire
  1580. Power: 40
  1581. PP: 25-40
  1582. Accuracy: 99.6%
  1583.  
  1584. Ember does damage and has a 9.8% chance of burning the opponent.
  1585.  
  1586. Ember can't burn an opponent that has a substitute or already has a major status ailment.
  1587.  
  1588.  
  1589. ***Explosion***
  1590. Type: Normal
  1591. Power: 170
  1592. PP: 5-8
  1593. Accuracy: 99.6%
  1594.  
  1595. Explosion does damage, and causes the user to faint. Though its power is 170, the opponent's
  1596. defense will be halved when damage from this attack is calculated, giving it an effective power
  1597. of 340. The game will bump 0 up to 1 to avoid infinite damage, so Explosion will then
  1598. effectively have a power of 170 if used against an opponent with a defense value of 1.
  1599.  
  1600. If Explosion breaks an opponent's substitute, the user will not faint, though its image will be
  1601. replaced by a blank image. Additionally, if the user of Explosion had a substitute at the time
  1602. of such a situation, uses Substitute later, or switches out, its regular image will once again
  1603. become visible.
  1604.  
  1605. If the user of Explosion attacks first and faints itself, the opponent will not attack or be
  1606. subjected to recurrent damage during that round.
  1607.  
  1608. Stadium Differences:
  1609. If Explosion breaks an opponent's substitute, the user will faint.
  1610.  
  1611.  
  1612. ***Fire Blast***
  1613. Type: Fire
  1614. Power: 120
  1615. PP: 5-8
  1616. Accuracy: 84.4%
  1617.  
  1618. Fire Blast does damage and has a 29.7% chance of burning the opponent.
  1619.  
  1620. Fire Blast can't burn an opponent that has a substitute or already has a major status ailment.
  1621.  
  1622.  
  1623. ***Fire Punch***
  1624. Type: Fire
  1625. Power: 75
  1626. PP: 15-24
  1627. Accuracy: 99.6%
  1628.  
  1629. Fire Punch does damage and has a 9.8% chance of burning the opponent.
  1630.  
  1631. Fire Punch can't burn an opponent that has a substitute or already has a major status ailment.
  1632.  
  1633.  
  1634. ***Fire Spin***
  1635. Type: Fire
  1636. Power: 15
  1637. PP: 15-24
  1638. Accuracy: 69.5%
  1639.  
  1640. Fire Spin does damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a
  1641. 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns,
  1642. and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack
  1643. can critical hit, every attack during the duration will do the same amount of damage. During
  1644. this turn duration, the opponent will be unable to attack, and if the user of Fire Spin attacks
  1645. before the opponent when used, the opponent will be unable to attack during that round as well.
  1646.  
  1647. Damage done by Fire Spin's continuing duration is done after recurrent damage. If the user
  1648. switches out before the turn duration ends, the opponent will be unable to attack during that
  1649. turn. If the opponent switches out before the turn duration ends, Fire Spin will automatically
  1650. be used against the incoming pokémon, deducting an additional PP from the move. If at such a
  1651. time Fire Spin has 0 PP, Fire Spin will still be used against the incoming pokémon. After that
  1652. use, the current PP of Fire Spin will roll over to 63, and full PP ups will be applied to it.
  1653.  
  1654. Even if Fire Spin misses, it will negate the recharge turn normally required for Hyper Beam.
  1655. Additionally, if the user of Fire Spin attacks before the user of Hyper Beam during a recharge
  1656. turn and the use of Fire Spin misses, the user of Hyper Beam will automatically use Hyper Beam
  1657. during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and
  1658. afterwards its current PP will roll over to 63, and full PP ups will be applied to it.
  1659.  
  1660. In-game differences:
  1661. The opponent will get to select a move during each turn of Fire Spin's duration, and will
  1662. attack your incoming pokémon with the selected move if you decide to switch before the duration
  1663. is over.
  1664.  
  1665. Stadium Differences:
  1666. You get to select a move during each turn of Fire Spin's duration. If the opponent switches out
  1667. before the duration ends, the incoming pokémon will not automatically be attacked. Fire Spin
  1668. will negate the recharge turn of Hyper Beam only if successful.
  1669.  
  1670.  
  1671. ***Fissure***
  1672. Type: Ground
  1673. Power: ---
  1674. PP: 5-8
  1675. Accuracy: 29.7%
  1676.  
  1677. Fissure does damage equal to the opponent's current HP. Fissure will break a substitute
  1678. on contact, and can be countered for infinite damage on the turn it breaks a substitute.
  1679.  
  1680. Fissure will not affect an opponent whose current speed is greater than the user's current speed.
  1681.  
  1682.  
  1683. ***Flamethrower***
  1684. Type: Fire
  1685. Power: 95
  1686. PP: 15-24
  1687. Accuracy: 99.6%
  1688.  
  1689. Flamethrower does damage and has a 9.8% chance of burning the opponent.
  1690.  
  1691. Flamethrower can't burn an opponent that has a substitute or already has a major status
  1692. ailment.
  1693.  
  1694.  
  1695. ***Flash***
  1696. Type: Normal
  1697. Power: ---
  1698. PP: 20-32
  1699. Accuracy: 69.5%
  1700.  
  1701. Flash decreases the opponent's accuracy by 1 level.
  1702.  
  1703. Flash will do nothing if the opponent's accuracy level is at -6, and will fail if the opponent
  1704. has a substitute or is under the effect of Mist.
  1705.  
  1706.  
  1707. ***Fly***
  1708. Type: Flying
  1709. Power: 70
  1710. PP: 15-24
  1711. Accuracy: 94.5%
  1712.  
  1713. On the turn that Fly is selected, the user will fly up high, where the only attacks it can't
  1714. avoid are Bide, Swift, and Transform. On the following turn, Fly will do damage, PP will be
  1715. deducted from it, and it will count as the last move used. Once Fly is selected, the user won't
  1716. be able to switch out until it is disrupted or fully executed.
  1717.  
  1718. If Fly is not fully executed, PP will not be deducted from it, and it will not count as the
  1719. last move used. If the opponent uses Mirror Move during the turn that the user flys up high,
  1720. Mirror Move will copy the move that the user executed immediately before using Fly (or fail if
  1721. it can't).
  1722.  
  1723. Full paralysis and getting hurt due to confusion will disrupt Fly. Additionally, if the user is
  1724. fully paralyzed during the mostly-invulnerable turn of Dig, the mostly-invulnerable part will
  1725. not be reset until the user switches out or fully executes Dig or Fly.
  1726.  
  1727. Stadium Differences:
  1728. Fly will allow the user to avoid damage reversed by Bide. Full paralysis will reset the mostly-
  1729. invulnerable part of Fly. Mirror Move will copy Fly on either of the turns it takes to execute.
  1730.  
  1731.  
  1732. ***Focus Energy***
  1733. Type: Normal
  1734. Power: ---
  1735. PP: 30-48
  1736. Accuracy: ---
  1737.  
  1738. Focus Energy quarters the probability of the user scoring a critical hit.
  1739.  
  1740. The effect of Focus Energy can only be removed by switching or Haze. Focus Energy will fail if
  1741. the user is already under its effect.
  1742.  
  1743. Stadium Differences:
  1744. Focus Energy works properly; it quadruples the probability of the user scoring a critical hit.
  1745.  
  1746.  
  1747. ***Fury Attack***
  1748. Type: Normal
  1749. Power: 15
  1750. PP: 20-32
  1751. Accuracy: 84.4%
  1752.  
  1753. Fury Attack does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
  1754. times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
  1755. 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
  1756. each hit per use will do the same amount of damage.
  1757.  
  1758. Fury Attack will end immediately if it breaks a substitute. Counter will only counter the last
  1759. hit of a Fury Attack attack.
  1760.  
  1761.  
  1762. ***Fury Swipes***
  1763. Type: Normal
  1764. Power: 18
  1765. PP: 15-24
  1766. Accuracy: 79.7%
  1767.  
  1768. Fury Swipes does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
  1769. times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
  1770. 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
  1771. each hit per use will do the same amount of damage.
  1772.  
  1773. Fury Swipes will end immediately if it breaks a substitute. Counter will only counter the last
  1774. hit of a Fury Swipes attack.
  1775.  
  1776.  
  1777. ***Glare***
  1778. Type: Normal
  1779. Power: ---
  1780. PP: 30-48
  1781. Accuracy: 74.6%
  1782.  
  1783. Glare paralyzes the opponent.
  1784.  
  1785. Glare can't affect an opponent that already has a major status ailment.
  1786.  
  1787. Stadium:
  1788. Glare can't affect an opponent that has a substitute.
  1789.  
  1790.  
  1791. ***Growl***
  1792. Type: Normal
  1793. Power: ---
  1794. PP: 40-61
  1795. Accuracy: 99.6%
  1796.  
  1797. Growl decreases the opponent's attack by 1 level.
  1798.  
  1799. Growl will do nothing if the opponent's attack has reached a level of -6 or a value of 1, and
  1800. will fail if the opponent has a substitute or is under the effect of Mist. The effect of Growl
  1801. is ignored by critical hits.
  1802.  
  1803.  
  1804. ***Growth***
  1805. Type: Grass
  1806. Power: ---
  1807. PP: 40-61
  1808. Accuracy: ---
  1809.  
  1810. Growth increases the user's special by 1 level.
  1811.  
  1812. Growth will do nothing if the user's special has reached a level of +6 or a value of 999. The
  1813. effect of Growth is ignored by critical hits.
  1814.  
  1815.  
  1816. ***Guillotine***
  1817. Type: Normal
  1818. Power: ---
  1819. PP: 5-8
  1820. Accuracy: 29.7%
  1821.  
  1822. Guillotine does damage equal to the opponent's current HP. Guillotine will break a substitute
  1823. on contact, and can be countered for infinite damage on the turn it breaks a substitute.
  1824.  
  1825. Guillotine will not affect an opponent whose current speed is greater than the user's current
  1826. speed.
  1827.  
  1828.  
  1829. ***Gust***
  1830. Type: Normal
  1831. Power: 40
  1832. PP: 35-56
  1833. Accuracy: 99.6%
  1834.  
  1835. Gust does damage.
  1836.  
  1837.  
  1838. ***Harden***
  1839. Type: Normal
  1840. Power: ---
  1841. PP: 30-48
  1842. Accuracy: ---
  1843.  
  1844. Harden increases the user's defense by 1 level.
  1845.  
  1846. Harden will do nothing if the user's defense has reached a level of +6 or a value of 999. The
  1847. effect of Harden is ignored by critical hits.
  1848.  
  1849.  
  1850. ***Haze***
  1851. Type: Ice
  1852. Power: ---
  1853. PP: 30-48
  1854. Accuracy: ---
  1855.  
  1856. Haze resets the stat levels of both active pokémon to 0 and removes the statistic reductions
  1857. due to burns and paralysis as well as the effects of Focus Energy, Leech Seed, Light Screen,
  1858. Mist, Reflect, confusion, and the cumulative nature of Toxic from both active pokémon. In
  1859. addition, Haze removes any major status ailments from the opponent.
  1860.  
  1861. Haze does not remove any major status ailments that the user has, does not change the generic
  1862. Minimize graphic back to the pokémon's regular image, and does not reset either pokémon's
  1863. current type(s), current move(s), or current species.
  1864.  
  1865. If a frozen pokémon that has not recharged from Hyper Beam has its freeze status eliminated via
  1866. Haze, it will remain unable to attack, switch, or do anything else, and nothing will then be
  1867. able to change this.
  1868.  
  1869. Stadium Differences:
  1870. Haze eliminates any major status ailments that the user has.
  1871.  
  1872.  
  1873. ***Headbutt***
  1874. Type: Normal
  1875. Power: 70
  1876. PP: 15-24
  1877. Accuracy: 99.6%
  1878.  
  1879. Headbutt does damage and has a 29.7% chance of causing the opponent to flinch.
  1880.  
  1881. Headbutt can only cause the opponent to flinch if the user attacks before the opponent does.
  1882. Headbutt can't make an opponent with a substitute flinch.
  1883.  
  1884.  
  1885. ***Hi Jump Kick***
  1886. Type: Fighting
  1887. Power: 85
  1888. PP: 20-32
  1889. Accuracy: 89.5%
  1890.  
  1891. Hi Jump Kick does damage. If this attack misses, the user will take 1 point of crash damage.
  1892. Since all attacks that do 0 damage miss, Hi Jump Kick will always miss if used against a ghost
  1893. type.
  1894.  
  1895. If the user of Hi Jump Kick attacks first and faints itself due to crash damage, the opponent
  1896. will not attack or be subjected to recurrent damage during that round. However, the user will
  1897. still be subject to recurrent damage.
  1898.  
  1899. The crash damage from Hi Jump Kick can be reversed by Bide or Counter.
  1900.  
  1901.  
  1902. ***Horn Attack***
  1903. Type: Normal
  1904. Power: 65
  1905. PP: 25-40
  1906. Accuracy: 99.6%
  1907.  
  1908. Horn Attack does damage.
  1909.  
  1910.  
  1911. ***Horn Drill***
  1912. Type: Normal
  1913. Power: ---
  1914. PP: 5-8
  1915. Accuracy: 29.7%
  1916.  
  1917. Horn Drill does damage equal to the opponent's current HP. Horn Drill will break a substitute
  1918. on contact, and can be countered for infinite damage if and when it breaks a substitute.
  1919.  
  1920. Horn Drill will not affect an opponent whose current speed is greater than the user's current
  1921. speed.
  1922.  
  1923.  
  1924. ***Hydro Pump***
  1925. Type: Water
  1926. Power: 120
  1927. PP: 5-8
  1928. Accuracy: 79.7%
  1929.  
  1930. Hydro Pump does damage.
  1931.  
  1932.  
  1933. ***Hyper Beam***
  1934. Type: Normal
  1935. Power: 150
  1936. PP: 5-8
  1937. Accuracy: 89.5%
  1938.  
  1939. Hyper Beam does damage. A recharge turn is required on the turn after damage is done, during
  1940. which no action may be performed.
  1941.  
  1942. Hyper Beam will not require a recharge turn if it misses, breaks a substitute, or faints the
  1943. opponent, or if the user is targetted by a partial trapping move (even if it misses), flinches,
  1944. or is put to sleep after the attack but before the recharge turn. However, freeze does not
  1945. negate the recharge turn of Hyper Beam. If the user is confused, the recharge turn of Hyper
  1946. Beam will not count towards the number of turns the user will remain confused.
  1947.  
  1948. In a round where the opponent attacks before a user which must recharge, if the opponent uses a
  1949. partial trapping move that misses, the user will automatically use Hyper Beam during that turn.
  1950. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its PP
  1951. will roll over to 63, and full PP ups will be applied to it.
  1952.  
  1953. If a frozen pokémon that has not recharged gets defrosted via Haze, it will remain unable to
  1954. attack, switch, or do anything, and nothing (not even getting refrozen and then defrosted by a
  1955. fire move) will be able to change this.
  1956.  
  1957. Stadium Differences:
  1958. Hyper Beam requires a recharge turn every time it is used.
  1959.  
  1960.  
  1961. ***Hyper Fang***
  1962. Type: Normal
  1963. Power: 80
  1964. PP: 15-24
  1965. Accuracy: 89.5%
  1966.  
  1967. Hyper Fang does damage and has a 9.8% chance of causing the opponent to flinch.
  1968.  
  1969. Hyper Fang can only cause the opponent to flinch if the user attacks before the opponent does.
  1970. Hyper Fang can't make an opponent with a substitute flinch.
  1971.  
  1972.  
  1973. ***Hypnosis***
  1974. Type: Psychic
  1975. Power: ---
  1976. PP: 20-32
  1977. Accuracy: 59.8%
  1978.  
  1979. Hypnosis puts the opponent to sleep.
  1980.  
  1981. Hypnosis can't affect an opponent that already has a major status ailment.
  1982.  
  1983. Stadium Differences:
  1984. Hypnosis can't affect an opponent that has a substitute.
  1985.  
  1986.  
  1987. ***Ice Beam***
  1988. Type: Ice
  1989. Power: 95
  1990. PP: 10-16
  1991. Accuracy: 99.6%
  1992.  
  1993. Ice Beam does damage and has a 9.8% chance of freezing the opponent
  1994.  
  1995. Ice Beam can't freeze an opponent that has a substitute or already has a major status ailment.
  1996.  
  1997.  
  1998. ***Ice Punch***
  1999. Type: Ice
  2000. Power: 75
  2001. PP: 15-24
  2002. Accuracy: 99.6%
  2003.  
  2004. Ice Punch does damage and has a 9.8% chance of freezing the opponent.
  2005.  
  2006. Ice Punch can't freeze an opponent that has a substitute or already has a major status
  2007. ailment.
  2008.  
  2009.  
  2010. ***Jump Kick***
  2011. Type: Fighting
  2012. Power: 70
  2013. PP: 25-40
  2014. Accuracy: 94.5%
  2015.  
  2016. Jump Kick does damage. If this attack misses, the user will take 1 point of crash damage. Since
  2017. all attacks that do 0 damage miss, Jump Kick will always miss if used against a ghost type.
  2018.  
  2019. If the user of Jump Kick attacks first and faints itself due to crash damage, the opponent will
  2020. not attack or be subjected to recurrent damage during that round. However, the user will still
  2021. be subject to recurrent damage.
  2022.  
  2023. The crash damage from Jump Kick can be reversed by Bide or Counter.
  2024.  
  2025.  
  2026. ***Karate Chop***
  2027. Type: Normal
  2028. Power: 50
  2029. PP: 25-40
  2030. Accuracy: 99.6%
  2031.  
  2032. Karate Chop does damage, and has a high critical hit ratio.
  2033.  
  2034.  
  2035. ***Kinesis***
  2036. Type: Psychic
  2037. Power: ---
  2038. PP: 15-24
  2039. Accuracy: 79.7%
  2040.  
  2041. Kinesis decreases the opponent's accuracy by 1 level.
  2042.  
  2043. Kinesis will do nothing if the opponent's accuracy level is at -6, and will fail if the
  2044. opponent has a substitute or is under the effect of Mist.
  2045.  
  2046.  
  2047. ***Leech Life***
  2048. Type: Bug
  2049. Power: 20
  2050. PP: 15-24
  2051. Accuracy: 99.6%
  2052.  
  2053. Leech Life does damage, and up to 50% of the damage done to the opponent is restored to the
  2054. user. However, if this attack does 1 point of damage, 1 HP will be restored to the user.
  2055.  
  2056. If Leech Life breaks a substitute, no HP will be restored to the user.  If HP is restored to
  2057. the user when its current HP is greater than its maximum HP, its current HP will be set equal
  2058. to its maximum HP.
  2059.  
  2060. Stadium Differences:
  2061. Leech Life will always miss if the opponent has a substitute.
  2062.  
  2063.  
  2064. ***Leech Seed***
  2065. Type: Grass
  2066. Power: ---
  2067. PP: 10-16
  2068. Accuracy: 89.5%
  2069.  
  2070. Leech Seed plants a seed on the opponent. At the end of each of its turns that it is under the
  2071. effect of Leech Seed, 1/16th of the opponent's HP will be drained, and the same amount of HP
  2072. will be restored to your active pokémon (even if it was not the pokémon that originally used
  2073. the attack). Recurrent Leech Seed draining will not occur if the seeded pokémon knocks out an
  2074. opponent. Unlike other types of damage, the recurrent damage done by Leech Seed can exceed the
  2075. opponent's current HP.
  2076.  
  2077. If the opponent has less than 16 HP, Leech Seed will drain 1 HP per turn. Leech Seed draining
  2078. will occur even if the seeded pokémon knocks itself out with crash damage, recoil damage, or
  2079. self-inflicted confusion damage, or by making a substitute before the end of its turn. Draining
  2080. from Leech Seed is done after continuing partial trapping damage and recurrent poison or burn
  2081. damage. Leech Seed can be removed by Haze or switching. If the opponent is seeded during a
  2082. round that it switches in, it will take recurrent damage during that round, but only if its
  2083. speed is less than or equal to the user's speed.
  2084.  
  2085. If the opponent is also under the effect of Toxic, Leech Seed will increase the N value of
  2086. of Toxic by 1 per turn. If the current HP of the recepient of Leech Seed's HP-restoring effect
  2087. is greater than its maximum HP, its current HP will be set equal to its maximum HP.
  2088.  
  2089. Leech Seed will not work against grass types.
  2090.  
  2091. Stadium Differences:
  2092. Leech Seed will not work against a substitute.
  2093.  
  2094.  
  2095. ***Leer***
  2096. Type: Normal
  2097. Power: ---
  2098. PP: 30-48
  2099. Accuracy: 99.6%
  2100.  
  2101. Leer decreases the opponent's defense by 1 level.
  2102.  
  2103. Leer will do nothing if the opponent's defense has reached a level of -6 or a value of 1, and
  2104. will fail if the opponent has a substitute or is under the effect of Mist. The effect of Leer
  2105. is ignored by critical hits.
  2106.  
  2107.  
  2108. ***Lick***
  2109. Type: Ghost
  2110. Power: 20
  2111. PP: 30-48
  2112. Accuracy: 99.6%
  2113.  
  2114. Lick does damage and has a 29.7% chance of paralyzing its opponent.
  2115.  
  2116. Lick can't paralyze an opponent that has a substitute or already has a major status ailment.
  2117.  
  2118.  
  2119. ***Light Screen***
  2120. Type: Psychic
  2121. Power: ---
  2122. PP: 30-48
  2123. Accuracy: ---
  2124.  
  2125. Light Screen doubles the user's special when the opponent damages the user with a special
  2126. attack that has a power.
  2127.  
  2128. Light Screen will fail if the user is already under its effect. The effect of Light Screen is
  2129. ignored by critical hits. If Light Screen causes the user's special to reach 1024 or higher at
  2130. any time during battle calculations, it will be reduced mod 1024.
  2131.  
  2132.  
  2133. ***Lovely Kiss***
  2134. Type: Normal
  2135. Power: ---
  2136. PP: 10-16
  2137. Accuracy: 74.6%
  2138.  
  2139. Lovely Kiss puts the opponent to sleep.
  2140.  
  2141. Lovely Kiss can't affect an opponent that already has a major status ailment.
  2142.  
  2143. Stadium Differences:
  2144. Lovely Kiss can't affect an opponent that has a substitute.
  2145.  
  2146.  
  2147. ***Low Kick***
  2148. Type: Fighting
  2149. Power: 50
  2150. PP: 20-32
  2151. Accuracy: 89.5%
  2152.  
  2153. Low Kick does damage and has a 29.7% chance of causing the opponent to flinch.
  2154.  
  2155. Low Kick can only cause the opponent to flinch if the user attacks before the opponent does.
  2156. Low Kick can't make an opponent with a substitute flinch.
  2157.  
  2158.  
  2159. ***Meditate***
  2160. Type: Psychic
  2161. Power: ---
  2162. PP: 30-48
  2163. Accuracy: ---
  2164.  
  2165. Meditate increases the user's attack by 1 level.
  2166.  
  2167. Meditate will do nothing if the user's attack has reached a level of +6 or a value of 999. The
  2168. effect of Meditate is ignored by critical hits.
  2169.  
  2170.  
  2171. ***Mega Drain***
  2172. Type: Grass
  2173. Power: 40
  2174. PP: 10-16
  2175. Accuracy: 99.6%
  2176.  
  2177. Mega Drain does damage, and up to 50% of the damage done to the opponent is restored to the
  2178. user. However, if this attack does 1 point of damage, 1 HP will be restored to the user.
  2179.  
  2180. If Mega Drain breaks a substitute, no HP will be restored to the user. If HP is restored to the
  2181. user when its current HP is greater than its maximum HP, its current HP will be set equal to
  2182. its maximum HP.
  2183.  
  2184. Stadium Differences:
  2185. Mega Drain will always miss if the opponent has a substitute.
  2186.  
  2187.  
  2188. ***Mega Kick***
  2189. Type: Normal
  2190. Power: 120
  2191. PP: 5-8
  2192. Accuracy: 74.6%
  2193.  
  2194. Mega Kick does damage.
  2195.  
  2196.  
  2197. ***Mega Punch***
  2198. Type: Normal
  2199. Power: 80
  2200. PP: 20-32
  2201. Accuracy: 84.4%
  2202.  
  2203. Mega Punch does damage.
  2204.  
  2205.  
  2206. ***Metronome***
  2207. Type: Normal
  2208. Power: ---
  2209. PP: 10-16
  2210. Accuracy: ---
  2211.  
  2212. Metronome randomly selects one attack other than Metronome and Struggle, and fully executes the
  2213. attack. An attack called by Metronome in this way counts as the last move used.
  2214.  
  2215. If Metronome successfully calls Hyper Beam or a partial trapping move and has 0 PP before the
  2216. move fully executes, its PP can roll over in the same manner as the move is called. If
  2217. Metronome calls Counter, it will always miss. A pokémon will be able to use a move that is
  2218. disabled if called via Metronome.
  2219.  
  2220.  
  2221. ***Mimic***
  2222. Type: Normal
  2223. Power: ---
  2224. PP: 10-16
  2225. Accuracy: 99.6%
  2226.  
  2227. Mimic randomly copies one of the opponent's current attacks and its maximum PP. The user will
  2228. retain the copied attack until it faints or is switched out, or the battle ends. There are no
  2229. restrictions on what Mimic can copy (though in practice, Mimic can't copy Struggle because it
  2230. is not a normally selectable move).
  2231.  
  2232. If Mimic copies a partial trapping move, and if the opponent switches out when its PP is 0 and
  2233. before its duration is over, the current PP of the move will roll over to 63 and full PP ups
  2234. will be applied to it. Mimic will retain the move's current PP if the user switches out, and
  2235. full PP ups will be applied to any moves that Mimic subsequently copies.
  2236.  
  2237. In-game Differences:
  2238. Mimic allows you to see the opponent's moveset and select the move to copy.
  2239.  
  2240. Stadium Differences:
  2241. Mimic will not copy a move's maximum PP.
  2242.  
  2243.  
  2244. ***Minimize***
  2245. Type: Normal
  2246. Power: ---
  2247. PP: 20-32
  2248. Accuracy: ---
  2249.  
  2250. Minimize increases the user's evasion by 1 level and replaces the user's regular image with a
  2251. tiny, generic image until the user faints or is switched out, or the battle ends.
  2252.  
  2253. Minimize will do nothing if the user's evasion has reached a level of +6.
  2254.  
  2255.  
  2256. ***Mirror Move***
  2257. Type: Flying
  2258. Power: ---
  2259. PP: 20-32
  2260. Accuracy: ---
  2261.  
  2262. Mirror Move causes the user to use the last move that the opponent used. An attack called by
  2263. Mirror Move in this way counts as the last move used.
  2264.  
  2265. Mirror Move will fail if the opponent did not make a move selection in the round before the use
  2266. of Mirror Move, switches out during the round Mirror Move is used, or if the opponent's last
  2267. move used was Mirror Move.
  2268.  
  2269. Paralysis, confusion, recharging, and building up for a multi turn move have no effect to the
  2270. last move used. If Mirror Move is used against an opponent that was fully paralyzed or hurt
  2271. itself right before its use, Mirror Move will still use the last move that the opponent used.
  2272. If Mirror Move is used during the first turn of a multi-turn move, Mirror Move will use the
  2273. move that the opponent used before that move (or fail if no move was previously made).
  2274.  
  2275. A pokémon will be able to use a move that is disabled if it is called via Mirror Move.
  2276.  
  2277. Stadium Differences:
  2278. Mirror Move will copy multi-turn moves during either of the turns they take to execute.
  2279.  
  2280.  
  2281. ***Mist***
  2282. Type: Ice
  2283. Power: ---
  2284. PP: 30-48
  2285. Accuracy: ---
  2286.  
  2287. Mist prevents the effects of primary stat modifications inflicted by the opponent. If a move
  2288. used by the opponent could only cause a stat change (such as Growl or Kinesis), that move will
  2289. fail. However, Mist will have no effect on side effect stat modifiers used by the opponent,
  2290. such as defense reducing via Acid or special reducing via Psychic.
  2291.  
  2292. Mist does not remove any stat modifiers already in effect, does not prevent the stat
  2293. modifications associated with burns or paralysis, and does not prevent the user from
  2294. successfully using stat modifiers. The effect of Mist can only be removed by switching or Haze.
  2295.  
  2296. Mist will fail if the user is already under its effect.
  2297.  
  2298.  
  2299. ***Night Shade***
  2300. Type: Ghost
  2301. Power: ---
  2302. PP: 15-24
  2303. Accuracy: 99.6%
  2304.  
  2305. Night Shade does damage equal to the user's level. Although Night Shade deals ghost damage, its
  2306. type does not alter the amount of damage it inflicts.
  2307.  
  2308.  
  2309. ***Pay Day***
  2310. Type: Normal
  2311. Power: 40
  2312. PP: 20-32
  2313. Accuracy: 99.6%
  2314.  
  2315. Pay Day does damage, and each use scatters coins on the ground with a value equal to twice the
  2316. user's level. These coins can't be collected.
  2317.  
  2318. In-game Differences:
  2319. Coins scattered by Pay Day are picked up if you win the battle.
  2320.  
  2321.  
  2322. ***Peck***
  2323. Type: Flying
  2324. Power: 35
  2325. PP: 35-56
  2326. Accuracy: 99.6%
  2327.  
  2328. Peck does damage.
  2329.  
  2330.  
  2331. ***Petal Dance***
  2332. Type: Grass
  2333. Power: 70
  2334. PP: 20-32
  2335. Accuracy: 99.6%
  2336.  
  2337. Petal Dance does damage for 3-4 (chosen randomly) turns. Once used (even if it misses on the
  2338. turn of its use), the user will only be able to use Petal Dance, and will not be able to switch
  2339. out. At the end of this duration, the user will become confused.
  2340.  
  2341. If the Petal Dance duration is disrupted (such as by full paralysis or hurting itself due to
  2342. confusion), it will immediately end. The user will only become confused if Petal Dance is fully
  2343. executed, without its duration being disrupted. Sleep, freeze, partial trapping, and flinching
  2344. will pause but not disrupt the duration of Petal Dance.
  2345.  
  2346. Stadium Differences:
  2347. After the duration of Petal Dance ends, there will be a notice that the user becomes confused.
  2348.  
  2349.  
  2350. ***Pin Missile***
  2351. Type: Bug
  2352. Power: 14
  2353. PP: 20-32
  2354. Accuracy: 84.4%
  2355.  
  2356. Pin Missile does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
  2357. times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
  2358. 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
  2359. each hit per use will do the same amount of damage.
  2360.  
  2361. Pin Missile will end immediately if it breaks a substitute.
  2362.  
  2363.  
  2364. ***Poison Gas***
  2365. Type: Poison
  2366. Power: ---
  2367. PP: 40-61
  2368. Accuracy: 54.7%
  2369.  
  2370. Poison Gas poisons the opponent.
  2371.  
  2372. Poison Gas can't affect an opponent that has a substitute, already has a major status ailment,
  2373. or is a poison type.
  2374.  
  2375.  
  2376. ***Poison Sting***
  2377. Type: Poison
  2378. Power: 15
  2379. PP: 35-56
  2380. Accuracy: 99.6%
  2381.  
  2382. Poison Sting does damage and has a 19.9% chance of poisoning the opponent.
  2383.  
  2384. Poison Sting can't poison an opponent that has a substitute, already has a major status
  2385. ailment, or is a poison type.
  2386.  
  2387.  
  2388. ***Poisonpowder***
  2389. Type: Poison
  2390. Power: ---
  2391. PP: 35-56
  2392. Accuracy: 74.6%
  2393.  
  2394. Poisonpowder poisons the opponent.
  2395.  
  2396. Poisonpowder can't affect an opponent that has a substitute, already has a major status
  2397. ailment, or is a poison type.
  2398.  
  2399.  
  2400. ***Pound***
  2401. Type: Normal
  2402. Power: 40
  2403. PP: 35-56
  2404. Accuracy: 99.6%
  2405.  
  2406. Pound does damage.
  2407.  
  2408.  
  2409. ***Psybeam***
  2410. Type: Psychic
  2411. Power: 65
  2412. PP: 20-32
  2413. Accuracy: 99.6%
  2414.  
  2415. Psybeam does damage and has a 9.8% chance of confusing the opponent.
  2416.  
  2417. Psybeam can't confuse an opponent that is already confused.
  2418.  
  2419. Stadium Differences:
  2420. Psybeam can't confuse an opponent that has a substitute.
  2421.  
  2422.  
  2423. ***Psychic***
  2424. Type: Psychic
  2425. Power: 90
  2426. PP: 10-16
  2427. Accuracy: 99.6%
  2428.  
  2429. Psychic does damage and has a 29.7% chance of lowering the opponent's special by 1 level.
  2430.  
  2431. Psychic will not be able to lower the opponent's special if it has a stat level of -6 or a
  2432. value of 1, or if the opponent has a substitute.
  2433.  
  2434.  
  2435. ***Psywave***
  2436. Type: Psychic
  2437. Power: ---
  2438. PP: 15-24
  2439. Accuracy: 79.7%
  2440.  
  2441. Psywave causes a random amount of damage. The minimum damage it can do is 1, and the maximum
  2442. damage it can do is less than 1.5 times the user's level. And yes, the game will freeze if a
  2443. Lv.1 pokémon uses this attack.
  2444.  
  2445.  
  2446. ***Quick Attack***
  2447. Type: Normal
  2448. Power: 40
  2449. PP: 30-48
  2450. Accuracy: 99.6%
  2451.  
  2452. Quick Attack does damage, and is an increased priority move. If the opponent does not use an
  2453. increased priority move during the round that it is used, Quick Attack will go first regardless
  2454. of the user's or opponent's speed. If the opponent also uses an increased priority move during
  2455. the same round that the user uses Quick Attack, the attack order of the users will be
  2456. determined normally. If the user is put to sleep or frozen during the round that Quick Attack
  2457. is (or attempts to be) used, Quick Attack's increased speed priority will not be reset.
  2458. Subsequently, it will only be reset on the turn after the user wakes up or is defrosted, or if
  2459. the user switches out.
  2460.  
  2461.  
  2462. ***Rage***
  2463. Type: Normal
  2464. Power: 20
  2465. PP: 20-32
  2466. Accuracy: 99.6%
  2467.  
  2468. Rage does damage. After Rage is used, it will not be possible to do anything other than let the
  2469. user use Rage, and it will not stop using Rage until it faints or the battle ends. Every time
  2470. the user is damaged by a hit or is targetted by Disable (even if it misses or fails), its
  2471. attack level will increase by 1. Rage will use 1 PP when selected, but not use any PP on any
  2472. subsequent turns.
  2473.  
  2474. If Rage misses during the turn it is selected, its secondary effects will not activate. If Rage
  2475. misses due to an accuracy or evasion check when its decision-removing effect is active, the
  2476. accuracy of Rage will subsequently become 0.4%. The duration of Rage will be paused but not
  2477. disrupted by anything, including sleep, freeze, partial trapping, flinching, or if the user
  2478. hurts itself due to confusion.
  2479.  
  2480. Rage will not attempt to increase the user's attack if it has reached a level of +6, and will
  2481. not successfully increase the user's attack if it has reached a value of 999.
  2482.  
  2483. Stadium Differences:
  2484. Disable will cause a pokémon's rage to build only if successful.
  2485.  
  2486.  
  2487. ***Razor Leaf***
  2488. Type: Grass
  2489. Power: 55
  2490. PP: 25-40
  2491. Accuracy: 94.5%
  2492.  
  2493. Razor Leaf does damage, and has a high critical hit ratio.
  2494.  
  2495.  
  2496. ***Razor Wind***
  2497. Type: Normal
  2498. Power: 80
  2499. PP: 10-16
  2500. Accuracy: 74.6%
  2501.  
  2502. Razor Wind does nothing on the turn it is selected, other than say that the user created a
  2503. whirlwind. On the following turn, Razor Wind will do damage, PP will be deducted from it, and
  2504. it will count as the last move used. Once Razor Wind is selected, the user won't be able to
  2505. switch out until it is disrupted or fully executed.
  2506.  
  2507. If Razor Wind is not fully executed, PP will not be deducted from it, and it will not count as
  2508. the last move used. If the opponent uses Mirror Move during the turn that the user creates a
  2509. whirlwind, Mirror Move will copy the move that the user executed immediately before using Razor
  2510. Wind (or fail if it can't).
  2511.  
  2512. Sleep, freeze, partial trapping, and flinching will pause but not disrupt the duration of Razor
  2513. Wind.
  2514.  
  2515. Stadium Differences:
  2516. Mirror Move will copy Razor Wind on either of the turns it takes to execute.
  2517.  
  2518.  
  2519. ***Recover***
  2520. Type: Normal
  2521. Power: ---
  2522. PP: 20-32
  2523. Accuracy: ---
  2524.  
  2525. Recover restores up to 50% of the user's current HP.
  2526.  
  2527. Recover will fail if the difference between the user's current and maximum HP is 0, or if
  2528. (user's maximum HP - user's current HP) mod 256 = 255. If the user's current HP is greater than
  2529. its maximum HP, Recover will set the user's current HP to equal its maximum HP.
  2530.  
  2531. Stadium Differences:
  2532. Recover will fail only when the difference between the user's current and maximum HP is 0.
  2533.  
  2534.  
  2535. ***Reflect***
  2536. Type: Psychic
  2537. Power: ---
  2538. PP: 20-32
  2539. Accuracy: ---
  2540.  
  2541. Reflect doubles the user's defense when the opponent damages the user with a physical attack
  2542. that has a power.
  2543.  
  2544. Reflect will fail if the user is already under its effect. The effect of Reflect is ignored by
  2545. self-inflicted confusion damage and critical hits. If Reflect causes the user's defense to
  2546. reach 1024 or higher at any time during battle calculations, it will be reduced mod 1024.
  2547.  
  2548.  
  2549. ***Rest***
  2550. Type: Psychic
  2551. Power: ---
  2552. PP: 10-16
  2553. Accuracy: ---
  2554.  
  2555. Rest restores all of the user's current HP, and makes the user fall asleep. The user will be
  2556. asleep for one turn, wake up on the next turn, and then be able to attack after that. The sleep
  2557. countdown of Rest is not reset by switching.
  2558.  
  2559. Since the user falls asleep, it will be cured of any major status ailments it had prior to the
  2560. use of Rest, but Rest will not reset the stat reductions caused by paralysis or burns, will not
  2561. reset the cumulative nature of Toxic, and will not count towards turns confused.
  2562.  
  2563. Rest will fail if the difference between the user's current and maximum HP is 0, or if
  2564. (user's maximum HP - user's current HP) mod 256 = 255. If the user's current HP is greater than
  2565. its maximum HP, Rest will set the user's current HP to equal its maximum HP and make the user
  2566. fall asleep.
  2567.  
  2568. Stadium Differences:
  2569. Rest will fail only when the difference between the user's current and maximum HP is 0. Rest
  2570. will reset the cumulative nature of Toxic and the stat drops due to paralysis and burns.
  2571.  
  2572.  
  2573. ***Roar***
  2574. Type: Normal
  2575. Power: ---
  2576. PP: 20-32
  2577. Accuracy: 99.6%
  2578.  
  2579. Roar will never affect the opponent.
  2580.  
  2581. In-game Differences:
  2582. Roar can be used to automatically end wild pokémon battles.
  2583.  
  2584.  
  2585. ***Rock Slide***
  2586. Type: Rock
  2587. Power: 75
  2588. PP: 10-16
  2589. Accuracy: 89.5%
  2590.  
  2591. Rock Slide does damage.
  2592.  
  2593.  
  2594. ***Rock Throw***
  2595. Type: Rock
  2596. Power: 50
  2597. PP: 15-24
  2598. Accuracy: 64.5%
  2599.  
  2600. Rock Throw does damage.
  2601.  
  2602.  
  2603. ***Rolling Kick***
  2604. Type: Fighting
  2605. Power: 60
  2606. PP: 15-24
  2607. Accuracy: 84.4%
  2608.  
  2609. Rolling Kick does damage and has a 29.7% chance of causing the opponent to flinch.
  2610.  
  2611. Rolling Kick can only cause the opponent to flinch if the user attacks before the opponent
  2612. does. Rolling Kick can't make an opponent with a substitute flinch.
  2613.  
  2614.  
  2615. ***Sand-Attack***
  2616. Type: Normal
  2617. Power: ---
  2618. PP: 15-24
  2619. Accuracy: 99.6%
  2620.  
  2621. Sand-Attack decreases the opponent's accuracy by 1 level.
  2622.  
  2623. Sand-Attack will do nothing if the opponent's accuracy level is at -6, and will fail if the
  2624. opponent has a substitute or is under the effect of Mist.
  2625.  
  2626.  
  2627. ***Scratch***
  2628. Type: Normal
  2629. Power: 40
  2630. PP: 35-56
  2631. Accuracy: 99.6%
  2632.  
  2633. Scratch does damage.
  2634.  
  2635.  
  2636. ***Screech***
  2637. Type: Normal
  2638. Power: ---
  2639. PP: 40-61
  2640. Accuracy: 84.4%
  2641.  
  2642. Screech decreases the opponent's defense by 2 levels.
  2643.  
  2644. Screech will do nothing if the opponent's attack has reached a level of -6 or a value of 1, and
  2645. will fail if the opponent has a substitute or is under the effect of Mist. The effect of
  2646. Screech is ignored by critical hits.
  2647.  
  2648.  
  2649. ***Seismic Toss***
  2650. Type: Fighting
  2651. Power: ---
  2652. PP: 20-32
  2653. Accuracy: 99.6%
  2654.  
  2655. Seismic Toss does damage equal to the user's level. Although Seismic Toss deals fighting
  2656. damage, its type does not alter the amount of damage it inflicts.
  2657.  
  2658.  
  2659. ***Selfdestruct***
  2660. Type: Normal
  2661. Power: 130
  2662. PP: 5-8
  2663. Accuracy: 99.6%
  2664.  
  2665. Selfdestruct does damage, and causes the user to faint. Though its power is listed as 130, the
  2666. opponent's defense will be halved when damage from this attack is calculated, giving it an
  2667. effective power of 260. The game will bump 0 up to 1 to avoid infinite damage, so Selfdestruct
  2668. will then effectively have a power of 130 if used against an opponent with a defense value of
  2669. 1.
  2670.  
  2671. If Selfdestruct breaks an opponent's substitute, the user will not faint, though its image will
  2672. be replaced by a blank image. Additionally, if the user of Selfdestruct had a substitute at the
  2673. time of such a situation, uses Substitute later, or switches out, its regular image will once
  2674. again become visible.
  2675.  
  2676. If the user of Selfdestruct attacks first and faints itself, the opponent will not attack or be
  2677. subjected to recurrent damage during that round.
  2678.  
  2679. Stadium Differences:
  2680. If Selfdestruct breaks an opponent's substitute, the user will faint.
  2681.  
  2682.  
  2683. ***Sharpen***
  2684. Type: Normal
  2685. Power: ---
  2686. PP: 30-48
  2687. Accuracy: ---
  2688.  
  2689. Sharpen increases the user's attack by 1 level.
  2690.  
  2691. Sharpen will do nothing if the user's attack has reached a level of +6 or a value of 999. The
  2692. effect of Sharpen is ignored by critical hits.
  2693.  
  2694.  
  2695. ***Sing***
  2696. Type: Normal
  2697. Power: ---
  2698. PP: 15-24
  2699. Accuracy: 54.7%
  2700.  
  2701. Sing puts the opponent to sleep.
  2702.  
  2703. Sing will not affect an opponent that already has a major status ailment.
  2704.  
  2705. Stadium Differences:
  2706. Sing can't affect an opponent that has a substitute.
  2707.  
  2708.  
  2709. ***Skull Bash***
  2710. Type: Normal
  2711. Power: 100
  2712. PP: 15-24
  2713. Accuracy: 99.6%
  2714.  
  2715. Skull Bash does nothing on the turn it is selected, other than say that the user lowered its
  2716. head. On the following turn, Skull Bash will do damage, PP will be deducted from it, and it
  2717. will count as the last move used. Once Skull Bash is selected, the user won't be able to switch
  2718. out until it is disrupted or fully executed.
  2719.  
  2720. If Skull Bash is not fully executed, PP will not be deducted from it, and it will not count as
  2721. the last move used. If the opponent uses Mirror Move during the turn that the user lowers its
  2722. head, Mirror Move will copy the move that the user executed immediately before using Skull Bash
  2723. (or fail if it can't).
  2724.  
  2725. Sleep, freeze, partial trapping, and flinching will pause but not disrupt the duration of Skull
  2726. Bash.
  2727.  
  2728. Stadium:
  2729. Mirror Move will copy Skull Bash on either of the turns it takes to execute.
  2730.  
  2731.  
  2732. ***Sky Attack***
  2733. Type: Flying
  2734. Power: 140
  2735. PP: 5-8
  2736. Accuracy: 89.5%
  2737.  
  2738. Sky Attack does nothing on the turn it is selected, other than say that the user is glowing. On
  2739. the following turn, Sky Attack will do damage, PP will be deducted from it, and it will count
  2740. as the last move used. Once Sky Attack is selected, the user won't be able to switch out until
  2741. it is disrupted or fully executed.
  2742.  
  2743. If Sky Attack is not fully executed, PP will not be deducted from it, and it will not count as
  2744. the last move used. If the opponent uses Mirror Move during the turn that the user is glowing,
  2745. Mirror Move will copy the move that the user executed immediately before using Sky Attack (or
  2746. fail if it can't).
  2747.  
  2748. Sleep, freeze, partial trapping, and flinching will pause but not disrupt the duration of Sky
  2749. Attack.
  2750.  
  2751. Stadium Differences:
  2752. Mirror Move will copy Sky Attack on either of the turns it takes to execute.
  2753.  
  2754.  
  2755. ***Slam***
  2756. Type: Normal
  2757. Power: 80
  2758. PP: 20-32
  2759. Accuracy: 74.6%
  2760.  
  2761. Slam does damage.
  2762.  
  2763.  
  2764. ***Slash***
  2765. Type: Normal
  2766. Power: 70
  2767. PP: 20-32
  2768. Accuracy: 99.6%
  2769.  
  2770. Slash does damage, and has a high critical hit ratio.
  2771.  
  2772.  
  2773. ***Sleep Powder***
  2774. Type: Grass
  2775. Power: ---
  2776. PP: 15-24
  2777. Accuracy: 74.6%
  2778.  
  2779. Sleep Powder puts the opponent to sleep.
  2780.  
  2781. Sleep Powder can't affect an opponent that already has a major status ailment.
  2782.  
  2783. Stadium Differences:
  2784. Sleep Powder can't affect an opponent that has a substitute.
  2785.  
  2786.  
  2787. ***Sludge***
  2788. Type: Poison
  2789. Power: 65
  2790. PP: 20-32
  2791. Accuracy: 99.6%
  2792.  
  2793. Sludge does damage and has a 29.7% chance of poisoning the opponent.
  2794.  
  2795. Sludge can't poison an opponent that has a substitute, already has a major status ailment, or
  2796. is a ground type.
  2797.  
  2798.  
  2799. ***Smog***
  2800. Type: Poison
  2801. Power: 20
  2802. PP: 20-32
  2803. Accuracy: 69.5%
  2804.  
  2805. Smog does damage and has a 39.8% chance of poisoning the opponent.
  2806.  
  2807. Smog can't poison an opponent that has a substitute, already has a major status ailment, or is
  2808. a ground type.
  2809.  
  2810.  
  2811. ***Smokescreen***
  2812. Type: Normal
  2813. Power: ---
  2814. PP: 20-32
  2815. Accuracy: 99.6%
  2816.  
  2817. Smokescreen decreases the opponent's accuracy by 1 level.
  2818.  
  2819. Smokescreen will do nothing if the opponent's accuracy level is at -6, and will fail if the
  2820. opponent has a substitute or is under the effect of Mist.
  2821.  
  2822.  
  2823. ***Softboiled***
  2824. Type: Normal
  2825. Power: ---
  2826. PP: 10-16
  2827. Accuracy: ---
  2828.  
  2829. Softboiled restores up to 50% of the user's current HP.
  2830.  
  2831. Softboiled will fail if the difference between the user's current and maximum HP is 0, or if
  2832. (user's maximum HP - user's current HP) mod 256 = 255. If the user's current HP is greater than
  2833. its maximum HP, Softboiled will set the user's current HP to equal its maximum HP.
  2834.  
  2835. Stadium Differences:
  2836. Softboiled will fail only when the difference between the user's current and maximum HP is 0.
  2837.  
  2838.  
  2839. ***Solarbeam***
  2840. Type: Grass
  2841. Power: 120
  2842. PP: 10-16
  2843. Accuracy: 99.6%
  2844.  
  2845. Solarbeam does nothing on the turn it is selected, other than say that the user took in
  2846. sunlight. On the following turn, Solarbeam will do damage, PP will be deducted from it, and it
  2847. will count as the last move used. Once Solarbeam is selected, the user won't be able to switch
  2848. out until it is disrupted or fully executed.
  2849.  
  2850. If Solarbeam is not fully executed, PP will not be deducted from it, and it will not count as
  2851. the last move used. If the opponent uses Mirror Move during the turn that the user takes in
  2852. sunlight, Mirror Move will copy the move that the user executed immediately before using
  2853. Solarbeam (or fail if it can't).
  2854.  
  2855. Sleep, freeze, partial trapping, and flinching will pause but not disrupt the duration of
  2856. Solarbeam.
  2857.  
  2858. Stadium:
  2859. Mirror Move will copy Solarbeam on either of the turns it takes to execute.
  2860.  
  2861.  
  2862. ***Sonicboom***
  2863. Type: Normal
  2864. Power: ---
  2865. PP: 20-32
  2866. Accuracy: 89.5%
  2867.  
  2868. Unless it misses, Sonicboom will always do 20 points of normal damage to the opponent. Its type
  2869. will not alter the amount of damage it inflicts.
  2870.  
  2871.  
  2872. ***Spike Cannon***
  2873. Type: Normal
  2874. Power: 20
  2875. PP: 15-24
  2876. Accuracy: 99.6%
  2877.  
  2878. Spike Cannon does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
  2879. times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
  2880. 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
  2881. each hit per use will do the same amount of damage.
  2882.  
  2883. Spike Cannon will end immediately if it breaks a substitute. Counter will only counter the last
  2884. hit of a Spike Cannon attack.
  2885.  
  2886.  
  2887. ***Splash***
  2888. Type: Normal
  2889. Power: ---
  2890. PP: 40-61
  2891. Accuracy: ---
  2892.  
  2893. Splash has no effect. Ever.
  2894.  
  2895.  
  2896. ***Spore***
  2897. Type: Grass
  2898. Power: ---
  2899. PP: 15-24
  2900. Accuracy: 99.6%
  2901.  
  2902. Spore puts the opponent to sleep.
  2903.  
  2904. Sleep Powder can't affect an opponent that already has a major status ailment.
  2905.  
  2906. Stadium Differences:
  2907. Spore can't affect an opponent that has a substitute.
  2908.  
  2909.  
  2910. ***Stomp***
  2911. Type: Normal
  2912. Power: 65
  2913. PP: 20-32
  2914. Accuracy: 99.6%
  2915.  
  2916. Stomp does damage and has a 29.7% chance of causing the opponent to flinch.
  2917.  
  2918. Stomp can only cause the opponent to flinch if the user attacks before the opponent does. Stomp
  2919. can't make an opponent with a substitute flinch.
  2920.  
  2921.  
  2922. ***Strength***
  2923. Type: Normal
  2924. Power: 80
  2925. PP: 15-24
  2926. Accuracy: 99.6%
  2927.  
  2928. Strength does damage.
  2929.  
  2930.  
  2931. ***String Shot***
  2932. Type: Bug
  2933. Power: ---
  2934. PP: 40-61
  2935. Accuracy: 94.5%
  2936.  
  2937. String Shot decreases the opponent's speed by 1 level.
  2938.  
  2939. String Shot will do nothing if the opponent's speed has reached a level of -6 or a value of 1,
  2940. and will fail if the opponent has a substitute or is under the effect of Mist.
  2941.  
  2942.  
  2943. ***Struggle***
  2944. Type: Normal
  2945. Power: 50
  2946. PP: 10-16
  2947. Accuracy: 99.6%
  2948.  
  2949. Struggle does damage, and the user receives recoil damage equal to 50% of the damage done to
  2950. the opponent. Struggle will automatically be used by a pokémon that has no usable moves but
  2951. is ordered to attack, and has infinite PP in such a situation.
  2952.  
  2953. If the user of Struggle attacks first and faints itself due to recoil damage, the opponent will
  2954. not attack or be subjected to recurrent damage during that round. However, the user will still
  2955. be subject to recurrent damage.
  2956.  
  2957. If Struggle breaks a substitute, the user will take no recoil damage.
  2958.  
  2959. If Struggle was a normally obtainable move, it would have 10-16 PP though no PP would ever be
  2960. deducted from it, and self-inflicted recoil damage from Struggle from the previous turn could
  2961. be countered if the opponent did not make a move on the following turn.
  2962.  
  2963. Stadium Differences:
  2964. No recoil damage is taken if Struggle knocks out an opponent. Type has no effect on the amount
  2965. of damage that Struggle inflicts.
  2966.  
  2967.  
  2968. ***Stun Spore***
  2969. Type: Grass
  2970. Power: ---
  2971. PP: 30-48
  2972. Accuracy: 74.6%
  2973.  
  2974. Stun Spore paralyzes the opponent.
  2975.  
  2976. Stun Spore can't affect an opponent that already has a major status ailment.
  2977.  
  2978. Stadium Differences:
  2979. Stun Spore can't affect an opponent that has a substitute.
  2980.  
  2981.  
  2982. ***Submission***
  2983. Type: Fighting
  2984. Power: 80
  2985. PP: 25-40
  2986. Accuracy: 79.7%
  2987.  
  2988. Submission does damage, and the user receives recoil damage equal to 25% of the damage done to
  2989. the opponent.
  2990.  
  2991. If the user of Submission attacks first and faints itself due to recoil damage, the opponent
  2992. will not attack or be subjected to recurrent damage during that round. However, the user will
  2993. still be subject to recurrent damage.
  2994.  
  2995. Self-inflicted recoil damage from Submission from the previous turn can be countered if the
  2996. opponent does not make a move on the following turn. If Submission breaks a substitute, the
  2997. user will take no recoil damage.
  2998.  
  2999. Stadium Differences:
  3000. No recoil damage is taken if Submission knocks out an opponent.
  3001.  
  3002.  
  3003. ***Substitute***
  3004. Type: Normal
  3005. Power: ---
  3006. PP: 10-16
  3007. Accuracy: ---
  3008.  
  3009. Using 25% of the user's maximum HP, the user creates a substitute with 1 HP more than the
  3010. amount of HP lost by the user. If the user's max HP is 3 or less, it will not lose any HP when
  3011. the substitute is made. A substitute will have the same current type(s) and current stats of
  3012. the pokémon that has it. Once created, all stat modifying attacks and side effects used by the
  3013. opponent against the user will fail, though all current stat modifiers will remain in effect,
  3014. and any stat modifiers used by the user will also be applied to the substitute. Until it
  3015. breaks, a substitute will absorb all damage done by the opponent (even if the damage done
  3016. exceeds the remaining HP of the sustitute), but will not reduce the actual amount of damage
  3017. that the opponent's attacks do. A one-hit ko will break a substitute on contact.
  3018.  
  3019. Substitute will not protect the user from primary sleep, primary paralysis, secondary
  3020. confusion, or self-inflicted status ailments, but it will protect the user from poison,
  3021. secondary burns, secondary freeze, secondary paralysis, and primary confusion.
  3022.  
  3023. Substitute will not alter the execution of Bide, Counter, Disable, Haze, Leech Seed, Super
  3024. Fang, Transform, or partial trapping moves, and it will not absorb crash damage, recoil damage,
  3025. or recurrent damage. However, a substitute will absorb self-inflicted confusion damage and
  3026. prevent the user from flinching.
  3027.  
  3028. If a pokémon breaks a substitute with Hyper Beam, it will not need to recharge. If a pokémon
  3029. breaks a substitute with Explosion or Selfdestruct, it will not faint, though its picture will
  3030. no longer be visible until it switches out or uses Substitute. If a pokémon breaks a substitute
  3031. with a recoil move, it will not take any recoil damage. If a pokémon breaks a substitute with a
  3032. draining move, no HP will be restored to it. Note that in each of these cases, the substitute
  3033. has to be broken, not merely damaged, by the referenced attack.
  3034.  
  3035. If the user's curent HP is less than 25% (rounded down) of its maximum HP, it will be too weak
  3036. to make a substitute. If the user's current HP is exactly equal to 25% (rounded down) of its
  3037. maximum HP, it will create a substitute, and then faint.
  3038.  
  3039. Stadium Differences:
  3040. Substitute will protect the user from Absorb, Dream Eater, Leech Life, Leech Seed, Mega Drain,
  3041. and all status ailments inflicted by the opponent. If the user's current HP is exactly equal to
  3042. 25% (rounded down) of its maximum HP, it will be too weak to create a substitute. If a pokémon
  3043. breaks a substitute with Explosion or Selfdestruct, it will faint.
  3044.  
  3045.  
  3046. ***Super Fang***
  3047. Type: Normal
  3048. Power: ---
  3049. PP: 10-16
  3050. Accuracy: 89.5%
  3051.  
  3052. Super Fang does damage equal to 50% of the opponent's current HP. Although Super Fang does
  3053. normal damage, its type does not alter the amount of damage it inflicts. Super Fang will do 1
  3054. damage if the opponent's current HP is equal to 1.
  3055.  
  3056.  
  3057. ***Supersonic***
  3058. Type: Normal
  3059. Power: ---
  3060. PP: 20-32
  3061. Accuracy: 54.7%
  3062.  
  3063. Supersonic causes the opponent to become confused.
  3064.  
  3065. Supersonic will fail if the opponent has a substitute or is already confused.
  3066.  
  3067.  
  3068. ***Surf***
  3069. Type: Water
  3070. Power: 95
  3071. PP: 15-24
  3072. Accuracy: 99.6%
  3073.  
  3074. Surf does damage.
  3075.  
  3076.  
  3077. ***Swift***
  3078. Type: Normal
  3079. Power: 60
  3080. PP: 20-32
  3081. Accuracy: ---
  3082.  
  3083. Swift does damage. Swift is unaffected by accuracy and evasion modifiers, and can hit pokémon
  3084. during the semi-invulnerable turn of Dig and Fly.
  3085.  
  3086.  
  3087. ***Swords Dance***
  3088. Type: Normal
  3089. Power: ---
  3090. PP: 30-48
  3091. Accuracy: ---
  3092.  
  3093. Swords Dance increases the user's attack by 2 levels.
  3094.  
  3095. Swords Dance will do nothing if the user's attack has reached a level of +6 or a value of 999.
  3096. The effect of Swords Dance is ignored by critical hits.
  3097.  
  3098.  
  3099. ***Tackle***
  3100. Type: Normal
  3101. Power: 35
  3102. PP: 35-56
  3103. Accuracy: 94.5%
  3104.  
  3105. Tackle does damage.
  3106.  
  3107.  
  3108. ***Tail Whip***
  3109. Type: Normal
  3110. Power: ---
  3111. PP: 30-48
  3112. Accuracy: 99.6%
  3113.  
  3114. Tail Whip decreases the opponent's defense by 1 level.
  3115.  
  3116. Tail Whip will do nothing if the opponent's defense has reached a level of -6 or a value of 1,
  3117. and will fail if the opponent has a substitute or is under the effect of Mist. The effect of
  3118. Tail Whip is ignored by critical hits.
  3119.  
  3120.  
  3121. ***Take Down***
  3122. Type: Normal
  3123. Power: 90
  3124. PP: 20-32
  3125. Accuracy: 84.4%
  3126.  
  3127. Take Down does damage, and the user receives recoil damage equal to 25% of the damage done to
  3128. the opponent.
  3129.  
  3130. If the user of Take Down attacks first and faints itself due to recoil damage, the opponent
  3131. will not attack or be subjected to recurrent damage during that round. However, the user will
  3132. still be subject to recurrent damage.
  3133.  
  3134. Self-inflicted recoil damage from Take Down from the previous turn can be countered if the
  3135. opponent does not make a move on the following turn. If Take Down breaks a substitute, the user
  3136. will take no recoil damage.
  3137.  
  3138. Stadium Differences:
  3139. No recoil damage is taken if Take Down knocks out an opponent.
  3140.  
  3141.  
  3142. ***Teleport***
  3143. Type: Psychic
  3144. Power: ---
  3145. PP: 20-32
  3146. Accuracy: ---
  3147.  
  3148. Teleport will always fail.
  3149.  
  3150. In-game Differences:
  3151. Teleport can be used to run away from wild pokémon battles.
  3152.  
  3153.  
  3154. ***Thrash***
  3155. Type: Normal
  3156. Power: 90
  3157. PP: 20-32
  3158. Accuracy: 99.6%
  3159.  
  3160. Thrash does damage for 3-4 (chosen randomly) turns. Once used (even if it misses on the turn of
  3161. its use), the user will only be able to use Thrash, and will not be able to switch out. At the
  3162. end of this duration, the user will become confused.
  3163.  
  3164. If the Thrash duration is disrupted (such as by full paralysis or hurting itself due to
  3165. confusion), it will immediately end. The user will only become confused if Thrash is fully
  3166. executed, without its duration being disrupted. Sleep, freeze, partial trapping, and flinching
  3167. will pause but not disrupt the duration of Thrash.
  3168.  
  3169. Stadium Differences:
  3170. After the duration of Thrash ends, there will be a notice that the user becomes confused.
  3171.  
  3172.  
  3173. ***Thunder***
  3174. Type: Electric
  3175. Power: 120
  3176. PP: 10-16
  3177. Accuracy: 69.5%
  3178.  
  3179. Thunder does damage and has a 9.8% chance of paralyzing the opponent.
  3180.  
  3181. Thunder can't paralyze an opponent that has a substitute or already has a major status
  3182. ailment.
  3183.  
  3184.  
  3185. ***Thunder Wave***
  3186. Type: Electric
  3187. Power: ---
  3188. PP: 20-32
  3189. Accuracy: 99.6%
  3190.  
  3191. Thunder Wave paralyzes the opponent.
  3192.  
  3193. Thunder Wave can't affect an opponent that already has a major status ailment, and will not
  3194. work against ground types.
  3195.  
  3196. Stadium Differences:
  3197. Thunder Wave can't affect an opponent that has a substitute.
  3198.  
  3199.  
  3200. ***Thunderbolt***
  3201. Type: Electric
  3202. Power: 95
  3203. PP: 15-24
  3204. Accuracy: 99.6%
  3205.  
  3206. Thunderbolt does damage and has a 9.8% chance of paralyzing the opponent.
  3207.  
  3208. Thunderbolt can't paralyze an opponent that has a substitute or already has a major status
  3209. ailment.
  3210.  
  3211.  
  3212. ***Thunderpunch***
  3213. Type: Electric
  3214. Power: 75
  3215. PP: 15-24
  3216. Accuracy: 99.6%
  3217.  
  3218. Thunderpunch does damage and has a 9.8% chance of paralyzing the opponent.
  3219.  
  3220. Thunderpunch can't paralyze an opponent that has a substitute or already has a major status
  3221. ailment.
  3222.  
  3223.  
  3224. ***Thundershock***
  3225. Type: Electric
  3226. Power: 40
  3227. PP: 30-48
  3228. Accuracy: 99.6%
  3229.  
  3230. Thundershock does damage and has a 9.8% chance of paralyzing the opponent.
  3231.  
  3232. Thundershock can't paralyze an opponent that has a substitute or already has a major status
  3233. ailment.
  3234.  
  3235.  
  3236. ***Toxic***
  3237. Type: Poison
  3238. Power: ---
  3239. PP: 10-16
  3240. Accuracy: 84.4%
  3241.  
  3242. Toxic badly poisons the opponent. Each time the opponent takes recurrent damage, the damage
  3243. will equal N*max(1, int(0.0625*MaxHP)). N starts as 1 but is increased by 1 each time the
  3244. afflicted pokémon endures recurrent damage (including by Leech Seed). Basically, the pokémon
  3245. will lose 1/16 of its maximum HP the first time, then 2/16 of its maximum HP, then 3/16 of its
  3246. maximum HP, etc.
  3247.  
  3248. The N value of Toxic can be reset by Haze, switching, or ending the battle, but not by Rest. If
  3249. a pokémon rests off the poison and gets normally poisoned, burned, or seeded without switching
  3250. out, the N value will influence the amount of damage done, and will increase each time
  3251. recurrent damage is done. However, if a pokémon gets badly poisoned again, the cumulative value
  3252. will be reset. Unlike other types of damage, the recurrent damage done by Toxic can exceed the
  3253. opponent's current HP.
  3254.  
  3255. Toxic can't affect an opponent that has a substitute, already has a major status ailment, or is
  3256. a ground type.
  3257.  
  3258. Stadium Differences:
  3259. The N value of Toxic will be reset by Rest.
  3260.  
  3261.  
  3262. ***Transform***
  3263. Type: Normal
  3264. Power: ---
  3265. PP: 10-16
  3266. Accuracy: ---
  3267.  
  3268. Transform changes the user's current type(s), current stats, current stat levels, current
  3269. move(s), current species, current cry, and current catch rate to the opponent's current
  3270. type(s), current stats, current stat levels, current move(s), current species, current cry, and
  3271. current catch rate. Each move copied by Transform will have 5 PP.
  3272.  
  3273. Transform does not copy the opponent's status ailments, level, current or maximum HP, base
  3274. experience, palette colors, or the generic minimize image. The current stat changes due to
  3275. Transform will be ignored by critical hits, since critical hits use a pokémon's original stats.
  3276. Transform is not affected by accuracy and evasion modifiers, and no move can prevent the
  3277. successful execution of Transform.
  3278.  
  3279. In-game Differences:
  3280. If a wild pokémon uses Transform and is subsequently caught, it will become a Ditto, regardless
  3281. of what species it originally was. It will then have all the stats and moves of a Ditto, except
  3282. for its current HP, which will remain unaltered by this change.
  3283.  
  3284. Stadium Differences:
  3285. Transform will not work if the opponent's current species is Ditto.
  3286.  
  3287.  
  3288. ***Tri Attack***
  3289. Type: Normal
  3290. Power: 80
  3291. PP: 10-16
  3292. Accuracy: 99.6%
  3293.  
  3294. Tri Attack does damage.
  3295.  
  3296.  
  3297. ***Twineedle***
  3298. Type: Bug
  3299. Power: 25
  3300. PP: 20-32
  3301. Accuracy: 99.6%
  3302.  
  3303. Twineedle does damage, and has a 19.9% chance of poisoning the opponent. Twineedle hits twice
  3304. per use. Though technically only the first hit can critical hit, each hit per use will do the
  3305. same amount of damage.
  3306.  
  3307. Twineedle will end immediately if it breaks a substitute.
  3308.  
  3309. Twineedle can't poison an opponent that has a substitute, already has a major status ailment,
  3310. or is a poison type.
  3311.  
  3312.  
  3313. ***Vicegrip***
  3314. Type: Normal
  3315. Power: 55
  3316. PP: 30-48
  3317. Accuracy: 99.6%
  3318.  
  3319. Vicegrip does damage.
  3320.  
  3321.  
  3322. ***Vine Whip***
  3323. Type: Grass
  3324. Power: 35
  3325. PP: 10-16
  3326. Accuracy: 99.6%
  3327.  
  3328. Vine Whip does damage.
  3329.  
  3330.  
  3331. ***Water Gun***
  3332. Type: Water
  3333. Power: 40
  3334. PP: 25-40
  3335. Accuracy: 99.6%
  3336.  
  3337. Water Gun does damage.
  3338.  
  3339.  
  3340. ***Waterfall***
  3341. Type: Water
  3342. Power: 80
  3343. PP: 15-24
  3344. Accuracy: 99.6%
  3345.  
  3346. Waterfall does damage.
  3347.  
  3348.  
  3349. ***Whirlwind***
  3350. Type: Normal
  3351. Power: ---
  3352. PP: 20-32
  3353. Accuracy: 84.4%
  3354.  
  3355. Whirlwind will never affect the opponent.
  3356.  
  3357. In-game Differences:
  3358. Whirlwind can be used to automatically end wild pokémon battles.
  3359.  
  3360.  
  3361. ***Wing Attack***
  3362. Type: Flying
  3363. Power: 35
  3364. PP: 35-56
  3365. Accuracy: 99.6%
  3366.  
  3367. Wing Attack does damage.
  3368.  
  3369.  
  3370. ***Withdraw***
  3371. Type: Water
  3372. Power: ---
  3373. PP: 40-61
  3374. Accuracy: ---
  3375.  
  3376. Withdraw increases the user's defense by 1 level.
  3377.  
  3378. Withdraw will do nothing if the user's defense has reached a level of +6 or a value of 999.
  3379.  
  3380.  
  3381. ***Wrap***
  3382. Type: Normal
  3383. Power: 15
  3384. PP: 20-32
  3385. Accuracy: 84.4%
  3386.  
  3387. Wrap does damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a
  3388. 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns,
  3389. and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack
  3390. can critical hit, every attack during the duration will do the same amount of damage. During
  3391. this turn duration, the opponent will be unable to attack, and if the user of Wrap attacks
  3392. before the opponent when used, the opponent will be unable to attack during that round as well.
  3393.  
  3394. Damage done by Wrap's continuing duration is done after recurrent damage. If the user switches
  3395. out before the turn duration ends, the opponent will be unable to attack during that turn. If
  3396. the opponent switches out before the turn duration ends, Wrap will automatically be used
  3397. against the incoming pokémon, deducting an additional PP from the move. If at such a time Wrap
  3398. has 0 PP, Wrap will still be used against the incoming pokémon. After that use, the current PP
  3399. of Wrap will roll over to 63, and full PP ups will be applied to it.
  3400.  
  3401. Even if Wrap misses, it will negate the recharge turn normally required for Hyper Beam.
  3402. Additionally, if the user of Wrap attacks before the user of Hyper Beam during a recharge turn
  3403. and the use of Wrap misses, the user of Hyper Beam will automatically use Hyper Beam during
  3404. that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards
  3405. its current PP will roll over to 63, and full PP ups will be applied to it.
  3406.  
  3407. Although Wrap can't damage ghost types, it can immobilize them.
  3408.  
  3409. In-game differences:
  3410. The opponent will get to select a move during each turn of Wrap's duration, and will attack
  3411. your incoming pokémon with the selected move if you decide to switch before the duration is
  3412. over.
  3413.  
  3414. Stadium Differences:
  3415. You get to select a move during each turn of Wrap's duration. If the opponent switches out
  3416. before the duration ends, the incoming pokémon will not automatically be attacked. Wrap will
  3417. negate the recharge turn of Hyper Beam only if successful.
  3418.  
  3419.  
  3420.  
  3421. H. Other Battle-Related Stuff;
  3422.  
  3423. H1. Critical Hits;
  3424. If a damaging move scores a critical hit, damage from the move will be calculated using twice
  3425. the user's level as well as the user's and opponent's original stats. Because of this, critical
  3426. hits ignore Reflect, Light Screen, all stat modifiers (including the attack reduction due to
  3427. burn), and stat changes due to Transform.
  3428.  
  3429. A damaging attack will be a critical hit if a randomly chosen number from 0 to 255 is less than
  3430. max(255, int(N*int(S/2))), where S is the base speed of the user's current species and N
  3431. depends on what moves are being used. Under most cases N is 1, but is multiplied by 8 if using
  3432. an attack with a high critical hit ratio, is divided by 4 if under the effect of Focus Energy
  3433. in a gameboy battle, and is multiplied by 4 if under the effect of Focus Energy in Stadium.
  3434.  
  3435. If a pokémon's level reaches 256 or higher during the damage calculation, it will be reduced
  3436. mod 256.
  3437.  
  3438. Moves that have high critical hit ratios: Crabhammer, Karate Chop, Razor Leaf, Slash
  3439.  
  3440.  
  3441. H2. Flinching;
  3442. A pokémon may only cause its opponent to flinch if in any given round it attacks before the
  3443. opponent performs an action. If the opponent flinches, it loses its ability to make an attack
  3444. during its turn in that round.
  3445.  
  3446. Flinching negates the recharge turn of Hyper Beam. Turns spent flinching will not count towards
  3447. the durations of Petal Dance, Thrash, multi-turn moves, and the confusion ailment. A pokémon
  3448. with a substitute cannot flinch.
  3449.  
  3450. Moves that can cause flinching: Bite, Bone Club, Headbutt, Hyper Fang, Low Kick, Rolling Kick,
  3451.           Stomp
  3452.  
  3453.  
  3454. H3. Items
  3455. This is a list of the items that can be used during battles, and their effects. Use of an item
  3456. counts as an action and and has priority over making a move, but not over switching. Items
  3457. may not be used in link battles.
  3458.  
  3459. Every item in this section except for the Poké Flute is a one-time use item. Unless noted,
  3460. items will not be usable if they will have no effect on the selected target.
  3461.  
  3462.  
  3463. ***Antidote***
  3464. Antidote will cure a pokémon of the poison status ailment.
  3465.  
  3466. ***Awakening***
  3467. Awakening will cure a pokémon of the sleep status ailment.
  3468.  
  3469. ***Burn Heal***
  3470. Burn Heal will cure a pokémon of the burn status ailment.
  3471.  
  3472. ***Dire Hit***
  3473. Like Focus Energy, Dire Hit will quarter the probability of your active pokémon scoring a
  3474. critical hit and will last until you switch your active pokémon. Dire Hit can be used in
  3475. multiples, but will have no actual effect beyond the first use. If under the influence of Dire
  3476. Hit, use of Focus Energy will fail, and the effect of Dire Hit can be removed via Haze.
  3477.  
  3478. ***Elixer***
  3479. Elixir will increase the current PP of each of a pokémon's moves by up to 10 (or set the move's
  3480. current PP equal to its maximum PP if its current PP is greater than its maximum PP).
  3481.  
  3482. ***Ether***
  3483. Ether will increase the current PP of one of a pokémon's moves by up to 10 (or set the move's
  3484. current PP equal to its maximum PP if its current PP is greater than its maximum PP).
  3485.  
  3486. ***Fresh Water***
  3487. Fresh Water will increase a pokémon's current HP by up to 50 (or set its current HP equal to
  3488. its maximum HP if its current HP is greater than its maximum HP).
  3489.  
  3490. ***Full Heal***
  3491. Full Heal will cure any major status ailment that a pokémon has.
  3492.  
  3493. ***Full Restore***
  3494. Full Restore will make a pokémon's current HP equal to its maximum HP, and cure any major
  3495. status ailments it has.
  3496.  
  3497. ***Great Ball***
  3498. A Great Ball might catch a wild pokémon, with a success rate of 1.5 times that of a Pokéball.
  3499. If used against a trainer's pokémon, it will always be blocked.
  3500.  
  3501. ***Guard Spec.***
  3502. Like Mist, Guard Spec. will prevent the effects of primary stat modifications inflicted by the
  3503. opponent.
  3504.  
  3505. ***Hyper Potion***
  3506. Hyper Potion will increase a pokémon's current HP by up to 200 (or set its current HP equal to
  3507. its maximum HP if its current HP is greater than its maximum HP).
  3508.  
  3509. ***Ice Heal***
  3510. Ice Heal will cure a pokémon of the freeze status ailment.
  3511.  
  3512. ***Lemonade***
  3513. Lemonade will increase a pokémon's current HP by up to 80 (or set its current HP equal to its
  3514. maximum HP if its current HP is greater than its maximum HP).
  3515.  
  3516. ***Master Ball***
  3517. A Master Ball will catch a wild pokémon. If used against a trainer's pokémon, it will always be
  3518. blocked.
  3519.  
  3520. ***Max Elixer***
  3521. Max Elixir will make the current PP of each of a pokémon's moves equal to their maximum PP
  3522. values.
  3523.  
  3524. ***Max Ether***
  3525. Max Ether will make the current PP of one of a pokémon's moves equal to its maximum PP.
  3526.  
  3527. ***Max Potion***
  3528. Max Potion will make a pokémon's current HP equal to its maximum HP.
  3529.  
  3530. ***Max Revive***
  3531. Max Revive can only be used on a pokémon that has fainted, and will restore all of that
  3532. pokémon's health.
  3533.  
  3534. ***Paralyz Heal***
  3535. Paraylz Heal will cure a pokémon of the paralysis status ailment.
  3536.  
  3537. ***Pokéball***
  3538. A Pokéball might catch a wild pokémon. If used against a trainer's pokémon, it will always be
  3539. blocked.
  3540.  
  3541. ***Poké Flute***
  3542. When played, the Poké Flute will cure all active pokémon of the sleep status ailment. If no
  3543. active pokémon are asleep, it will just note that it is a catchy tune.
  3544.  
  3545. ***Potion***
  3546. Potion will increase a pokémon's current HP by up to 20 (or set its current HP equal to its
  3547. maximum HP if its current HP is greater than its maximum HP).
  3548.  
  3549. ***Revive***
  3550. Revive can only be used on a pokémon that has fainted, and will restore half of that pokémon's
  3551. health.
  3552.  
  3553. ***Soda Pop***
  3554. Soda Pop will increase a pokémon's current HP by up to 60 (or set its current HP equal to its
  3555. maximum HP if its current HP is greater than its maximum HP).
  3556.  
  3557. ***Super Potion***
  3558. Super Potion will increase a pokémon's current HP by up to 50 (or set its current HP equal to
  3559. its maximum HP if its current HP is greater than its maximum HP).
  3560.  
  3561. ***Ultra Ball***
  3562. An Ultra Ball might catch a wild pokémon, with a success rate of twice that of a Pokéball. If
  3563. used against a trainer's pokémon, it will always be blocked.
  3564.  
  3565. ***X Accuracy***
  3566. X Accuracy increases your active pokémon's accuracy by 1 level. If your active pokémon's
  3567. accuracy has reached a level cap, use of X Accuracy will do nothing.
  3568.  
  3569. ***X Attack***
  3570. X Attack increases your active pokémon's attack by 1 level. If your active pokémon's attack has
  3571. reached a level or value cap, use of X Attack will do nothing.
  3572.  
  3573. ***X Defend***
  3574. X Defend increases your active pokémon's defense by 1 level. If your active pokémon's defense
  3575. has reached a level or value cap, use of X Defense will do nothing.
  3576.  
  3577. ***X Special***
  3578. X Special increases your active pokémon's special by 1 level. If your active pokémon's special
  3579. has reached a level or value cap, use of X Special will do nothing.
  3580.  
  3581. ***X Speed***
  3582. X Speed increases your active pokémon's speed by 1 level. If your active pokémon's speed has
  3583. reached a level or value cap, use of X Speed will do nothing.
  3584.  
  3585.  
  3586. H4. In-game Differences;
  3587. This is a cross reference list of in-game differences.
  3588.  
  3589. Burn (In-game) status ailment:
  3590. Any attack modifiers used against a burned pokémon will cause the attack reduction due to burn
  3591. to be ignored.
  3592.  
  3593. Paraylsis (In-game) status ailment:
  3594. Any speed modifiers used against a paralyzed pokémon will cause the speed reduction due to
  3595. paralysis to be ignored.
  3596.  
  3597. Bind (In-game):
  3598. The opponent will get to select a move during each turn of Bind's duration, and will attack
  3599. your incoming pokémon with the selected move if you decide to switch before the duration is
  3600. over.
  3601.  
  3602. Clamp (In-game):
  3603. The opponent will get to select a move during each turn of Clamp's duration, and will attack
  3604. your incoming pokémon with the selected move if you decide to switch before the duration is
  3605. over.
  3606.  
  3607. Fire Spin (In-game):
  3608. The opponent will get to select a move during each turn of Fire Spin's duration, and will
  3609. attack your incoming pokémon with the selected move if you decide to switch before the duration
  3610. is over.
  3611.  
  3612. Mimic (In-game):
  3613. Mimic allows you to see the opponent's moveset and select the move to copy.
  3614.  
  3615. Pay Day (In-game):
  3616. Coins scattered by Pay Day are picked up if you win the battle.
  3617.  
  3618. Roar (In-game):
  3619. Roar can be used to automatically end wild pokémon battles.
  3620.  
  3621. Teleport (In-game):
  3622. Teleport can be used to run away from wild pokémon battles.
  3623.  
  3624. Transform (In-game):
  3625. If a wild pokémon uses Transform and is subsequently caught, it will become a Ditto, regardless
  3626. of its original species. It will then have all the stats and moves of a Ditto, except for its
  3627. current HP, which will not be altered by this change.
  3628.  
  3629. Whirlwind (In-game):
  3630. Whirlwind can be used to automatically end wild pokémon battles.
  3631.  
  3632. Wrap (In-game):
  3633. The opponent will get to select a move during each turn of Wrap's duration, and will attack
  3634. your incoming pokémon with the selected move if you decide to switch before the duration is
  3635. over.
  3636.  
  3637. For general in-game differences, see section B.
  3638.  
  3639.  
  3640. H5. Stadium Differences;
  3641. This is a cross reference list of Stadium differences.
  3642.  
  3643. General Stadium Differences:
  3644. A pokémon's health bar will have 96 pixels. Players will be able to see the exact amount of
  3645. current and maximum HP that each active pokémon has. Damaging moves that do 0 damage will
  3646. always result in a message that the move missed.
  3647.  
  3648. Type Effectiveness Messages (Stadium):
  3649. The type effectiveness messages associated with moves will take both of a pokémon's types into
  3650. account.
  3651.  
  3652. Burn (Stadium) status ailment:
  3653. The attack reduction of a burn will be reset by rest. Attack-raising attacks will not negate
  3654. the attack loss penalty. A pokémon can completely rid itself of the burn ailment by using Haze.
  3655. A pokémon will not take burn damage when it switches in.
  3656.  
  3657. Confusion (Stadium) status ailment:
  3658. The messages regarding confusion are displayed after the move choice is shown, allowing both
  3659. players to see the attempted attack regardless of success. A substitute will completely protect
  3660. the user from confusion (though not self-inflicted confusion).
  3661.  
  3662. Freeze (Stadium) status ailment:
  3663. You get to select a move while the pokémon is frozen.
  3664.  
  3665. Paralysis (Stadium) status ailment:
  3666. Rest will reset the speed reduction of paralysis. Speed-raising attacks will not negate the
  3667. speed loss penalty. Substitute will completely protect the user from paralysis. A pokémon can
  3668. completely rid itself of the paralysis ailment by using Haze.
  3669.  
  3670. Poison (Stadium) status ailment:
  3671. A pokémon can rid itself of the poison ailment by using Haze. A pokémon will not take poison
  3672. damage when it switches in.
  3673.  
  3674. Sleep (Stadium) status ailment:
  3675. The pokémon receives a sleep duration of 1-3 turns (chosen randomly). Also, you get to select a
  3676. move while the pokémon is asleep. A substitute will protect the user from primary sleep.
  3677.  
  3678. Absorb (Stadium):
  3679. Absorb will always miss if the opponent has a substitute.
  3680.  
  3681. Acid (Stadium):
  3682. Acid has a 19.9% chance of lowering the opponent's defense by 1 level.
  3683.  
  3684. Aurora Beam (Stadium):
  3685. Aurora Beam has a 29.7% chance of lowering the opponent's attack by 1 level.
  3686.  
  3687. Bide (Stadium):
  3688. You get to select a move during each of Bide's idling turns. Bide will miss against pokémon
  3689. that are in the middle of Dig or Fly.
  3690.  
  3691. Bind (Stadium):
  3692. You get to select a move during each turn of Bind's duration. If the opponent switches out
  3693. before the duration ends, the incoming pokémon will not automatically be attacked. Bind will
  3694. negate the recharge turn of Hyper Beam only if successful.
  3695.  
  3696. Bubblebeam (Stadium):
  3697. Bubblebeam has a 29.7% chance of lowering the opponent's speed by 1 level.
  3698.  
  3699. Clamp (Stadium):
  3700. You get to select a move during each turn of Clamp's duration. If the opponent switches out
  3701. before the duration ends, the incoming pokémon will not automatically be attacked. Clamp will
  3702. negate the recharge turn of Hyper Beam only if successful.
  3703.  
  3704. Confusion (Stadium):
  3705. Confusion can't confuse an opponent that has a substitute.
  3706.  
  3707. Counter (Stadium):
  3708. Switching, full paralysis, and using a multi-turn move reset the last amount of damage done, so
  3709. Counter can't counter itself or self-inflicted recoil damage if the opponent does not make a
  3710. move on its following turn.
  3711.  
  3712. Dig (Stadium):
  3713. Dig will allow the user to avoid damage reversed by Bide. Full paralysis will reset the mostly-
  3714. invulnerable part of Dig. Mirror Move will copy Dig on either of the turns it takes to execute.
  3715.  
  3716. Disable (Stadium):
  3717. Disable will cause a pokémon's rage to build only if successful. The disabled move's PP is not
  3718. replaced with a "disabled!" message, though attempting to select the move will still result in
  3719. a notice that the move is disabled.
  3720.  
  3721. Double-Edge (Stadium):
  3722. No recoil damage is taken if Double-Edge knocks out an opponent.
  3723.  
  3724. Dream Eater (Stadium):
  3725. Dream Eater will always miss if the opponent has a substitute.
  3726.  
  3727. Explosion (Stadium):
  3728. If Explosion breaks an opponent's substitute, the user will faint.
  3729.  
  3730. Fire Spin (Stadium):
  3731. You get to select a move during each turn of Fire Spin's duration. If the opponent switches out
  3732. before the duration ends, the incoming pokémon will not automatically be attacked. Fire Spin
  3733. will negate the recharge turn of Hyper Beam only if successful.
  3734.  
  3735. Fly (Stadium):
  3736. Fly will allow the user to avoid damage reversed by Bide. Full paralysis will reset the mostly-
  3737. invulnerable part of Fly. Mirror Move will copy Fly on either of the turns it takes to execute.
  3738.  
  3739. Focus Energy (Stadium):
  3740. Focus Energy works properly; it quadruples the probability of the user scoring a critical hit.
  3741.  
  3742. Glare (Stadium):
  3743. Glare can't affect an opponent that has a substitute.
  3744.  
  3745. Haze (Stadium):
  3746. Haze eliminates any major status ailments that the user has.
  3747.  
  3748. Hyper Beam (Stadium):
  3749. Hyper Beam requires a recharge turn every time it is used.
  3750.  
  3751. Hypnosis (Stadium):
  3752. Hypnosis can't affect an opponent that has a substitute.
  3753.  
  3754. Leech Life (Stadium):
  3755. Leech Life will always miss if the opponent has a substitute.
  3756.  
  3757. Leech Seed (Stadium):
  3758. Leech Seed will not work against a substitute.
  3759.  
  3760. Lovely Kiss (Stadium):
  3761. Lovely Kiss can't affect an opponent that has a substitute.
  3762.  
  3763. Mega Drain (Stadium):
  3764. Mega Drain will always miss if the opponent has a substitute.
  3765.  
  3766. Mimic (Stadium):
  3767. Mimic will not copy a move's max PP.
  3768.  
  3769. Mirror Move (Stadium):
  3770. Mirror Move will copy multi-turn moves during either of the turns they take to execute.
  3771.  
  3772. Petal Dance (Stadium):
  3773. After the duration of Petal Dance ends, there will be a notice that the user becomes confused.
  3774.  
  3775. Psybeam (Stadium):
  3776. Psybeam can't confuse an opponent that has a substitute.
  3777.  
  3778. Rage (Stadium):
  3779. Disable will cause a pokémon's rage to build only if successful.
  3780.  
  3781. Razor Wind (Stadium):
  3782. Mirror Move will copy Razor Wind on either of the turns it takes to execute.
  3783.  
  3784. Recover (Stadium):
  3785. Recover will fail only when the difference between the user's current and maximum HP is 0.
  3786.  
  3787. Rest (Stadium):
  3788. Rest will fail only when the difference between the user's current and maximum HP is 0. Rest
  3789. will reset the cumulative nature of Toxic and the stat drops due to paralysis and burns.
  3790.  
  3791. Selfdestruct (Stadium):
  3792. If Selfdestruct breaks an opponent's substitute, the user will faint.
  3793.  
  3794. Sing (Stadium):
  3795. Sing can't affect an opponent that has a substitute.
  3796.  
  3797. Skull Bash (Stadium):
  3798. Mirror Move will copy Skull Bash on either of the turns it takes to execute.
  3799.  
  3800. Sky Attack (Stadium):
  3801. Mirror Move will copy Sky Attack on either of the turns it takes to execute.
  3802.  
  3803. Sleep Powder (Stadium):
  3804. Sleep Powder can't affect an opponent that has a substitute.
  3805.  
  3806. Softboiled (Stadium):
  3807. Softboiled will fail only when the difference between the user's current and maximum HP is 0.
  3808.  
  3809. Solarbeam (Stadium):
  3810. Mirror Move will copy Solarbeam on either of the turns it takes to execute.
  3811.  
  3812. Spore (Stadium):
  3813. Spore can't affect an opponent that has a substitute.
  3814.  
  3815. Struggle (Stadium):
  3816. No recoil damage is taken if Struggle knocks out an opponent. Type has no effect on the amount
  3817. of damage that Struggle inflicts.
  3818.  
  3819. Stun Spore (Stadium):
  3820. Stun Spore can't affect an opponent that has a substitute.
  3821.  
  3822. Submission (Stadium):
  3823. No recoil damage is taken if Submission knocks out an opponent.
  3824.  
  3825. Substitute (Stadium):
  3826. Substitute will protect the user from Absorb, Dream Eater, Leech Life, Leech Seed, Mega Drain,
  3827. and all status ailments inflicted by the opponent. If the user's current HP is exactly equal to
  3828. 25% (rounded down) of its maximum HP, it will be too weak to create a substitute. If a pokémon
  3829. breaks a substitute with Explosion or Selfdestruct, it will faint.
  3830.  
  3831. Take Down (Stadium):
  3832. No recoil damage is taken if Take Down knocks out an opponent.
  3833.  
  3834. Thunder Wave (Stadium):
  3835. Thunder Wave can't affect an opponent that has a substitute.
  3836.  
  3837. Thrash (Stadium):
  3838. After the duration of Thrash ends, there will be a notice that the user becomes confused.
  3839.  
  3840. Toxic (Stadium):
  3841. The cumulative nature of Toxic will be reset by Rest.
  3842.  
  3843. Transform (Stadium):
  3844. Transform will not work if the opponent's current species is Ditto.
  3845.  
  3846. Wrap (Stadium):
  3847. You get to select a move during each turn of Wrap's duration. If the opponent switches out
  3848. before the duration ends, the incoming pokémon will not automatically be attacked. Wrap will
  3849. negate the recharge turn of Hyper Beam only if successful.
  3850.  
  3851.  
  3852.  
  3853. I. Reference Information;
  3854.  
  3855. I1. Glossary;
  3856. These are the definitions of various terms as used in this document.
  3857.  
  3858. ***Active pokémon***
  3859. Out of your party of up to 6 pokémon, the one that is at the time facing an opponent.
  3860.  
  3861. ***Altered-priority (move)***
  3862. A move such as Counter or Quick Attack whose very use takes precedence over the speed of the
  3863. active pokémon. In any given round, using an increased priority move will make the user attack
  3864. before its opponent by default, while using a decreased priority move will make the user attack
  3865. after its opponent by default. If both active pokémon use an increased or decreased priority
  3866. move, turn placement will be determined normally.
  3867.  
  3868. ***Battle Damage Formula (BDF for short)***
  3869. The formula used to calculate the amount of damage done by an attack that has a power.
  3870.  
  3871. ***Chromatic***
  3872. Collectively refers to Pokémon Red, Pokémon Blue, Pokémon Yellow, and Pokémon Stadium, the
  3873. first generation of pokémon games featuring 151 pokémon and 165 moves.
  3874.  
  3875. ***Current***
  3876. What a property is at a referenced time, since it may have changed during the course of the
  3877. battle.
  3878.  
  3879. ***Disrupt***
  3880. When the full execution of any move that takes more than one turn to fully execute is prevented
  3881. because of a move, flinching, status ailment, etc.
  3882.  
  3883. ***Draining move***
  3884. A move that will do damage and increase the user's HP depending on the amount of damage done,
  3885. such as Dream Eater or Leech Life.
  3886.  
  3887. ***Evolution Level***
  3888. The earliest level at which a pokémon can have evolved from its lower evolution. The evolution
  3889. level of a pokémon that has no evolutions or is the lowest evolution in its chain is 1. The
  3890. evolution level of a pokémon that evolves by using a stone is equal to the evolution level of
  3891. its unevolved form, because it does not have to increase a level to evolve. It is possible to
  3892. obtain some pokémon below their evolution levels, such as the Lv.4 Metapods that can be found
  3893. in Viridian Forest.
  3894.  
  3895. ***Extended Duration***
  3896. Refers to any move that normally takes more than one turn to fully execute yet uses just 1 PP.
  3897. Extended duration moves include all multi-turn moves, all partial trapping moves, Bide, Hyper
  3898. Beam, Petal Dance, Rage, and Thrash.
  3899.  
  3900. ***GSC***
  3901. Short for Gold, Silver, and Crystal, which are nearly clones of each other; can be used as an
  3902. abbreviation of sorts for Metallic.
  3903.  
  3904. ***In-game***
  3905. Pokémon Red, Blue, and Yellow each consist of two major parts: the RPG section, in which you
  3906. complete a quest in the Kanto region, catch & train pokémon, and find items, and the link
  3907. battle section, where you can link with a friend and battle each other with your team. In-game
  3908. refers to things that exclusively occur in the RPG section of the games.
  3909.  
  3910. ***Initial***
  3911. What a property is before the battle began, since it may change during the course of the
  3912. battle.
  3913.  
  3914. ***Int***
  3915. The integer portion of a number; written in the form int(N).
  3916.  
  3917. ***Metallic***
  3918. Collectively refers to Pokémon Gold, Pokémon Silver, Pokémon Crystal, and Pokémon Stadium 2,
  3919. the second generation of pokémon games featuring 251 pokémon and 251 moves.
  3920.  
  3921. ***Max***
  3922. Out of two numbers, the larger one; written in the form max(A, B).
  3923.  
  3924. ***Min***
  3925. Out of two numbers, the smaller one; written in the form min(A, B).
  3926.  
  3927. ***Mod***
  3928. Short for modulo, a mathematical operation. To find the value of A mod B, reduce (or increase)
  3929. A by increments of B until you end up with a nonnegative number less than B.
  3930.  
  3931. ***Move streak***
  3932. When a pokémon learns moves on levels that immediately follow each other, such as the Lv.13,
  3933. Lv.14, Lv.15 move streak in Butterfree's Yellow level move list. Learning more than one move on
  3934. the same level does not count towards a move streak.
  3935.  
  3936. ***Multi-hit (move)***
  3937. A move that performs more than one hit in one turn, though it uses just 1 PP. There are two
  3938. types of multi-hit moves:
  3939.      Type 1: Hits twice per use, such as Bonemerang and Double Kick.
  3940.      Type 2: Hits 2-5 times per use, such as Barrage and Pin Missile, and has a 37.5% chance of
  3941.                performing 2 hits, a 37.5% chance of performing 3 hits, a 12.5% chance of
  3942.                performing 4 hits, and a 12.5% chance of performing 5 hits.
  3943.  
  3944. ***Multi-turn (move)***
  3945. A move that takes two turns to fully execute, though it uses just 1 PP. On the first turn of
  3946. such a move, only a check to see if the pokémon can use the move will be performed, and on the
  3947. following turn, the move will do damage, PP will be deducted from it, and (in a gameboy battle)
  3948. it will then count as the last move used. Dig and Fly also render the user invulnerable to most
  3949. attacks during the first turn of their use.
  3950.  
  3951. ***One-hit KO (OHKO)***
  3952. A move that will cause the opponent to faint if successful, regardless of other factors such as
  3953. HP or defense.
  3954.  
  3955. ***One-time Use***
  3956. Refers to an item that is is consumed/disappears after being used, since some items can be
  3957. used repeatedly without being consumed.
  3958.  
  3959. ***Palette Color***
  3960. The image of each pokémon in the game consists of two parts. One part is its overall shape. The
  3961. other is the set of colors that are in the image, and those are what palette color(s) refer to.
  3962. Each pokémon image has four palette colors, two of which are always black and white. There are
  3963. some differences in the palette colors of Red/Blue as compared to Yellow as well as the
  3964. metallic generation.
  3965.  
  3966. ***Partial Trapping***
  3967. A condition inflicted by a move (such as Clamp or Wrap) that lasts for 2-5 rounds during which
  3968. a pokémon will be unable to attack (but still able to switch out) while its opponent does
  3969. damage with one move chosen at the beginning of the duration. There is a 37.5% chance it will
  3970. last for 2 turns, a 37.5% chance it will last for 3 turns, a 12.5% chance it will last for 4
  3971. turns, and a 12.5% chance it will last for 5 turns.
  3972.  
  3973. ***Pause***
  3974. When the full execution of a multi-turn move is delayed (but not disrupted) because of a move,
  3975. flinching, status ailment, etc.
  3976.  
  3977. ***Pokédollars***
  3978. For lack of a better word, the currency that is used in the Pokémon games. If that's too
  3979. unnatural for you, you could call it yen (the standard currency of Japan) instead, since that
  3980. is the currency used in the Japanese Pokémon games.
  3981.  
  3982. ***Previous (level)***
  3983. A move that a pokémon can't learn by level, but one of its lower evolutions can learn by level.
  3984. Note that Surf Raichu is also considered a Previous move, due to the special circumstances
  3985. under which it can learn it.
  3986.  
  3987. ***Primary***
  3988. Refers to a status ailment or stat modification that is guaranteed to happen if the move
  3989. inflicting it does not miss. Paralysis from Glare and defense reduction from Screech are
  3990. examples of a primary status ailment and stat modification.
  3991.  
  3992. ***RBY***
  3993. Short for Red, Blue, and Yellow, which are nearly clones of each other; can be used as an
  3994. abbreviation of sorts for Chromatic.
  3995.  
  3996. ***Recurrent (damage)***
  3997. The fixed amount of damage inflicted by poison, a burn, and/or Leech seed at the end of each of
  3998. the afflicted pokémon's turns. Unlike nearly every other way to inflict damage, recurrent
  3999. damage can be greater than the pokémon's current HP.
  4000.  
  4001. ***Reversed (damage)***
  4002. Damage that can be inflicted only in response to being damaged (such as via Bide or Counter).
  4003.  
  4004. ***Round***
  4005. Two back-to-back turns (yours and your opponent's) and what was done during those turns. It can
  4006. frequently but not always be interchanged with "turn."
  4007.  
  4008. ***Secondary***
  4009. Refers to a status ailment or stat modification that might happen if the move inflicting it
  4010. does not miss. Paralysis from Body Slam and defense reduction from Acid are examples of a
  4011. secondary status ailment and stat modification.
  4012.  
  4013. ***STAB***
  4014. Short for same-type attack bonus. If a pokémon uses a damaging move whose type matches one of
  4015. the user's current types, that attack will do 50% more damage.
  4016.  
  4017. ***Turn***
  4018. The action that you, your pokémon, your opponent, or your opponent's pokémon just performed,
  4019. such as attack, switch, or use an item. It can frequently but not always be interchanged with
  4020. "round."
  4021.  
  4022.  
  4023. I2. Additional Resources;
  4024.  
  4025. Azure Heights, http://www.math.miami.edu/~jam/azure/ (or just http://www.azureheights.com/)
  4026. Detailed research concerning the chromatic series.
  4027.  
  4028. GameFAQS, http://www.gamefaqs.com/
  4029. Houses lots of FAQs on lots of games.
  4030.  
  4031. The P-Files, http://white-cat.virtualave.net/pfiles/
  4032. White Cat's page, with his dexes and some other files.
  4033.  
  4034.  
  4035. I3. Revision History;
  4036.  
  4037.       2 Nov 2004 - first public release
  4038.  
  4039.       7 Jan 2005 - expanded overall scope of this faq to include as much information as
  4040.                    possible about the battling aspect of pokémon in RBY
  4041.                  - created type effectiveness and stats sections
  4042.                  - added detailed information on minimum move amounts
  4043.                  - added definitions for In-game, Move Streak, and Partial Trapping
  4044.                  - added new information about Disable and HP-restoring moves
  4045.                  - split the move information section into subsections
  4046.                  - moved the previous evolution move section to Moves section
  4047.                  - moved the in-game and stadium differences lists to the Other Battle-Related
  4048.                    Things section
  4049.                  - made minor additions and corrections in entries for the status ailments
  4050.                    Confusion and Sleep and the moves Fissure, Flamethrower, Focus Energy, Hyper
  4051.                    Beam, Light Screen, Mist, Recover, Reflect, Toxic, and Transform
  4052.                  - made rounding corrections in the extended BDF
  4053.                  - corrected some minor typos and made other small changes
  4054.  
  4055.      12 Mar 2005 - added an Order of Operations section and an Items subsection
  4056.                  - added some more information to the Type Effectiveness section
  4057.                  - added some information to and restructured the Battle Information section
  4058.                  - added more information about defrosting/attack selecting, and PP roll over
  4059.                  - added definitions for Extended Duration, One-time Use, and Palette Color
  4060.                  - made some additions and corrections in entries for the status ailment Freeze
  4061.                    and the moves Counter, Disable, Hyper Beam, Metronome, Mirror Move, Petal
  4062.                    Dance, Rage, and Thrash
  4063.                  - made some corrections regarding altered-priority moves, palette colors,
  4064.                    switching, and type effectiveness messages
  4065.                  - corrected a couple of minor typos and made other small changes
  4066.  
  4067.  
  4068. I4. Contacting Me;
  4069. You can contact me at GameFAQs (Nautilator), by sending email to [email protected] (though
  4070. I don't check that email too often), or by other means.
  4071.  
  4072.  
  4073. I5. Unanswered Questions;
  4074. These are all the RBY questions that I haven't been able to find answers to, or am looking for
  4075. confirmation. Any help answering them would be appreciated.
  4076.  
  4077.  1. Does Blizzard ever have a 30% freeze rate, and if so, under what conditions?
  4078.  
  4079.  2. What causes moves like Growl, Roar, and Teleport to fail in-game? (It looks like there is a
  4080.     25% failure rate for such moves if the opponent is faster than the user, but I don't know
  4081.     all moves that this applies to or why.)
  4082.  
  4083.  3. In the gameboy, Substitute does not prevent primary paralysis (like from Glare or Thunder
  4084.     Wave) yet prevents secondary paralysis (like from Body Slam or Lick). If things like
  4085.     secondary sleep, primary burn, and primary freeze existed, would Substitute block them?
  4086.  
  4087.  4. If Counter does not manage to counter anything, does it actually miss, or just fail? Bide
  4088.     counts the last amount of damage done if a move that does not actually miss is used (like
  4089.     if something used Seismic Toss and then Counter, it'll count the turn for Counter as if
  4090.     Seismic Toss had been used), and it looks like such accumulation is only reset by moves
  4091.     that miss, not fail. If it actually misses, then why does it not reset Bide accumulation?
  4092.     If it just fails, then why does the game claim that it misses?
  4093.  
  4094.  5. What are the color boundaries for the health meter? I got my answers by guess and test, and
  4095.     I think the red/orange boundary line is off by a point in a couple of places.
  4096.  
  4097.  6. In Stadium, is the maximum amount of damage that Psywave can do less than 1.5 times the
  4098.     user's level, or less-than-or-equal-to 1.5 times the user's level?
  4099.  
  4100.  7. If Counter counters a HP-restoring item (in-game of course), how much damage does it do? In
  4101.     at least one case (Super Potion), it does not seem like it does damage equal to the amount
  4102.     of HP restored.
  4103.  
  4104.  8. Has anyone (else) done any formal testing on side effect rates in Stadium? After reading a
  4105.     number of old posts at Azure Heights that said they had increased, I did some testing and
  4106.     it apaprently is true, but I'd like some confirmation of the results. Also, since I am only
  4107.     able to use rental pokemon, I can't check the side effect rate of Constrict.
  4108.  
  4109.  9. If you have a traded pokemon that won't obey you, what is the probability that it will
  4110.     disobey your orders, and what are the chances of each possible outcome happening?
  4111.  
  4112. 10. What exactly is the probability of failure when trying to run away from a battle?
  4113.  
  4114. 11. How do OHKOs deal damage?
  4115.  
  4116.  
  4117. If you have more generic descriptions that account for the unusual behavior of certain moves
  4118. (such as Bide, Counter, Haze, Horn Drill), I'd like to know about it. And of course, if I have
  4119. any faulty or am missing any information, I'd like to know about that too.
  4120.  
  4121.  
  4122. I6. Credits;
  4123.  
  4124. ***Azure Heights*** (http://www.math.miami.edu/~jam/azure/contributors.htm)
  4125. Because it provided a lot of general information and a nice starting point for making this
  4126. document.
  4127.  
  4128. ***Jolt0135***
  4129. For some general gameboy information and confirmation of some of Metronome's behavior.
  4130.  
  4131. ***MasamuneXGP***
  4132. For doing a number of tests and result confirming, and for proofreading.
  4133.  
  4134. ***Meowth346***
  4135. For some help with the palette colors and determining the displayed type effectiveness
  4136. messages.
  4137.  
  4138. ***NickWiz1***
  4139. Whose walkthrough FAQ (found at GameFAQs) was consulted for the effects of gym badges.
  4140.  
  4141. ***Uiru***
  4142. For some Rage testing.
  4143.  
  4144. ***White Cat***
  4145. Whose dexes (found at The P-Files) were handy in making the list of previous evolution moves.
  4146.  
  4147. And less directly, pretty much everyone who posted various bits of (RBY) information and
  4148. observations in the Azure Heights Research Lab from 2000-2004. This includes but is probably
  4149. not limited to: Anthrax, Atma, cfalcon, incompetent, Jolt0135, KeroKato, magmar5, Meowth346,
  4150. MewtwoSama, Mr. K, NeoSyrex, NickWiz1, PoKamek, Uiru, VaporeonsHaze, Volrath50, White Cat,
  4151. Wintermute, and Yay Porygon.
  4152.  
  4153.  
  4154. I couldn't have completed this document without your help. Thanks. (And if I forgot to mention
  4155. you, feel free to let me know.)

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