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- Stuff
- Sunday, March 4th, 2012 at 4:21:52pm MST
- How Things Work
- Last Updated 12 Mar 2005
- Table of Contents
- A. Introduction, Copyright, Disclaimer
- B. General Battle Information
- C. Stats, Stat Modifiers, and Stat Caps
- D. Status Ailments
- E. Type Effectiveness
- F. Order of Operations
- G. Moves
- 1. General Information
- 2. Ways of Obtaining
- 3. Previous Evolution Moves
- 4. Number of Moves
- 5. Specific Move Information
- H. Other Battle-Related Things
- 1. Critical Hits
- 2. Flinching
- 3. Items
- 4. In-game Differences (cross reference)
- 5. Stadium Differences (cross reference)
- I. Reference Information
- 1. Glossary
- 2. Additional Resources
- 3. Revision History
- 4. Contacting Me
- 5. Unanswered Questions
- 6. Credits
- A. Introduction, Copyright, Disclaimer;
- The purpose of this document is to provide as much and as detailed information as possible
- about the battling aspect of the Pokémon chromatic generation. It should be noted that despite
- this, I do not guarantee that the information provided is 100% complete or accurate (see
- especially I5).
- All trademarks and copyrighted information contained in this document are owned by there
- respective holders. This document is Copyright 2004-2005 by Nautilator and may not be
- distributed, or modified without permission. The latest version of this document can be found
- at GameFAQs (http://www.gamefaqs.com), and at
- http://roadcaesar.homestead.com/files/rby-stuff.zip (though I might make slight format changes
- to that one that GameFAQs does not allow).
- Parts of this document, such as triple astericks entries and entries in F1 and F2, have been
- worded to facilitate search convenience.
- B. General Battle Information;
- This section describes what can happen or be done during a battle and other information that
- can related to the process of battling. General information relevant to all gameboy battles is
- first given, and then any information that is relevant only to certain types of battles is
- then presented and noted accordingly.
- When you start a battle, you will automatically send out the first pokémon in your team that
- has not fainted. During any one turn of a battle, there are four general actions that can be
- performed: fight, switch, use an item, or run away.
- ***Fight***
- You can order your active pokémon to attempt an attack, the effects of which are listed in E4.
- ***Switch***
- If you don't want your current active pokémon to fight, you can decide to switch it to one of
- your other party members (though this will not be possible if your team party has only one
- member, or if you try to switch to a pokémon that has fainted). Switching your active pokémon
- takes precedence over all other actions. Any time either player switches, the last move used
- flag of both pokémon will be reset.
- ***Use an Item***
- You can opt to use an item instead of attacking. The use of an item takes precedence over
- making a move, though not over switching. Item use during a battle is restricted to items that
- can restore HP, restore PP, cure a status ailment, temporarily increase a stat, attempt to
- catch the opposing pokémon, or allow you to escape from the battle. It is not possible to
- escape from a trainer battle, and it is not possible to catch a trainer's pokémon (though you
- still have the ability to try). This option is unavailable in link battles.
- ***Run away***
- If you do not want to battle, you can attempt to run away from the opposing pokémon. If the
- current speed of your active pokémon is greater than or equal to the current speed of the
- opponent, you will be able to run away without any problems, but if the current speed of your
- active pokémon is less than the speed of the opponent, there is a chance of not being able to
- escape, in which case you do nothing during that round. It is not possible to run away from a
- trainer battle.
- A battle will end if all of your pokémon faint, if all the opposing pokémon faint, or (if
- against a wild pokémon) the opposing pokémon is caught.
- A pokémon's health will be represented by health bar with 48 pixels. The health bar will be
- green if it has int(2.25*int(MaxHP/4) + 0.75) or more HP, orange if it has
- int(265*int(0.2*MaxHP + 0.2)/256 + 2) or more HP but less HP than the amount needed for a green
- health bar, and red if it has less HP than the amount needed for a yellow bar. This translates
- into approximate ranges of 1% to 20% for a red meter, 21% to 55% for an orange meter, and 56%
- or higher for a green meter. If a pokémon's health bar is red, its cry will change, further
- indicating that it is in poor health.
- The Battle Damage Formula is:
- (((((min(((((2L/5 + 2)*A*P)/max(1, D))/50), 997) + 2)*S)*T)/10)*R)/255
- and is used to calculate the damage done by an attack with a power value. L is the user's
- level, A is the user's current attack, P is the move's power, D is the opponent's current
- defense, S is the STAB modifier (S is 1.5 if the move's type matches one of the user's, and is
- otherwise 1), T is the type effectiveness modifier (40, 20, 10, 5, 2.5, or 0; note though that
- this is afterwards divided by 10), and R is a random number between 217 and 255. If an
- opponent's defense is decreased to 0 during calculations (such as for Selfdestruct and
- Explosion), it will be increased to 1 (though this doesn't happen if the defense value used
- experiences rollover). The maximum amount of damage any one attack can do before STAB or type
- effectiveness multipliers is 999.
- There are some other phenomena that influence the BDF. One is rollover, the effects of which
- are described in the Stats section. Each time a calculation is made, it is done by integer
- division, which results in the decimal (if any) always being dropped, instead of rounded.
- Aside from recurrent damage, the amount of damage done to a pokémon can never be greater than
- its current HP (but the amount of damage done to a substitute can). Any time a damaging move
- results in 0 damage being done, it will generate a miss, though the displayed message will
- almost always be that the opponent is unaffected. Also, if the pokémon's current attack or
- current defense is greater than 255, then its attack and its defense will be halved, and halved
- again (truncating both times), and those numbers will be used in place of its actual attack and
- defense values.
- If an active pokémon switches out, all benefits and losses of moves that have influenced it
- while it remained active will be reset. The only things a pokémon will retain after switching
- is its current HP, current PP, and any major status ailments it has.
- Common to all in-game battles:
- Your PP is of course limited, but the opponent will have an unlimited amount current of PP.
- Each time an opponent pokémon faints, every one of your team members that was active during
- that battle will gain experience. If you win the battle, you will pick up any money generated
- by the use of Pay Day and will receive money if the battle was against a trainer. If all of
- your pokémon are knocked out, you will black out, and awake in the last pokémon center you
- visited, with half of your money.
- If a pokémon has been traded to you (either from another person or from a person in the game),
- it will gain 50% more experience from each battle than your pokémon, but if you do not have the
- proper badges, it may become unruly. It will always run away when ordered to, but if ordered to
- attack, it might turn away, loaf around, ignore orders, use a different attack, begin to nap,
- or not obey. If it turns away, loafs around, or ignores orders, it will simply not make a move
- during that round. If it uses a different move, PP will still be deducted from the move you
- ordered it to use. If it begins to nap, it will fall asleep (but not regain any HP in the
- process). If if does not obey, it will hurt itself in its confusion.
- After defeating each of the eight gym leaders, you will receive the leader's badge, enhancing
- your in-game abilities.
- Boulderbadge: increases the attack of all your pokémon by 12.5% of its original value
- allows you to use Flash outside of battle
- Cascadebadge: traded pokémon of up to Lv.30 will always obey you
- allows you to use Cut outside of battle
- Thunderbadge: increases the speed of all your pokémon by 12.5% of its original value
- allows you to use Fly outside of battle
- Rainbowbadge: traded pokémon of up to Lv.50 will always obey you
- allows you to use Strength outside of battle
- Soul Badge: increases the defense of all your pokémon by 12.5% of its original value
- allows you to use Surf outside of battle
- Marsh Badge: traded pokémon of up to Lv.70 will always obey you
- Volcanobadge: increases the special of all your pokémon by 12.5% of its original value
- Earth Badge: traded pokémon of up to Lv.100 will always obey you
- The effects of gym leader badges apply to all in-game battles. Even without any gym badges,
- traded pokémon of up to Lv.10 will always obey you. Note that the Earth Badge will allow you
- to control traded pokémon of up to Lv.100, as opposed to allowing you to control all traded
- pokémon. It is not possible for you to fully control a traded pokémon that is above Lv.100
- (though such a pokémon would have to be obtained via a glitch or cheating device).
- Stat increases due to badges are automatically applied to all your pokémon, and do not
- count as stat level changes. Because of these stat increases, the stat value cap for all stats
- essentially becomes 888 instead of 999. Also, each time your pokémon uses a stat-increasing
- move (such as Amnesia, Double Team, or Swords Dance), the stat increases given by the badges
- will be applied again; this is known as the stat bleeding glitch.
- Wild pokémon battles:
- Wild pokémon can be encountered in tall grass, caves, across water, or when fishing (or in the
- Safari Zone, but that is slightly different, as noted below). You can attempt to catch the
- pokémon by throwing a pokéball at it before it faints. The battle ends when the wild pokémon
- has fainted or been caught, or all of your active pokémon have fainted.
- Safari Zone battles:
- The Safari Zone is located in Fuschia City. You pay 500 pokédollars for 30 Safari Balls (which
- act like Great Balls), and can stay until you use all of them, walk 500 steps, or leave on your
- own will, whichever happens first. When encountering pokémon in the Safari Zone, you can't
- battle them. Instead, you will have the option to throw bait, a rock, or a Safari Ball at the
- pokémon, or to run away. Throwing a rock doubles the pokémon's catch rate and run away rate,
- while throwing bait halves a pokémon's catch rate and run away rate.
- Trainer battles:
- If you get in the field of view of a trainer, an exclamation point will appear over the
- trainer's head and the trainer will walk up to you, give an introduction, and start a battle.
- Whenever you knock out one of the trainer's pokémon, you will be told what the next pokémon
- sent out will be and then have the option of switching your active pokémon without taking a
- turn, even if your active pokémon normally couldn't. Instead of attacking or switching, both
- you and the trainer (though the trainer almost never does this) may use an item. You may also
- throw a pokéball at the opponent's pokémon, but the trainer will always block it. You win by
- knocking out all of the trainer's pokémon. It is not possible to run from a trainer battle. Gym
- leaders and Elite 4 members will not automatically walk up to you; you must face them and press
- A to challenge them.
- Link Battles:
- If you and someone else have linked your games and are both in pokémon centers, the person in
- the right half of the pokémon center will allow you to trade pokémon or battle. You will have
- to save before battling, and your pokémon will not be automatically healed before battling.
- Choosing to battle will land you and your opponent in a room with a battling simulator, and
- when both of you have pressed A while facing it, the battle will begin. During each turn, you
- will have the chance to make an attack, switch your active pokémon, or run away. You win if
- your opponent has no active pokémon or runs away, lose if you have no active pokémon or run
- away, and draw if both of you simultaneously run away or have no active pokémon.
- For the purpose of a link battle, badges, unruliness, items, and gaining experience do not
- exist, and your pokémon will be restored to their original state after the battle ends or is
- reset.
- Stadium Differences:
- A pokémon's health bar will have 96 pixels. Players will be able to see the exact amount of
- current and maximum HP that each active pokémon has. Damaging moves that do 0 damage will
- always result in a message that the move missed.
- C. Stats, Stat Modifiers, and Stat Caps
- All pokémon have six numerical statistics (Level, HP, Attack, Defense, Speed, Special), as well
- as two non-numerical stats (Accuracy, Evasion). Pokémon also have experience points, which are
- used to determine their levels, and stat experience, a non-visible number that affects a
- pokémon's stats.
- ***Level, Experience Points***
- Each time a pokémon grows a level, its other numerical stats will increase. Both level and the
- appropriate offensive stat are used in the BDF to calculate the amount of damage it can do, so
- an increase in level results in an increase in average damage. Since a pokémon's level also
- determines how much damage Night Shade, Seismic Toss, and (less directly) Psywave will do, the
- damage done by those moves will increase as well. Wild pokémon can be found as low as Lv.2, and
- it is possible to raise a pokémon up to Lv.100.
- A pokémon's level is determined by how many experience points it has and its growth rate. The
- growth rate formulas are:
- Fast: 0.8L^3 (800,000 to get to Lv.100)
- Medium: L^3 (1,000,000 to get to Lv.100)
- Slow: 1.25L^3 (1,250,000 to get to Lv.100)
- Fading: 1.2L^3 - 15L^2 + 100L - 140 (1,059,860 to get to Lv.100)
- Truncating the values given by these formulas determines the minimum number of experience
- points necessary to be on a given level L. The total amount of experience points that an
- opponent pokémon will give for defeating it is equal to int(T*int(int(int(int(B*L*W)/7)/N)/E)).
- Additionally, if E=2, then int(T*int(int(int(int(int(B*L*W)/7)/N)/2)/P)) experience points will
- be gained by each non-fainted member of your party, regardless of whether or not they were
- active during the battle. In both of these formulas, B is the opponent's base experience (a
- fundamental value based on its species), L is the opponent's level, W is the opponent's
- wildness (1.5 if used by a trainer, otherwise 1), N is the total number of your pokémon that
- were active and did not faint while the opponent was active, E is your Exp.All value (2 if you
- are carrying the Exp.All item, 1 if you are not), P is the number of party members you have
- that have not fainted, and T is your pokémon's trade value (1.5 if your pokémon is traded,
- otherwise 1; a pokémon is considered traded if its ID number does not match your ID number).
- Pokémon that have fainted cannot gain experience points, even if they were active before
- fainting. Pokémon cannot gain experience in link battles.
- Although the actual levels on which you can normally acquire pokémon on range from 2 to 100, it
- is theoretically possible for a pokémon's level to be any integer from 0 to 255 (any time it
- becomes higher, including during a critical hit, it will be reduced mod 256). It is also
- possible to find pokémon on levels higher than 100 (and through level roll over, 0 and 1) via
- the Missingno. glitch in Pokémon Red and Blue. To activate the Missingno. glitch, talk to the
- old man in Viridian City near the cuttable bush, answer no to his question, and watch him catch
- a Weedle. Afterwards, wild pokémon (including the glitch pokémon Missingno.) will appear on the
- eastern edges of Cinnabar and Seafoam Islands, and some of these pokémon will have levels
- higher than 100.
- A pokémon's level can be increased by gaining enough experience points (and is in fact
- recalculated each time a pokémon gains experience points or is given a Rare Candy). Using the
- Rare Candy item on a pokémon will increase its experience points by the minimum amount needed
- to increase its level by 1. Though it will have no effect on Lv.100 pokémon, it will work on
- pokémon of higher levels. A Lv.100 pokémon cannot gain experience points, and if a pokémon's
- level is greater than 100, it will be reduced to 100 if it gains any experience points via
- battling.
- ***HP***
- Short for Hit Points, basically the amount of damage a pokémon can withstand. When a pokémon
- has no HP left, it will faint, and you will win a battle when all of your opponent's pokémon
- have fainted. Pokémon have two HP values, current and maximum. Current HP is the amount of HP
- the pokémon has at any referenced time, since it may have been damaged during the battle and
- have less than its maximum possible HP. Maximum HP is supposedly the highest amount a pokémon's
- HP can be, but is more of a calibration number for determining how much HP to restore to a
- pokémon via HP-restoring methods. In at least one case, it is legally possible for a pokémon to
- have greater current HP than maximum HP (for more information, see the in-game differences for
- Transform).
- Ways that HP can be restored:
- -Healing at a Pokémon Center or rest stop, in which case the current HP of all your party
- members will be made equal to their respective maximum HP values.
- -Using a HP-restoring item, either in battle (where it will count as your turn) or out of
- battle. Items that can restore HP are Fresh Water, Full Restore, Hyper Potion, Lemonade,
- Max Potion, Max Revive, Potion, Rare Candy, Revive, Soda Pop, and Super Potion. (Rare
- Candy is designated to increasing a pokémon's level rather than HP, but a level increase
- usually results in an increase in maximum HP and subsequently current HP, even if the
- pokémon was fainted at the time of use.)
- -By using a move while battling that can restore HP. Absorb, Dream Eater, Leech Life,
- Leech Seed, Mega Drain, Recover, Rest, and Softboiled are the moves that can restore HP,
- and Softboiled can also be used out of battle to heal other party members.
- There is also an item, HP Up, which can increase a pokémon's maximum HP but will have no effect
- on its current HP.
- Using a move is the only available method of HP restoration in link battles.
- ***Attack***
- A pokémon's attack stat is used in calculating how much damage it will do with physical,
- damaging attacks.
- ***Defense***
- A pokémon's defense stat is used in calculating how much resistance it has to physical,
- damaging attacks.
- ***Speed***
- A pokémon's speed will determine when in a round it will attack in relation to its opponent,
- unless one of them uses an altered-priority move. If both pokémon use an increased or a
- decreased priority move, turn placement will be determined normally. If both active pokémon
- have the same speed, turn placement will be determined randomly.
- ***Special***
- A pokémon's special stat is used in calculating how much damage it will do with as well as how
- much resistance it has to special, damaging attacks.
- A pokémon's Attack, Defense, Speed, and Special can be increased or decreased by up to six
- levels, via the use of certain moves or items. A stat with a level value of N will multiply the
- pokémon's base stat by (2+N)/2 if N is positive, or by 2/(2-N) if N is negative (and truncate
- afterwards). Actual changes to stat levels happen via addition and subtraction. All of a
- pokémon's stat levels will be reset to 0 if it switches out, and the use of Haze by either
- pokémon will (among other things) reset the stat levels of both active pokémon to 0.
- A pokémon does not have statistical Accuracy or Evasion values, but Accuracy and Evasion
- modifiers are taken into consideration by moves that have accuracy values (moves that do not
- have accuracy values are unaffected by accuracy and evasion modifiers, and essentially never
- miss). Accuracy and Evasion modifiers are also increased in terms of levels, but not on the
- same scale as Attack, Defense, Speed, and Special. Whenever a pokémon uses an attack with an
- accuracy value, the base accuracy of the move is multiplied by the user's accuracy modifier and
- opponent's evasion modifier to determine the move's final accuracy.
- The base accuracy of a move with an accuracy value will be multiplied by the user's accuracy
- modifier and the opponent's evasion modifier to determine the final accuracy of the move.
- The user's accuracy modifier is equal to (3+N)/3 if N is positive, or 3/(3-N) if N is negative.
- The opponent's evasion modifier is equal to 3/(3+N) if N is positive, or by (3-N)/3 if N is
- negative. Whenever a move with an accuracy value is used, its initial accuracy value is
- multiplied by the user's accuracy modifier and the opponent's evasion modifier to determine the
- final accuracy of the move.
- Stats have level and value caps. A pokémon's stat levels cannot go above +6 or below -6.
- Additionally, a pokémon's stat values cannot go above 999 or below 1 (for Accuracy and Evasion
- modifiers, a move's accuracy cannot go above 100% or below 0%). If a move that can only cause a
- stat level change attempts to change a stat beyond either of these limitations, nothing will
- happen, and if a move has a secondary effect that could potentially change a stat beyond its
- level or value limitations, the secondary effect will not activate. The stat value changes due
- to a burn, paralysis, or (in-game only) badges counts towards stat value caps, but the changes
- due to Light Screen and Reflect do not, and as a result may cause roll over.
- A pokémon's stats can roll over if they get too high. If a pokémon's attack, defense, or
- special reaches 1024 or higher at any time during battle calculations, it will be reduced mod
- 1024. There is no such rollover associated with speed, though under normal circumstances it is
- still subject to the standard stat level and value caps.
- D. Status Ailments;
- This is a detailed list of the status ailments that a pokémon might be subjected to while
- battling. Major status ailments cannot be reset by switching, though minor status ailments can.
- A pokémon can't have more than one status ailment at a time (so any major status ailment can
- prevented by having another major status ailment), but can simultaneously have one major status
- ailment and one minor status ailment. Burn, Freeze, Paralysis, Poison, and Sleep are major
- status ailments, and Confusion is a minor status ailment.
- If a move that can only inflict a major status ailment does not work for any reason, it will be
- the equivolent of a miss, though the gameboy-displayed text message will not claim that. A move
- that can only inflict sleep used against a sleeping opponent will result in a notice that the
- opponent is already asleep. If a move that can only inflict a major status ailment does not
- work for whatever reason (other than the case just mentioned), the opponent will be
- "unaffected."
- Whenever a calculation is made, the decimal is dropped, so numbers will always be truncated.
- The only time this is not true is if a number is calculated to be 0, in which case it is bumped
- up to 1.
- ***Burn***
- Effects: The pokémon becomes burned, and loses 1/16th of its maximum HP at the end of each of
- its turns in a round. Also, the pokémon's attack is reduced to 50% of its original value,
- though this attack reduction is in addition to any stat modifiers that the pokémon may have. If
- the pokémon's maximum HP is less than 16, it will lose 1 HP per round.
- If the pokémon is burned during a round that it switches in, it will only be subjected to
- recurrent burn damage that round if its speed is less than or equal to the opponent's speed. If
- the pokémon is burned and is switched in, it will be subjected to recurrent burn damage before
- the opponent makes a move if its speed is greater than the opponent's, but after the opponent
- makes a move if its speed is less than or equal to the opponent's. If both pokémon switch in
- and are burned or poisoned, recurrent damage will be done in order according to their current
- speed values.
- Recurrent burn damage will be done even if the pokémon knocks itself out with crash damage,
- recoil damage, or self-inflicted confusion damage, or by making a substitute before the end of
- its turn but will not occur if the burned pokémon knocks out an opponent. Continuing partial
- trapping damage is done before recurrent burn damage, and Leech Seed draining is done after
- recurrent burn damage.
- The attack loss penalty will be ignored during a critical hit, and will be ignored after using
- an attack-raising attack, but reimplemented if the pokémon is subsequently hit with a attack-
- reducing attack.
- Prevention, Cures: A substitute will block secondary burns, and fire types can't be burned by
- fire attacks. Rest can cure a burn, but will not cure its attack reduction penalty (though
- subsequently using a attack-raising move or switching out will then cure that). Using an
- attack-raising move will tenuously negate the attack reduction penalty, but not the burn
- status. Haze will temporarily cure the attack reduction penalty if used by the pokémon, and
- completely cure the burn if it is used by the opponent. Critical hits will ignore the attack
- reduction of a burn.
- In-game Differences: Any attack modifiers used against a burned pokémon will cause the attack
- reduction due to burn to be ignored.
- Stadium Differences: The attack reduction of a burn will be reset by rest. Attack-raising
- attacks will not negate the attack loss penalty. A pokémon can rid itself of the burn ailment
- by using Haze. A pokémon will not take recurrent burn damage when it switches in.
- Moves that can cause a burn: Ember, Fire Blast, Fire Punch, Flamethrower
- ***Confusion***
- Effects: The pokémon receives a confusion duration length of 2-5 turns (chosen randomly), which
- is reduced by 1 each time the pokémon attempts to execute an attack. The duration deduction for
- confusion occurs immediately before the attempt to execute the move is made, so the pokémon
- will effectively be confused for 1-4 turns. When the confusion duration length ends, a notice
- that the pokémon is no longer confused will be shown immediately before it attempts to execute
- its next attack. While confused, the pokémon will have a 50% chance of attacking itself with a
- 40-power attack, resulting in min(int(int(40*A*int(2L/5 + 2)/D)/50), 997) + 2 damage to itself
- (where A, D, and L are the pokémon's current attack, current defense, and level) instead of
- performing its selected attack. If the pokémon's current attack or current defense is greater
- than 255, then its attack and its defense will be halved, and halved again (truncating both
- times), and those numbers will be used in place of its actual attack and defense values.
- The confusion duration length will only be reduced when the pokémon actually attempts to make a
- move, so turns spent flinching, fast asleep, frozen solid, recharging, or partially trapped
- will not count towards the confusion duration length. Self inflicted confusion damage will not
- reset the last move used flag, counts as the last amount of damage done (and can be countered
- by the opponent), ignores the effect of Reflect, can never be a critical hit, and will be
- absorbed by a substitute. The duration of all moves, other than than Hyper Beam and Rage, that
- take more than one turn to fully execute will be disrupted if the user hurts itself due to
- confusion. If a move that can only inflict the confusion condition does not work for whatever
- reason, it will "fail."
- Prevention, Cures: Confusion can be cured by Haze or switching, and a substitute will block
- primary confusion. This ailment is temporary.
- Stadium Differences: The messages regarding confusion are displayed after the move choice is
- shown, allowing both players to see the attempted attack regardless of success. A substitute
- will completely protect the user from confusion (though not self-inflicted confusion).
- Moves that can cause confusion: Confuse Ray, Confusion, Petal Dance (self-inflicted), Psybeam,
- Supersonic, Thrash (self-inflicted)
- ***Freeze***
- Effects: The pokémon becomes frozen solid indefinately, rendering it unable to attack or select
- a move.
- Freeze will pause but not disrupt the turn duration of multi-turn moves, Bide, Hyper Beam,
- Petal Dance, Rage, and Thrash.
- If a frozen pokémon gets defrosted by a fire move before its turn in a round ends, it will be
- able to attack during that round. It will attack with the last move it selected, or its topmost
- move if it had not selected an attack (selecting an attack but switching out will reset the
- attack selection). If at this time the move selected has a current PP count of 0, it will still
- be used, and afterwards, its current PP will become 63, and full PP ups will be applied to the
- move. Additionally, a frozen pokémon that has not recharged and has its freeze status
- eliminated via Haze will remain unable to attack, switch, or do anything, and nothing (not even
- getting refrozen and then defrosted by a fire move) will be able to change this.
- Prevention, Cures: A substitute will block secondary freeze, and ice types can't be frozen by
- ice attacks. The pokémon can be defrosted only if the opponent uses a fire attack or Haze
- against it while it is active.
- Stadium Differences: You get to select a move while the pokémon is frozen.
- Moves that can cause freezing: Blizzard, Ice Beam, Ice Punch
- ***Paralysis****
- Effects: The pokémon becomes paralyzed, reducing its speed to 25% of its original value, though
- this speed reduction is in addition to any stat modifiers that the pokémon may have.
- Additionally, each time the pokémon attempts to perform an attack, it will have a 25% chance of
- being fully paralyzed and not being able to attack.
- The speed loss penalty can be negated by using a speed-raising attack, but will be
- reimplemented if the pokémon is subsequently hit with a speed-reducing attack. If a pokémon
- becomes fully paralyzed during the semi-invulnerable turn of Dig or Fly, it will remain semi-
- invulnerable until it switches out or successfully executes Dig or Fly. Being fully paralyzed
- will not reset the last amount of damage done or last move used flags.
- Prevention, Cures: A substitute will block secondary paralysis, and type immunities will
- prevent the paralysis possibility of the respective attacks. Rest can cure paralysis, but will
- not cure the speed reduction penalty (though subsequently using a speed-raising move or
- switching out will then cure that). Speed-increasing moves will temporarily cure the speed
- reduction penalty, but not the paralysis status. Haze will temporarily cure the speed reduction
- penalty if used by the pokémon, and completely cure paralysis if it is used by the opponent.
- In-game Differences: Any speed modifiers used against a paralyzed pokémon will cause the speed
- reduction due to paralysis to be ignored.
- Stadium Differences: Rest will reset the speed reduction of paralysis. Speed-raising attacks
- will not negate the speed loss penalty. A substitute will completely protect the user from
- paralysis. A pokémon can completely rid itself of the paralysis ailment by using Haze.
- Moves that can cause paralysis: Body Slam, Glare, Lick, Stun Spore, Thunder, Thunder Wave,
- Thunderbolt, Thundershock, Thunderpunch
- ***Poison***
- Effects: The pokémon becomes poisoned, and loses 1/16th of its maximum HP at the end of each of
- its turns in a round. If the pokémon's maximum HP is less than 16, it will lose 1 HP per round.
- If the pokémon is poisoned during a round that it switches in, it will only be subjected to
- recurrent poison damage that round if its speed is less than or equal to the opponent's speed.
- If the pokémon is poisoned and is switched in, it will be subjected to recurrent poison damage
- before the opponent makes a move if its speed is greater than the opponent's, but after the
- opponent makes a move if its speed is less than or equal to the opponent's. If both pokémon
- switch in and are burned or poisoned, recurrent damage will be done in order according to their
- current speed values.
- Recurrent poison damage will be done even if the pokémon knocks itself out with crash damage,
- recoil damage, or self-inflicted confusion damage, or by making a substitute before the end of
- its turn but will not occur if the poisoned pokémon knocks out an opponent. Continuing partial
- trapping damage is done before recurrent poison damage, and Leech Seed draining is done after
- recurrent poison damage.
- Prevention, Cures: A substitute will prevent poisoning, and poison types can't be poisoned. If
- used by the opponent, Haze will cure poisoning.
- In-game Differences: Out of battle, a poisoned Pokémon will take 1 HP of damage for every
- fourth step you take. The amount of steps that required for the HP to be deducted will be reset
- by resetting the game. (No such poison damage is taken while walking around in a colosseum
- room.)
- Stadium Differences: A pokémon can rid itself of the poison ailment by using Haze. A pokémon
- will not take recurrent poison damage when it switches in.
- Moves that can cause poisoning: Poison Gas, Poison Sting, Poisonpowder, Sludge, Smog,
- Toxic (badly poisons), Twineedle
- ***Sleep***
- Effects: The pokémon receives a sleep duration length of 1-7 turns (chosen randomly), which is
- reduced by 1 each time the pokémon attempts to execute an attack. The duration deduction will
- occur immediately before the attempt to execute the move is made, and the pokémon will wake up
- when its duration length becomes 0. It will not be able to attack on the same turn that it
- wakes up though, so the pokémon will be unable to attack for a total of 1-7 turns. The
- countdown duration will not be altered if the pokémon is switched out before it wakes up.
- Sleep is required for Dream Eater to work. Sleep will pause but not disrupt the turn duration
- of all moves that take more than one turn to fully execute, except for Hyper Beam, for which
- the recharge turn will be negated. If pokémon uses an altered attack priority move (Counter,
- Quick Attack) during the same round it is put to sleep, the altered priority received by the
- move will only be reset on the turn after it wakes up (not even switching can reset this).
- Prevention, Cures: Can be cured by Haze, if used by the opponent. This ailment is temporary.
- Stadium Differenecs: The pokémon receives a sleep duration of 1-3 turns (chosen randomly).
- Also, you get to select a move while the pokémon is asleep. A substitute will protect the user
- from primary sleep.
- Moves that can cause sleep: Hypnosis, Lovely Kiss, Rest (self-inflicted), Sing, Sleep Powder,
- Spore
- E. Type Effectiveness
- Each move has a type associated with it, which influences the amount of damage that the move
- will do, if it has a power value. The effectiveness of a move with a power against an opponent
- pokémon can be summed up with this chart:
- A\Defending
- t \ Types E F
- t \ l i P
- a \ D e g F G N P s
- c \ r c h l G G r o o y W
- k T \ a t F t y h r o r i c R a
- i y \ B g r i i i o a u I m s h o t
- n p \ u o i r n n s s n c a o i c e
- g e \ g n c e g g t s d e l n c k r
- /=====================================================================\
- |Bug | 1 | 1 | 1 |0.5|0.5|0.5|0.5| 2 | 1 | 1 | 1 | 2 | 2 | 1 | 1 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Dragon | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Electric | 1 |0.5|0.5| 1 | 1 | 2 | 1 |0.5| 0 | 1 | 1 | 1 | 1 | 1 | 2 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Fire | 2 |0.5| 1 |0.5| 1 | 1 | 1 | 2 | 1 | 2 | 1 | 1 | 1 |0.5|0.5|
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Fighting |0.5| 1 | 1 | 1 | 1 |0.5| 0 | 1 | 1 | 2 | 2 |0.5|0.5| 2 | 1 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Flying | 2 | 1 |0.5| 1 | 2 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |0.5| 1 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Ghost | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 0 | 1 | 0 | 1 | 1 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Grass |0.5|0.5| 1 |0.5| 1 |0.5| 1 |0.5| 2 | 1 | 1 |0.5| 1 | 2 | 2 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Ground |0.5| 1 | 2 | 2 | 1 | 0 | 1 |0.5| 1 | 1 | 1 | 2 | 1 | 2 | 1 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Ice | 1 | 2 | 1 | 1 | 1 | 2 | 1 | 2 | 2 |0.5| 1 | 1 | 1 | 1 |0.5|
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Normal | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 1 |0.5| 1 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Poison | 2 | 1 | 1 | 1 | 1 | 1 |0.5| 2 |0.5| 1 | 1 |0.5| 1 |0.5| 1 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Psychic | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 2 |0.5| 1 | 1 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Rock | 2 | 1 | 1 | 2 |0.5| 2 | 1 | 1 |0.5| 2 | 1 | 1 | 1 | 1 | 1 |
- |---------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |Water | 1 |0.5| 1 | 2 | 1 | 1 | 1 |0.5| 2 | 1 | 1 | 1 | 1 | 2 |0.5|
- \=====================================================================/
- In order to determine the type effectiveness of a move against a pokémon, look at the move's
- type in the rows and the pokémon's type in the columns. For example, a water attack used
- against a dragon type has a multiplier of 0.5, so it would do half the damage it usually would.
- If a pokémon has two types, look at the type effectiveness against both types and multiply the
- moves together. For example, a grass attack used against a poison type has a multiplier of 0.5,
- and has a multiplier of 2 if used against a water type, so if used against a water/poison type,
- the multiplier will be 2 * 0.5 = 1, or just regular damage. The type effectiveness values used
- in the BDF are ten times the final type effectiveness value, but the damage amount is divided
- by 10 immediately afterwards.
- An attack is considered super effective if it has a type multiplier of 2 or 4, and not very
- effective if it has a type multiplier of 0.25 or 0.5. If it has a multiplier of 1, it does
- regular damage, and if it has a multiplier of 0, it will always miss against the opponent,
- though the text message will almost always note that the move "doesn't affect" the opponent.
- There is no text message distinction beyond whether or not a type multiplier is 0, between 0
- and 1, 1, or greater than 1. Additionally, if a pokémon has a second type and is attacked with
- a move that does not result in a type multiplier of 1 (or 10, depending on perspective), the
- type effectiveness message associated with the attack will be based solely on the pokémon's
- second type.
- Stadium Differences:
- The type effectiveness messages associated with moves will always take both of a pokémon's
- types into account (except regarding immunities, which will always result in a message that the
- attempted attack missed).
- F. Order of Operations
- This is a list that shows the order in which the various operations happen relative to each
- other in any one round.
- First, determination of which pokémon performs its action first and which performs its action
- second in a round occurs. Running away takes priority over switching, which takes priority over
- using an item, which takes priority over attempting to attack. If both trainers choose to run
- away, it will happen simultaneously and the game will be declared a draw. If both trainers
- switch, each trainer will always see their pokémon switched out first. If both trainers use an
- item (in an in-game battle of course), each trainer will always see their pokémon affected
- first.
- If both trainers choose to attack, determination of which pokémon attacks first depends on the
- current speed of both pokémon and the priority of the attack selected. If one of the pokémon
- has selected an increased (or decreased) priority attack, it will attack first (or last) unless
- the opponent has also selected an increased (or decreased) priority attack. If the attack
- priority of both the selected attacks is the same, then the pokémon with the higher current
- speed will go first. If both pokémon have the same current speed, the game will randomly select
- which one goes first.
- Provided that neither player chooses to run away, the round will proceed as follows:
- Beforehand:
- *All players select an action, including a specific item or attack if possible*
- Running away will end the battle, but otherwise the round will proceed:
- First pokémon's turn:
- *Sleep duration deduction*
- [First pokémon is frozen solid, fast asleep, or wakes up]
- ([First pokémon must recharge])
- *Disable duration deduction*
- [First pokémon is disabled no more]
- *Confusion duration deduction*
- [First pokémon is confused no more]
- *[First pokémon is fully paralyzed]*
- *[First pokémon hurts itself due to confusion]*
- *PP is deducted from selected attack*
- *[Attack is used]*
- *[Attack misses]*
- *Damage calculation including critical hit*
- *Battle animation*
- *Damage and primary effects of attack*
- [Second pokémon's substitute took the damage]
- [Second pokémon's substitute broke]
- [Critical hit]
- [Type effectiveness of attack]
- [Any flavor text associated with the executed attack]
- ([Second pokémon faints])
- *[Second pokémon's rage builds]*
- *[Secondary effects of attack]*
- *[Recurrent poison/burn damage to first pokémon]*
- *[Recurrent Leech Seed damage to first pokémon]*
- *[Second pokémon flinches]*
- Second pokémon's turn:
- *Sleep duration deduction*
- [Second pokémon is frozen solid, fast asleep, or wakes up]
- (Second pokémon must recharge)
- *Disable duration deduction*
- [Second pokémon is disabled no more]
- *Confusion duration deduction*
- [Second pokémon is confused no more]
- *[Second pokémon is fully paralyzed]*
- *[Second pokémon hurts itself due to confusion]*
- *PP is deducted from selected attack*
- *[Attack is used]*
- *[Attack misses]*
- *Damage calculation including critical hit*
- *Battle animation*
- *Damage and primary effects of attack*
- [First pokémon's substitute took the damage]
- [First pokémon's substitute broke]
- [Critical Hit]
- [Type effectiveness of attack]
- [Any flavor text associated with the executed attack]
- ([First pokémon faints])
- *[First pokémon's rage builds]*
- *[Secondary effects of attack]*
- *[Recurrent poison/burn damage to second pokémon]*
- *[Recurrent Leech Seed damage to second pokémon]*
- Astericks indicate that the line involves an operation. Parentheses indicate that the line is
- a potential battle condition, which may effect the execution of lines below it. Brackets
- indicate that the line is a displayed text message. Lines marked with astericks/parentheses as
- well as brackets indicate that the line is an operation/condition, and a text message directly
- associated with the line is displayed immediately following the operation or condition
- (provided that it happened/exists).
- Also note that all lines will of course happen only if applicable, since the disable or
- confusion duration deductions can only happen if the pokémon actually is disabled or confused,
- an attack missing will not result in a battle animation, etc.
- G. Moves;
- G1. General Information;
- A move has four main attributes: type, power, PP, and accuracy.
- ***Type***
- One of the 15 possible types that a move might be. A move's type determines whether it is a
- physical or special attack and also changes the effectiveness of the move when used against
- pokémon of different types (though this does not apply to moves that do damage but do not have
- power values). Also, if the move has a power and the move's type is the same as one of the
- user's types, the move will do 50% more damage (this is known as STAB, short for same type
- attack bonus).
- ***Power***
- Every move that does damage calculated with the Battle Damage Formula has a base power. Some
- moves can do damage despite not having power values.
- ***PP***
- PP is short for power points, and basically represents the number of times you can use the
- move. Each move has two PP values, a current value and a maximum value. Current PP is the
- amount of PP the pokémon has at any referenced time, since PP will be deducted from moves when
- used. Maximum PP is supposedly the highest PP a move can have, but is more of a calibration
- number for determining how much PP to restore to a pokémon via PP-restoring methods.
- Every time a move is fully executed, 1 PP is deducted from it. If a move has 0 PP, you will not
- be allowed to select the attack (though this is bypassed in a couple of cases where the game
- automatically selects the attack). In-game, PP can be restored by healing at a Pokémon Center
- or use a PP-restoring item (Elixer, Ether, Max Elixer, Max Ether).
- The only way to "restore" used PP in a link battle is with the PP roll over glitch. If by some
- means the game allows you to use a move with a current PP count of 0, its current PP will
- become 63 and it will have max PP ups applied to it after that use. This can happen to any
- attack if a pokémon attacks immediately after being defrosted, or to a handful of moves (Bind,
- Clamp, Fire Spin, Hyper Beam, Metronome, Mimic, and Wrap) because of the autoselection involved
- with partial trapping moves. More detailed information on how it can be done can be found in
- the information entry for Freeze, and in the entries of each mentioned move.
- When a move is first learned, its maximum PP value will be at its base value. Subsequently, you
- can apply up to 3 PP-ups to each move, and each PP-up will increase the move's maximum PP by
- 20% of its base value (though 61 is the maximum PP of a move with 40 base PP).
- ***Accuracy***
- Accuracy is the probability that the selected move will actually hit the opponent. Multiply an
- accuracy value by 2.56, round accordingly, and call that value A. If a randomly generated
- number from 0 to 255 is less than A, the move will hit the opponent. The initial accuracy of
- the move can be influenced by Accuracy and Evasion modifiers. The execution of certain moves
- does not involve an accuracy or evasion check, and such moves essentially never miss.
- G2. Ways of Obtaining;
- A pokémon can learn a move by Level, Previous Evolution, TM, HM, or Gift.
- ***Level***
- When a pokémon's level reaches certain values, it will learn moves. If the pokémon has less
- than 4 moves, it will automatically learn the move, but if it has 4 moves, you will be given
- the option of allowing the pokémon to learn the move; you will have to replace one of the
- pokémon's current moves because it can't have more than 4 moves at a time. If the pokémon
- already knows the move, no acknowledgement that it learns the move at that level will be made,
- and if the pokémon gains enough experience at once to skip the level at which it learns a move,
- it will not learn it either.
- ***Previous Evolution***
- In a few instances, a pokémon will not be able to learn a move by Level or TM, yet one of its
- previous evolutions will, allowing it access to the move. E3 contains a list of moves learnable
- in this way.
- ***TM***
- During the course of the game, you will find TMs that will allow you to teach a pokémon the
- move it contains, provided that the selected pokémon is compatible with the move. If the
- pokémon already knows the move, the game will not allow you to teach the TM to that pokémon.
- There are a total of 50 different TMs, each of which is a one-time use (though it is possible
- to obtain multiple copies of some of them).
- ***HM***
- Essentially the same as TMs, but HMs can be used an unlimited number of times (and whose use
- out of battle is required to complete the game). Once learned, you will not be allowed to
- replace any of the 5 HM moves without using a move deleter (which is only present in GSC).
- ***Gift***
- A move is considered a Gift move if it is a move that can be obtained by receiving a gift
- pokémon with that move. Usually such a move can't be learned by any other means. Any of such a
- pokémon's evolutions are also considered to learn that move as a Gift move (as opposed to
- Previous Evolution).
- Two moves can be obtained only from Stadium. A Lv.15 Psyduck with Amnesia can be obtained by
- getting all 151 pokémon in Stadium's Hall of Fame. Since it is awarded to you and does not
- usually have that move, it is a Gift move. A Pikachu with Surf can be obtained by beating the
- R2 Prime Cup at the Master Ball level without saving. The team used for this must contain a
- Pikachu and must be completely selected from your gameboy cartridge. Pikachu must be in your
- 3-member team, but only during the last round. Since Surf is taught to the Pikachu you bring
- with you, it is essentially a move learned by HM, though not under normal circumstances.
- A pokémon's move set will not be allowed to have the same move more than once, except
- temporarily via Mimic.
- For a list of pokémon and the moves they can learn, I would recommend White Cat's dexes, found
- at http://pokedex.kary.ca/.
- G3. Previous Evolution Moves;
- This is a list of all moves that can be learned by Previous Evolution but not by chromatic
- Level. Moves marked with parentheses can be learned by metallic Level, TM, or Tutor. Moves
- marked with brackets can be learned by chromatic TM.
- Metapod: Tackle, String Shot
- Butterfree: Harden, Tackle, String Shot
- Kakuna: Poison Sting, String Shot
- Beedrill: Harden, Poison Sting, String Shot
- Raichu: Agility, [(Double Team)], (Light Screen), (Quick Attack), Slam, [(Swift)], (Tail whip),
- [(Thunder)], [(Thunderbolt)]
- Nidoqueen: Bite, Fury Swipes, Growl
- Nidoking: Focus Energy, Fury Attack, [Horn Drill], Leer
- Clefable: (Defense Curl), Growl, Light Screen, Pound
- Ninetales: (Confuse Ray), Fire Spin, (Flamethrower)
- Wigglytuff: [Body Slam], [Double-Edge], Pound, [(Rest)]
- Vileplume: (Absorb), [(Solarbeam)]
- Arcanine: Agility, Bite, (Flamethrower)
- Poliwrath: Amnesia, Bubble, Hydro Pump
- Victreebel: Growth, Slam, (Vine Whip)
- Cloyster: [(Ice beam)], Leer, Tackle
- Exeggutor: Leech Seed, Poisonpowder, [Reflect], [(Solarbeam)], Sleep Powder, Stun Spore
- Starmie: Hydro Pump, Light Screen, Minimize, (Recover), [(Swift)]
- Gyarados: Splash, Tackle
- Vaporeon: Focus Energy, Growl, [Take Down]
- Jolteon: Bite, Focus Energy, Growl, [Take Down]
- Flareon: Focus Energy, Growl, [Take Down]
- Also, Pikachu essentially learns Surf by HM (though under special conditions of course), so in
- turn, Raichu essentially learns Surf by Previous HM.
- G4. Number of Moves;
- The maximum number of moves a pokémon may have at any one time is four, and no pokémon may have
- less than one move. Since there is a move deleter in Blackthorn City in the Metallic
- generation, it is possible to have any pokémon with only one move by trading it to a metallic
- cartridge, deleting the move, and trading back.
- There is no move deleter directly available in the Chromatic generation though, and if the move
- deleter is not accessible, the minimum number of moves a pokémon can have will not always be
- equal to one. For calculating the minimum number of moves a pokémon can have, the minimum
- number of level moves it can have is all that needs to be considered, since a pokémon can skip
- all of its Previous Evolution, TM, HM, and Gift moves (if the minimum number of moves a pokémon
- must have is less than 4, then it will be equal to the minimum number of level moves it can
- have, but if the minimum number of moves a pokémon can have is 4, those moves may be obtained
- by any means, since they can be simply overwritten with moves not learned by level). Since a
- pokémon will not learn a move if it skips the level the move is learned on, the minimum number
- of moves a pokémon can have is equal to min(4, I + U + S). I is equal to the initial number of
- moves the pokémon has (which by its nature must be at least 1), though if the pokémon's level
- is greater than or equal to its evolution level and the pokémon has lower evolutions, then I is
- equal to the pokémon's initial number of moves or the initial number of moves of its lower
- evolution(s), whichever is lower. U is the number of moves the pokémon learns on levels it
- can't skip. To find U, first determine a level K, which is the least K such that F(K)-F(K-1)>E,
- where F(K) (read as "F of K", since a pokémon's minimum experience points can be written as a
- function of level) is the number of experience points needed to be on level K, and E is the
- maximum number of experience points that can be obtained at once. Taking E to be 4387 (from a
- traded pokémon singlehandedly surviving your rival's Lv.65 Blastoise in Red or Blue), K is 35
- if the pokémon's growth rate is slow, 39 if the pokémon's growth rate is medium or fading, or
- 43 if the pokémon's growth rate is fast. If the pokémon's level L is less than K, then U is 0,
- otherwise, U is the number of level moves the pokémon can learn from level K to level L. If L
- is greater than or equal to K, then S is 0 (since the pokémon won't be able to skip any levels
- at such values), otherwise, S is determined by the lengths of unskippable move streaks that a
- pokémon's level move list experiences. To determine how much of a move streak can be skipped,
- find the least N such that F(H-N)-F(J)<E, where H is the highest level in the streak, J is the
- lowest level in the streak, and N is a nonnegative integer. Add N to S, and repeat the process
- until all move streaks are accounted for. It should be noted that no move streaks in RBY are
- unskippable.
- G5. Individual Move Information;
- This is a detailed list of the type, power, PP, accuracy, and any additional info about the 165
- moves in the Chromatic series. Moves that do not have power values will have their power values
- listed as ---. Such moves do not do damage based on the BDF (if they do damage at all) and
- unless otherwise noted, will be completely unaffected by the user's or opponent's type(s).
- Moves that do not have accuracy values will have their accuracy values listed as ---, and
- essentially can never miss since there is no accuracy or evasion check performed when such
- moves are used. All information given pertains to how the moves function in a gameboy, link
- battle. Any differences in Stadium or in-game battles are noted accordingly.
- Whenever a calculation is made, the decimal is dropped, so numbers will always be truncated.
- The only time this is not true is if a number is calculated to be 0, in which case it is bumped
- up to 1.
- Any references to PP in this section are to current PP, unless otherwise noted. References to
- items are relevant only when items are relevant, but behavior-wise are not presumed to be
- strictly different.
- ***Absorb***
- Type: Grass
- Power: 20
- PP: 20-32
- Accuracy: 99.6%
- Absorb does damage, and up to 50% of the damage done to the opponent is restored to the user.
- However, if this attack does 1 point of damage, 1 HP will be restored to the user.
- If Absorb breaks a substitute, no HP will be restored to the user. If HP is restored to the
- user when its current HP is greater than its maximum HP, its current HP will be set equal to
- its maximum HP.
- Stadium Differences:
- Absorb will always miss if the opponent has a substitute.
- ***Acid***
- Type: Poison
- Power: 40
- PP: 30-48
- Accuracy: 99.6%
- Acid does damage and has a 9.8% chance of lowering the opponent's defense by 1 level.
- Acid will not be able to lower the opponent's defense if it has reached a level of -6 or a
- value of 1, or if the opponent has a substitute.
- Stadium Differences:
- Acid has a 19.9% chance of lowering the opponent's defense by 1 level.
- ***Acid Armor***
- Type: Poison
- Power: ---
- PP: 40-61
- Accuracy: ---
- Acid Armor increases the user's defense by 2 levels.
- Acid Armor will do nothing if the user's defense has reached a level of +6 or a value of 999.
- The effect of Acid Armor is ignored by critical hits.
- ***Agility***
- Type: Psychic
- Power: ---
- PP: 30-48
- Accuracy: ---
- Agility increases the user's speed by 2 levels.
- Agility will do nothing if the user's speed has reached a level +6 or a value of 999.
- ***Amnesia***
- Type: Psychic
- Power: ---
- PP: 20-32
- Accuracy: ---
- Amnesia increases the user's special by 2 levels.
- Amnesia will do nothing if the user's special has reached a level of +6 or a value of 999. The
- effect of Amnesia is ignored by critical hits.
- ***Aurora Beam***
- Type: Ice
- Power: 65
- PP: 20-32
- Accuracy: 99.6%
- Aurora Beam does damage and has a 9.8% chance of lowering the opponent's attack by 1 level.
- Aurora Beam will not be able to lower the opponent's attack if it has reached a level of -6 or
- a value of 1, or if the opponent has a substitute.
- Stadium Differences:
- Aurora Beam has a 29.7% chance of lowering the opponent's attack by 1 level.
- ***Barrage***
- Type: Normal
- Power: 15
- PP: 20-32
- Accuracy: 84.4%
- Barrage does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
- times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
- 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
- each hit per use will do the same amount of damage.
- Barrage will end immediately if it breaks a substitute. Counter will only counter the last hit
- of a Barrage attack.
- ***Barrier***
- Type: Psychic
- Power: ---
- PP: 30-48
- Accuracy: ---
- Barrier increases the user's defense by 2 levels.
- Barrier will do nothing if the user's defense has reached a level of +6 or a value of 999. The
- effect of Barrier is ignored by critical hits.
- ***Bide***
- Type: Normal
- Power: ---
- PP: 10-16
- Accuracy: 99.6%
- After Bide is selected, the user will be unable to select a move for an idling period of 2-3
- turns (chosen randomly), though it will still be able to switch out during this time. On the
- following turn, Bide will do damage equal to twice the damage received during the idling
- period. Although Bide deals normal damage, type has no effect on the calculated damage
- inflicted by this attack. Bide is unaffected by accuracy and evasion modifiers, and can hit
- pokémon during the semi-invulnerable turn of Dig and Fly.
- Bide will count crash damage and an opponent's self-inflicted confusion damage as damage that
- can be reversed. Damage absorbed by a Substitute can be reversed for the amount of damage it
- would have done to the user had the user not had a substitute. If an opponent damages the user
- during the idling period, it must then use an attack that actually misses (as opposed to one
- that fails, or making a move, or using an item) in order to reset the last amount of damage
- counted towards Bide. For example, if a Nidoking uses Seismic Toss and then Growl during the
- same idling period of a Bide attack, Bide will count the turn that Growl was used as if Seismic
- Toss was used a second time.
- Sleep, freeze, partial trap duration, and flinching will pause but not disrupt the duration of
- Bide.
- Stadium Differences:
- You get to select a move during each of Bide's idling turns. Bide will miss against pokémon
- that are in the middle of Dig or Fly.
- ***Bind***
- Type: Normal
- Power: 15
- PP: 20-32
- Accuracy: 74.6%
- Bind does damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a
- 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns,
- and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack
- can critical hit, every attack during the duration will do the same amount of damage. During
- this turn duration, the opponent will be unable to attack, and if the user of Bind attacks
- before the opponent when used, the opponent will be unable to attack during that round as well.
- Damage done by Bind's continuing duration is done after recurrent damage. If the user switches
- out before the turn duration ends, the opponent will be unable to attack during that turn,
- since it did not get to select a move. If the opponent switches out before the turn duration
- ends, Bind will automatically be used against the incoming pokémon, deducting an additional PP
- from the move. If at such a time Bind has 0 PP, Bind will still be used against the incoming
- pokémon. After that use, the current PP of Bind will roll over to 63, and full PP ups will be
- applied to it.
- Even if Bind misses, it will negate the recharge turn normally required for Hyper Beam.
- Additionally, if the user of Bind attacks before the user of Hyper Beam during a recharge turn
- and the use of Bind misses, the user of Hyper Beam will automatically use Hyper Beam during
- that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards
- its current PP will roll over to 63, and full PP ups will be applied to it.
- Although Bind can't damage ghost types, it can immobilize them.
- In-game differences:
- The opponent will get to select a move during each turn of Bind's duration, and will attack
- your incoming pokémon with the selected move if you decide to switch before the duration is
- over.
- Stadium Differences:
- You get to select a move during each turn of Bind's duration. If the opponent switches out
- before the duration ends, the incoming pokémon will not automatically be attacked. Bind will
- negate the recharge turn of Hyper Beam only if successful.
- ***Bite***
- Type: Normal
- Power: 60
- PP: 25-40
- Accuracy: 99.6%
- Bite does damage and has a 9.8% chance of causing the opponent to flinch.
- Bite can only cause the opponent to flinch if the user attacks before the opponent does. Bite
- can't make an opponent with a substitute flinch.
- ***Blizzard***
- Type: Ice
- Power: 120
- PP: 5-8
- Accuracy: 89.5%
- Blizzard does damage and has a 9.8% chance of freezing the opponent.
- Blizzard can't freeze an opponent that has a substitute or already has a major status ailment.
- ***Body Slam***
- Type: Normal
- Power: 85
- PP: 15-24
- Accuracy: 99.6%
- Body Slam does damage and has a 29.7% chance of paralyzing its opponent.
- Body Slam can't paralyze an opponent that has a substitute or already has a major status
- ailment.
- ***Bone Club***
- Type: Ground
- Power: 65
- PP: 20-32
- Accuracy: 84.4%
- Bone Club does damage and has a 9.8% chance of causing the opponent to flinch.
- Bone Club can only cause the opponent to flinch if the user attacks before the opponent does.
- Bone Club can't make an opponent with a substitute flinch.
- ***Bonemerang***
- Type: Ground
- Power: 50
- PP: 10-16
- Accuracy: 89.5%
- Bonmerang does damage, hitting twice per use. Though technically only the first hit can
- critical hit, each hit per use will do the same amount of damage.
- Bonemerang will end immediately if it breaks a substitute.
- ***Bubble***
- Type: Water
- Power: 20
- PP: 30-48
- Accuracy: 99.6%
- Bubble does damage and has a 9.8% chance of lowering the opponent's speed by 1 level.
- Bubble will not be able to lower the opponent's speed if it has reached a level of -6 or a
- value of 1, or if the opponent has a substitute.
- ***Bubblebeam***
- Type: Water
- Power: 65
- PP: 20-32
- Accuracy: 99.6%
- Bubblebeam does damage and has a 9.8% chance of lowering the opponent's speed by 1 level.
- Bubblebeam will not be able to lower the opponent's speed if it has reached a level of -6 or a
- value of 1, or if the opponent has a substitute.
- Stadium Differences:
- Bubblebeam has a 29.7% chance of lowering the opponent's speed by 1 level.
- ***Clamp***
- Type: Water
- Power: 35
- PP: 10-16
- Accuracy: 74.6%
- Clamp does damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a
- 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns,
- and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack
- can critical hit, every attack during the duration will do the same amount of damage. During
- this turn duration, the opponent will be unable to attack, and if the user of Clamp attacks
- before the opponent when used, the opponent will be unable to attack during that round as well.
- Damage done by Clamp's continuing duration is done after recurrent damage. If the user switches
- out before the turn duration ends, the opponent will be unable to attack during that turn. If
- the opponent switches out before the turn duration ends, Clamp will automatically be used
- against the incoming pokémon, deducting an additional PP from the move. If at such a time Clamp
- has 0 PP, Clamp will still be used against the incoming pokémon. After that use, the current PP
- of Clamp will roll over to 63, and full PP ups will be applied to it.
- Even if Clamp misses, it will negate the recharge turn normally required for Hyper Beam.
- Additionally, if the user of Clamp attacks before the user of Hyper Beam during a recharge turn
- and the use of Clamp misses, the user of Hyper Beam will automatically use Hyper Beam during
- that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards
- its current PP will roll over to 63, and full PP ups will be applied to it.
- In-game differences:
- The opponent will get to select a move during each turn of Clamp's duration, and will attack
- your incoming pokémon with the selected move if you decide to switch before the duration is
- over.
- Stadium Differences:
- You get to select a move during each turn of Clamp's duration. If the opponent switches out
- before the duration ends, the incoming pokémon will not automatically be attacked. Clamp will
- negate the recharge turn of Hyper Beam only if successful.
- ***Comet Punch***
- Type: Normal
- Power: 18
- PP: 15-24
- Accuracy: 84.4%
- Comet Punch does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
- times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
- 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
- each hit per use will do the same amount of damage.
- Comet Punch will end immediately if it breaks a substitute. Counter will only counter the last
- hit of a Comet Punch attack.
- ***Confuse Ray***
- Type: Ghost
- Power: ---
- PP: 10-16
- Accuracy: 99.6%
- Confuse Ray causes the opponent to become confused.
- Confuse Ray will fail if the opponent has a substitute or is already confused.
- ***Confusion***
- Type: Psychic
- Power: 50
- PP: 25-40
- Accuracy: 99.6%
- Confusion does damage and has a 9.8% chance of confusing the opponent.
- Confusion can't confuse an opponent that is already confused.
- Stadium Differences:
- Confusion can't confuse an opponent that has a substitute.
- ***Constrict***
- Type: Normal
- Power: 10
- PP: 35-56
- Accuracy: 99.6%
- Constrict does damage and has a 9.8% chance of lowering the opponent's speed by 1 level.
- Constrict will not be able to lower the opponent's speed if it has reached a level of -6 or a
- value of 1, or if the opponent has a substitute.
- ***Conversion***
- Type: Normal
- Power: ---
- PP: 30-48
- Accuracy: ---
- Conversion changes the user's current type(s) to the opponent's current type(s).
- ***Counter***
- Type: Fighting
- Power: ---
- PP: 20-32
- Accuracy: 99.6%
- If the last amount of damage done before the use of Counter is greater than 0 and was dealt by
- a normal or fighting attack, Counter will do twice as much damage to the opponent. Although
- Counter deals fighting damage, its type does not alter the amount of damage it inflicts.
- Counter is a decresed priority move. If the opponent does not use an decreased priority move
- during the round that it is used, Counter will go last regardless of the user's or opponent's
- speed. If the opponent also uses an decreased priority move during the same round, the attack
- order of the users will be determined normally. If the user is put to sleep or is frozen during
- the round that Counter is (or attempts to be) used, Counter's decreased speed priority will not
- be reset. Subsequently, it will only be reset on the turn after the user wakes up or is
- defrosted, or if the user switches out.
- Counter can critical hit, but the actual amount of damage dealt back by it will not be altered
- by a critical hit. Counter will only counter the last hit of a multi-hit move and the last
- attack of a partial trapping move. Counter will always miss if called by Metronome.
- Switching, full paralysis, and using a multi-turn move will not reset the last amount of damage
- done, allowing counter to counter itself as well as self-inflicted recoil damage. However, if
- both active pokémon use Counter during the same round, both attacks will fail. An attack
- absorbed by a Substitute can be countered for the amount of damage it would have done to the
- user had the user not had a substitute.
- If a a HP-restoring item is used on the opponent during the same round that Counter is used,
- Counter will counter the item.
- Stadium Differences:
- Switching, full paralysis, and using a multi-turn move reset the last amount of damage done, so
- Counter can't counter itself or self-inflicted recoil damage if the opponent does not make a
- move on its following turn.
- ***Crabhammer***
- Type: Water
- Power: 90
- PP: 10-16
- Accuracy: 84.4%
- Crabhammer does damage, and has a high critical hit ratio.
- ***Cut***
- Type: Normal
- Power: 50
- PP: 30-48
- Accuracy: 94.5%
- Cut does damage.
- ***Defense Curl***
- Type: Normal
- Power: ---
- PP: 40-61
- Accuracy: ---
- Defense Curl increases the user's defense by 1 level.
- Defense Curl will do nothing if the user's defense has reached a level of +6 or a value of 999.
- The effect of Defense Curl is ignored by critical hits.
- ***Dig***
- Type: Ground
- Power: 100
- PP: 10-16
- Accuracy: 99.6%
- On the turn that Dig is selected, the user will dig underground, where the only attacks it
- can't avoid are Bide, Swift, and Transform. On the following turn, Dig will do damage, PP will
- be deducted from it, and it will count as the last move used. Once Dig is selected, the user
- won't be able to switch out until it is disrupted or fully executed.
- If Dig is not fully executed, PP will not be deducted from it, and it will not count as the
- last move used. If the opponent uses Mirror Move during the turn that the user digs
- underground, Mirror Move will copy the move that the user executed immediately before using Dig
- (or fail if it can't).
- Confusion and full paralysis will disrupt Dig. Additionally, if the user is fully paralyzed
- during the mostly-invulnerable turn of Dig, the mostly-invulnerable part will not be reset
- until the user switches out or fully executes Dig or Fly.
- Stadium Differences:
- Dig will allow the user to avoid damage reversed by Bide. Full paralysis will reset the mostly-
- invulnerable part of Dig. Mirror Move will copy Dig on either of the turns it takes to execute.
- ***Disable***
- Type: Normal
- Power: ---
- PP: 20-32
- Accuracy: 54.7%
- Disable randomly selects one move that is in the opponent's current move set and whose current
- PP is greater than 0, and gives it a randomly chosen disable duration length of 1-8, which is
- reduced by 1 each time the pokémon attempts to execute an attack. While the move is disabled, a
- message of "disabled!" will appear in place of the disabled move's PP, and the opponent will be
- unable to use the move until the round after Disable wears off (attempting to select the move
- will just result in a notice that the move is disabled).
- If the opponent does manage to select the move (such as if it knows the move twice because of
- Mimic, or if the user is faster than the opponent and disables the attack that the opponent was
- going to use during that round) and attempts to execute it before the disable duration is over,
- it will only result in a wasted turn and a message that the move is disabled. Since the check
- to see if a move is disabled happens after the duration reduction, it is possible to disable
- the move the opponent was about to use for only 1 turn and as a result have Disable end
- immediately, still allowing the opponent to use said move during that round. It is also
- possible for the opponent to still use the disabled move if it is called via Metronome or
- Mirror Move.
- If the opponent has only one move and that move is successfully disabled, it will use Struggle
- until it can select its move again. Disable will fail if the opponent has no PP for any of its
- moves.
- Turns spent flinching, fast asleep, frozen solid, recharging, or partially trapped will not
- count towards the disable duration length.
- Even if unsuccessful (for any reason), using Disable against a pokémon using Rage will cause
- its rage to build.
- Stadium Differences:
- Disable will cause a pokémon's rage to build only if successful. The disabled move's PP is not
- replaced with a "disabled!" message, though attempting to select the move will still result in
- a notice that the move is disabled.
- ***Dizzy Punch***
- Type: Normal
- Power: 70
- PP: 10-16
- Accuracy: 99.6%
- Dizzy Punch does damage.
- ***Double Kick***
- Type: Fighting
- Power: 30
- PP: 30-48
- Accuracy: 99.6%
- Double Kick does damage, hitting twice per use. Though technically only the first hit can
- critical hit, each hit per use will do the same amount of damage.
- Double Kick will end immediately if it breaks a substitute. Counter will only counter the last
- hit of a Double Kick attack.
- ***Double Team***
- Type: Normal
- Power: ---
- PP: 15-24
- Accuracy: ---
- Double Team increases the user's evasion by 1 level.
- Double Team will do nothing if the user's evasion has reached a level of +6.
- ***Double-Edge***
- Type: Normal
- Power: 100
- PP: 15-24
- Accuracy: 99.6%
- Double-Edge does damage, and the user receives recoil damage equal to 25% of the damage done to
- the opponent.
- If the user of Double-Edge attacks first and faints itself due to recoil damage, the opponent
- will not attack or be subjected to recurrent damage during that round. However, the user will
- still be subject to recurrent damage.
- Self-inflicted recoil damage from Double-Edge from the previous turn can be countered if the
- opponent does not make a move on the following turn. If Double-Edge breaks a substitute, the
- user will take no recoil damage.
- Stadium Differences:
- No recoil damage is taken if Double-Edge knocks out an opponent.
- ***Doubleslap***
- Type: Normal
- Power: 15
- PP: 10-16
- Accuracy: 84.4%
- Doubleslap does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
- times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
- 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
- each hit per use will do the same amount of damage.
- Doubleslap will end immediately if it breaks a substitute. Counter will only counter the last
- hit of a Doubleslap attack.
- ***Dragon Rage***
- Type: Dragon
- Power: ---
- PP: 10-16
- Accuracy: 99.6%
- Unless it misses, Dragon Rage will always do 40 points of dragon damage to the opponent. Its
- type will not alter the amount of damage it inflicts.
- ***Dream Eater***
- Type: Psychic
- Power: 100
- PP: 15-24
- Accuracy: 99.6%
- Dream Eater does damage, but only if the opponent is asleep. Up to 50% of the damage done to
- the opponent is restored to the user. However, if this attack does 1 point of damage, 1 HP will
- be restored to the user.
- If Dream Eater breaks a substitute, no HP will be restored to the user. If HP is restored to
- the user when its current HP is greater than its maximum HP, its current HP will be set equal
- to its maximum HP.
- Dream Eater will miss if the opponent is not asleep.
- Stadium Differences:
- Dream Eater will always miss if the opponent has a substitute.
- ***Drill Peck***
- Type: Flying
- Power: 80
- PP: 20-32
- Accuracy: 99.6%
- Drill Peck does damage.
- ***Earthquake***
- Type: Ground
- Power: 100
- PP: 10-16
- Accuracy: 99.6%
- Earthquake does damage.
- ***Egg Bomb***
- Type: Normal
- Power: 100
- PP: 10-16
- Accuracy: 74.6%
- Egg Bomb does damage.
- ***Ember***
- Type: Fire
- Power: 40
- PP: 25-40
- Accuracy: 99.6%
- Ember does damage and has a 9.8% chance of burning the opponent.
- Ember can't burn an opponent that has a substitute or already has a major status ailment.
- ***Explosion***
- Type: Normal
- Power: 170
- PP: 5-8
- Accuracy: 99.6%
- Explosion does damage, and causes the user to faint. Though its power is 170, the opponent's
- defense will be halved when damage from this attack is calculated, giving it an effective power
- of 340. The game will bump 0 up to 1 to avoid infinite damage, so Explosion will then
- effectively have a power of 170 if used against an opponent with a defense value of 1.
- If Explosion breaks an opponent's substitute, the user will not faint, though its image will be
- replaced by a blank image. Additionally, if the user of Explosion had a substitute at the time
- of such a situation, uses Substitute later, or switches out, its regular image will once again
- become visible.
- If the user of Explosion attacks first and faints itself, the opponent will not attack or be
- subjected to recurrent damage during that round.
- Stadium Differences:
- If Explosion breaks an opponent's substitute, the user will faint.
- ***Fire Blast***
- Type: Fire
- Power: 120
- PP: 5-8
- Accuracy: 84.4%
- Fire Blast does damage and has a 29.7% chance of burning the opponent.
- Fire Blast can't burn an opponent that has a substitute or already has a major status ailment.
- ***Fire Punch***
- Type: Fire
- Power: 75
- PP: 15-24
- Accuracy: 99.6%
- Fire Punch does damage and has a 9.8% chance of burning the opponent.
- Fire Punch can't burn an opponent that has a substitute or already has a major status ailment.
- ***Fire Spin***
- Type: Fire
- Power: 15
- PP: 15-24
- Accuracy: 69.5%
- Fire Spin does damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a
- 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns,
- and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack
- can critical hit, every attack during the duration will do the same amount of damage. During
- this turn duration, the opponent will be unable to attack, and if the user of Fire Spin attacks
- before the opponent when used, the opponent will be unable to attack during that round as well.
- Damage done by Fire Spin's continuing duration is done after recurrent damage. If the user
- switches out before the turn duration ends, the opponent will be unable to attack during that
- turn. If the opponent switches out before the turn duration ends, Fire Spin will automatically
- be used against the incoming pokémon, deducting an additional PP from the move. If at such a
- time Fire Spin has 0 PP, Fire Spin will still be used against the incoming pokémon. After that
- use, the current PP of Fire Spin will roll over to 63, and full PP ups will be applied to it.
- Even if Fire Spin misses, it will negate the recharge turn normally required for Hyper Beam.
- Additionally, if the user of Fire Spin attacks before the user of Hyper Beam during a recharge
- turn and the use of Fire Spin misses, the user of Hyper Beam will automatically use Hyper Beam
- during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and
- afterwards its current PP will roll over to 63, and full PP ups will be applied to it.
- In-game differences:
- The opponent will get to select a move during each turn of Fire Spin's duration, and will
- attack your incoming pokémon with the selected move if you decide to switch before the duration
- is over.
- Stadium Differences:
- You get to select a move during each turn of Fire Spin's duration. If the opponent switches out
- before the duration ends, the incoming pokémon will not automatically be attacked. Fire Spin
- will negate the recharge turn of Hyper Beam only if successful.
- ***Fissure***
- Type: Ground
- Power: ---
- PP: 5-8
- Accuracy: 29.7%
- Fissure does damage equal to the opponent's current HP. Fissure will break a substitute
- on contact, and can be countered for infinite damage on the turn it breaks a substitute.
- Fissure will not affect an opponent whose current speed is greater than the user's current speed.
- ***Flamethrower***
- Type: Fire
- Power: 95
- PP: 15-24
- Accuracy: 99.6%
- Flamethrower does damage and has a 9.8% chance of burning the opponent.
- Flamethrower can't burn an opponent that has a substitute or already has a major status
- ailment.
- ***Flash***
- Type: Normal
- Power: ---
- PP: 20-32
- Accuracy: 69.5%
- Flash decreases the opponent's accuracy by 1 level.
- Flash will do nothing if the opponent's accuracy level is at -6, and will fail if the opponent
- has a substitute or is under the effect of Mist.
- ***Fly***
- Type: Flying
- Power: 70
- PP: 15-24
- Accuracy: 94.5%
- On the turn that Fly is selected, the user will fly up high, where the only attacks it can't
- avoid are Bide, Swift, and Transform. On the following turn, Fly will do damage, PP will be
- deducted from it, and it will count as the last move used. Once Fly is selected, the user won't
- be able to switch out until it is disrupted or fully executed.
- If Fly is not fully executed, PP will not be deducted from it, and it will not count as the
- last move used. If the opponent uses Mirror Move during the turn that the user flys up high,
- Mirror Move will copy the move that the user executed immediately before using Fly (or fail if
- it can't).
- Full paralysis and getting hurt due to confusion will disrupt Fly. Additionally, if the user is
- fully paralyzed during the mostly-invulnerable turn of Dig, the mostly-invulnerable part will
- not be reset until the user switches out or fully executes Dig or Fly.
- Stadium Differences:
- Fly will allow the user to avoid damage reversed by Bide. Full paralysis will reset the mostly-
- invulnerable part of Fly. Mirror Move will copy Fly on either of the turns it takes to execute.
- ***Focus Energy***
- Type: Normal
- Power: ---
- PP: 30-48
- Accuracy: ---
- Focus Energy quarters the probability of the user scoring a critical hit.
- The effect of Focus Energy can only be removed by switching or Haze. Focus Energy will fail if
- the user is already under its effect.
- Stadium Differences:
- Focus Energy works properly; it quadruples the probability of the user scoring a critical hit.
- ***Fury Attack***
- Type: Normal
- Power: 15
- PP: 20-32
- Accuracy: 84.4%
- Fury Attack does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
- times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
- 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
- each hit per use will do the same amount of damage.
- Fury Attack will end immediately if it breaks a substitute. Counter will only counter the last
- hit of a Fury Attack attack.
- ***Fury Swipes***
- Type: Normal
- Power: 18
- PP: 15-24
- Accuracy: 79.7%
- Fury Swipes does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
- times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
- 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
- each hit per use will do the same amount of damage.
- Fury Swipes will end immediately if it breaks a substitute. Counter will only counter the last
- hit of a Fury Swipes attack.
- ***Glare***
- Type: Normal
- Power: ---
- PP: 30-48
- Accuracy: 74.6%
- Glare paralyzes the opponent.
- Glare can't affect an opponent that already has a major status ailment.
- Stadium:
- Glare can't affect an opponent that has a substitute.
- ***Growl***
- Type: Normal
- Power: ---
- PP: 40-61
- Accuracy: 99.6%
- Growl decreases the opponent's attack by 1 level.
- Growl will do nothing if the opponent's attack has reached a level of -6 or a value of 1, and
- will fail if the opponent has a substitute or is under the effect of Mist. The effect of Growl
- is ignored by critical hits.
- ***Growth***
- Type: Grass
- Power: ---
- PP: 40-61
- Accuracy: ---
- Growth increases the user's special by 1 level.
- Growth will do nothing if the user's special has reached a level of +6 or a value of 999. The
- effect of Growth is ignored by critical hits.
- ***Guillotine***
- Type: Normal
- Power: ---
- PP: 5-8
- Accuracy: 29.7%
- Guillotine does damage equal to the opponent's current HP. Guillotine will break a substitute
- on contact, and can be countered for infinite damage on the turn it breaks a substitute.
- Guillotine will not affect an opponent whose current speed is greater than the user's current
- speed.
- ***Gust***
- Type: Normal
- Power: 40
- PP: 35-56
- Accuracy: 99.6%
- Gust does damage.
- ***Harden***
- Type: Normal
- Power: ---
- PP: 30-48
- Accuracy: ---
- Harden increases the user's defense by 1 level.
- Harden will do nothing if the user's defense has reached a level of +6 or a value of 999. The
- effect of Harden is ignored by critical hits.
- ***Haze***
- Type: Ice
- Power: ---
- PP: 30-48
- Accuracy: ---
- Haze resets the stat levels of both active pokémon to 0 and removes the statistic reductions
- due to burns and paralysis as well as the effects of Focus Energy, Leech Seed, Light Screen,
- Mist, Reflect, confusion, and the cumulative nature of Toxic from both active pokémon. In
- addition, Haze removes any major status ailments from the opponent.
- Haze does not remove any major status ailments that the user has, does not change the generic
- Minimize graphic back to the pokémon's regular image, and does not reset either pokémon's
- current type(s), current move(s), or current species.
- If a frozen pokémon that has not recharged from Hyper Beam has its freeze status eliminated via
- Haze, it will remain unable to attack, switch, or do anything else, and nothing will then be
- able to change this.
- Stadium Differences:
- Haze eliminates any major status ailments that the user has.
- ***Headbutt***
- Type: Normal
- Power: 70
- PP: 15-24
- Accuracy: 99.6%
- Headbutt does damage and has a 29.7% chance of causing the opponent to flinch.
- Headbutt can only cause the opponent to flinch if the user attacks before the opponent does.
- Headbutt can't make an opponent with a substitute flinch.
- ***Hi Jump Kick***
- Type: Fighting
- Power: 85
- PP: 20-32
- Accuracy: 89.5%
- Hi Jump Kick does damage. If this attack misses, the user will take 1 point of crash damage.
- Since all attacks that do 0 damage miss, Hi Jump Kick will always miss if used against a ghost
- type.
- If the user of Hi Jump Kick attacks first and faints itself due to crash damage, the opponent
- will not attack or be subjected to recurrent damage during that round. However, the user will
- still be subject to recurrent damage.
- The crash damage from Hi Jump Kick can be reversed by Bide or Counter.
- ***Horn Attack***
- Type: Normal
- Power: 65
- PP: 25-40
- Accuracy: 99.6%
- Horn Attack does damage.
- ***Horn Drill***
- Type: Normal
- Power: ---
- PP: 5-8
- Accuracy: 29.7%
- Horn Drill does damage equal to the opponent's current HP. Horn Drill will break a substitute
- on contact, and can be countered for infinite damage if and when it breaks a substitute.
- Horn Drill will not affect an opponent whose current speed is greater than the user's current
- speed.
- ***Hydro Pump***
- Type: Water
- Power: 120
- PP: 5-8
- Accuracy: 79.7%
- Hydro Pump does damage.
- ***Hyper Beam***
- Type: Normal
- Power: 150
- PP: 5-8
- Accuracy: 89.5%
- Hyper Beam does damage. A recharge turn is required on the turn after damage is done, during
- which no action may be performed.
- Hyper Beam will not require a recharge turn if it misses, breaks a substitute, or faints the
- opponent, or if the user is targetted by a partial trapping move (even if it misses), flinches,
- or is put to sleep after the attack but before the recharge turn. However, freeze does not
- negate the recharge turn of Hyper Beam. If the user is confused, the recharge turn of Hyper
- Beam will not count towards the number of turns the user will remain confused.
- In a round where the opponent attacks before a user which must recharge, if the opponent uses a
- partial trapping move that misses, the user will automatically use Hyper Beam during that turn.
- If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its PP
- will roll over to 63, and full PP ups will be applied to it.
- If a frozen pokémon that has not recharged gets defrosted via Haze, it will remain unable to
- attack, switch, or do anything, and nothing (not even getting refrozen and then defrosted by a
- fire move) will be able to change this.
- Stadium Differences:
- Hyper Beam requires a recharge turn every time it is used.
- ***Hyper Fang***
- Type: Normal
- Power: 80
- PP: 15-24
- Accuracy: 89.5%
- Hyper Fang does damage and has a 9.8% chance of causing the opponent to flinch.
- Hyper Fang can only cause the opponent to flinch if the user attacks before the opponent does.
- Hyper Fang can't make an opponent with a substitute flinch.
- ***Hypnosis***
- Type: Psychic
- Power: ---
- PP: 20-32
- Accuracy: 59.8%
- Hypnosis puts the opponent to sleep.
- Hypnosis can't affect an opponent that already has a major status ailment.
- Stadium Differences:
- Hypnosis can't affect an opponent that has a substitute.
- ***Ice Beam***
- Type: Ice
- Power: 95
- PP: 10-16
- Accuracy: 99.6%
- Ice Beam does damage and has a 9.8% chance of freezing the opponent
- Ice Beam can't freeze an opponent that has a substitute or already has a major status ailment.
- ***Ice Punch***
- Type: Ice
- Power: 75
- PP: 15-24
- Accuracy: 99.6%
- Ice Punch does damage and has a 9.8% chance of freezing the opponent.
- Ice Punch can't freeze an opponent that has a substitute or already has a major status
- ailment.
- ***Jump Kick***
- Type: Fighting
- Power: 70
- PP: 25-40
- Accuracy: 94.5%
- Jump Kick does damage. If this attack misses, the user will take 1 point of crash damage. Since
- all attacks that do 0 damage miss, Jump Kick will always miss if used against a ghost type.
- If the user of Jump Kick attacks first and faints itself due to crash damage, the opponent will
- not attack or be subjected to recurrent damage during that round. However, the user will still
- be subject to recurrent damage.
- The crash damage from Jump Kick can be reversed by Bide or Counter.
- ***Karate Chop***
- Type: Normal
- Power: 50
- PP: 25-40
- Accuracy: 99.6%
- Karate Chop does damage, and has a high critical hit ratio.
- ***Kinesis***
- Type: Psychic
- Power: ---
- PP: 15-24
- Accuracy: 79.7%
- Kinesis decreases the opponent's accuracy by 1 level.
- Kinesis will do nothing if the opponent's accuracy level is at -6, and will fail if the
- opponent has a substitute or is under the effect of Mist.
- ***Leech Life***
- Type: Bug
- Power: 20
- PP: 15-24
- Accuracy: 99.6%
- Leech Life does damage, and up to 50% of the damage done to the opponent is restored to the
- user. However, if this attack does 1 point of damage, 1 HP will be restored to the user.
- If Leech Life breaks a substitute, no HP will be restored to the user. If HP is restored to
- the user when its current HP is greater than its maximum HP, its current HP will be set equal
- to its maximum HP.
- Stadium Differences:
- Leech Life will always miss if the opponent has a substitute.
- ***Leech Seed***
- Type: Grass
- Power: ---
- PP: 10-16
- Accuracy: 89.5%
- Leech Seed plants a seed on the opponent. At the end of each of its turns that it is under the
- effect of Leech Seed, 1/16th of the opponent's HP will be drained, and the same amount of HP
- will be restored to your active pokémon (even if it was not the pokémon that originally used
- the attack). Recurrent Leech Seed draining will not occur if the seeded pokémon knocks out an
- opponent. Unlike other types of damage, the recurrent damage done by Leech Seed can exceed the
- opponent's current HP.
- If the opponent has less than 16 HP, Leech Seed will drain 1 HP per turn. Leech Seed draining
- will occur even if the seeded pokémon knocks itself out with crash damage, recoil damage, or
- self-inflicted confusion damage, or by making a substitute before the end of its turn. Draining
- from Leech Seed is done after continuing partial trapping damage and recurrent poison or burn
- damage. Leech Seed can be removed by Haze or switching. If the opponent is seeded during a
- round that it switches in, it will take recurrent damage during that round, but only if its
- speed is less than or equal to the user's speed.
- If the opponent is also under the effect of Toxic, Leech Seed will increase the N value of
- of Toxic by 1 per turn. If the current HP of the recepient of Leech Seed's HP-restoring effect
- is greater than its maximum HP, its current HP will be set equal to its maximum HP.
- Leech Seed will not work against grass types.
- Stadium Differences:
- Leech Seed will not work against a substitute.
- ***Leer***
- Type: Normal
- Power: ---
- PP: 30-48
- Accuracy: 99.6%
- Leer decreases the opponent's defense by 1 level.
- Leer will do nothing if the opponent's defense has reached a level of -6 or a value of 1, and
- will fail if the opponent has a substitute or is under the effect of Mist. The effect of Leer
- is ignored by critical hits.
- ***Lick***
- Type: Ghost
- Power: 20
- PP: 30-48
- Accuracy: 99.6%
- Lick does damage and has a 29.7% chance of paralyzing its opponent.
- Lick can't paralyze an opponent that has a substitute or already has a major status ailment.
- ***Light Screen***
- Type: Psychic
- Power: ---
- PP: 30-48
- Accuracy: ---
- Light Screen doubles the user's special when the opponent damages the user with a special
- attack that has a power.
- Light Screen will fail if the user is already under its effect. The effect of Light Screen is
- ignored by critical hits. If Light Screen causes the user's special to reach 1024 or higher at
- any time during battle calculations, it will be reduced mod 1024.
- ***Lovely Kiss***
- Type: Normal
- Power: ---
- PP: 10-16
- Accuracy: 74.6%
- Lovely Kiss puts the opponent to sleep.
- Lovely Kiss can't affect an opponent that already has a major status ailment.
- Stadium Differences:
- Lovely Kiss can't affect an opponent that has a substitute.
- ***Low Kick***
- Type: Fighting
- Power: 50
- PP: 20-32
- Accuracy: 89.5%
- Low Kick does damage and has a 29.7% chance of causing the opponent to flinch.
- Low Kick can only cause the opponent to flinch if the user attacks before the opponent does.
- Low Kick can't make an opponent with a substitute flinch.
- ***Meditate***
- Type: Psychic
- Power: ---
- PP: 30-48
- Accuracy: ---
- Meditate increases the user's attack by 1 level.
- Meditate will do nothing if the user's attack has reached a level of +6 or a value of 999. The
- effect of Meditate is ignored by critical hits.
- ***Mega Drain***
- Type: Grass
- Power: 40
- PP: 10-16
- Accuracy: 99.6%
- Mega Drain does damage, and up to 50% of the damage done to the opponent is restored to the
- user. However, if this attack does 1 point of damage, 1 HP will be restored to the user.
- If Mega Drain breaks a substitute, no HP will be restored to the user. If HP is restored to the
- user when its current HP is greater than its maximum HP, its current HP will be set equal to
- its maximum HP.
- Stadium Differences:
- Mega Drain will always miss if the opponent has a substitute.
- ***Mega Kick***
- Type: Normal
- Power: 120
- PP: 5-8
- Accuracy: 74.6%
- Mega Kick does damage.
- ***Mega Punch***
- Type: Normal
- Power: 80
- PP: 20-32
- Accuracy: 84.4%
- Mega Punch does damage.
- ***Metronome***
- Type: Normal
- Power: ---
- PP: 10-16
- Accuracy: ---
- Metronome randomly selects one attack other than Metronome and Struggle, and fully executes the
- attack. An attack called by Metronome in this way counts as the last move used.
- If Metronome successfully calls Hyper Beam or a partial trapping move and has 0 PP before the
- move fully executes, its PP can roll over in the same manner as the move is called. If
- Metronome calls Counter, it will always miss. A pokémon will be able to use a move that is
- disabled if called via Metronome.
- ***Mimic***
- Type: Normal
- Power: ---
- PP: 10-16
- Accuracy: 99.6%
- Mimic randomly copies one of the opponent's current attacks and its maximum PP. The user will
- retain the copied attack until it faints or is switched out, or the battle ends. There are no
- restrictions on what Mimic can copy (though in practice, Mimic can't copy Struggle because it
- is not a normally selectable move).
- If Mimic copies a partial trapping move, and if the opponent switches out when its PP is 0 and
- before its duration is over, the current PP of the move will roll over to 63 and full PP ups
- will be applied to it. Mimic will retain the move's current PP if the user switches out, and
- full PP ups will be applied to any moves that Mimic subsequently copies.
- In-game Differences:
- Mimic allows you to see the opponent's moveset and select the move to copy.
- Stadium Differences:
- Mimic will not copy a move's maximum PP.
- ***Minimize***
- Type: Normal
- Power: ---
- PP: 20-32
- Accuracy: ---
- Minimize increases the user's evasion by 1 level and replaces the user's regular image with a
- tiny, generic image until the user faints or is switched out, or the battle ends.
- Minimize will do nothing if the user's evasion has reached a level of +6.
- ***Mirror Move***
- Type: Flying
- Power: ---
- PP: 20-32
- Accuracy: ---
- Mirror Move causes the user to use the last move that the opponent used. An attack called by
- Mirror Move in this way counts as the last move used.
- Mirror Move will fail if the opponent did not make a move selection in the round before the use
- of Mirror Move, switches out during the round Mirror Move is used, or if the opponent's last
- move used was Mirror Move.
- Paralysis, confusion, recharging, and building up for a multi turn move have no effect to the
- last move used. If Mirror Move is used against an opponent that was fully paralyzed or hurt
- itself right before its use, Mirror Move will still use the last move that the opponent used.
- If Mirror Move is used during the first turn of a multi-turn move, Mirror Move will use the
- move that the opponent used before that move (or fail if no move was previously made).
- A pokémon will be able to use a move that is disabled if it is called via Mirror Move.
- Stadium Differences:
- Mirror Move will copy multi-turn moves during either of the turns they take to execute.
- ***Mist***
- Type: Ice
- Power: ---
- PP: 30-48
- Accuracy: ---
- Mist prevents the effects of primary stat modifications inflicted by the opponent. If a move
- used by the opponent could only cause a stat change (such as Growl or Kinesis), that move will
- fail. However, Mist will have no effect on side effect stat modifiers used by the opponent,
- such as defense reducing via Acid or special reducing via Psychic.
- Mist does not remove any stat modifiers already in effect, does not prevent the stat
- modifications associated with burns or paralysis, and does not prevent the user from
- successfully using stat modifiers. The effect of Mist can only be removed by switching or Haze.
- Mist will fail if the user is already under its effect.
- ***Night Shade***
- Type: Ghost
- Power: ---
- PP: 15-24
- Accuracy: 99.6%
- Night Shade does damage equal to the user's level. Although Night Shade deals ghost damage, its
- type does not alter the amount of damage it inflicts.
- ***Pay Day***
- Type: Normal
- Power: 40
- PP: 20-32
- Accuracy: 99.6%
- Pay Day does damage, and each use scatters coins on the ground with a value equal to twice the
- user's level. These coins can't be collected.
- In-game Differences:
- Coins scattered by Pay Day are picked up if you win the battle.
- ***Peck***
- Type: Flying
- Power: 35
- PP: 35-56
- Accuracy: 99.6%
- Peck does damage.
- ***Petal Dance***
- Type: Grass
- Power: 70
- PP: 20-32
- Accuracy: 99.6%
- Petal Dance does damage for 3-4 (chosen randomly) turns. Once used (even if it misses on the
- turn of its use), the user will only be able to use Petal Dance, and will not be able to switch
- out. At the end of this duration, the user will become confused.
- If the Petal Dance duration is disrupted (such as by full paralysis or hurting itself due to
- confusion), it will immediately end. The user will only become confused if Petal Dance is fully
- executed, without its duration being disrupted. Sleep, freeze, partial trapping, and flinching
- will pause but not disrupt the duration of Petal Dance.
- Stadium Differences:
- After the duration of Petal Dance ends, there will be a notice that the user becomes confused.
- ***Pin Missile***
- Type: Bug
- Power: 14
- PP: 20-32
- Accuracy: 84.4%
- Pin Missile does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
- times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
- 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
- each hit per use will do the same amount of damage.
- Pin Missile will end immediately if it breaks a substitute.
- ***Poison Gas***
- Type: Poison
- Power: ---
- PP: 40-61
- Accuracy: 54.7%
- Poison Gas poisons the opponent.
- Poison Gas can't affect an opponent that has a substitute, already has a major status ailment,
- or is a poison type.
- ***Poison Sting***
- Type: Poison
- Power: 15
- PP: 35-56
- Accuracy: 99.6%
- Poison Sting does damage and has a 19.9% chance of poisoning the opponent.
- Poison Sting can't poison an opponent that has a substitute, already has a major status
- ailment, or is a poison type.
- ***Poisonpowder***
- Type: Poison
- Power: ---
- PP: 35-56
- Accuracy: 74.6%
- Poisonpowder poisons the opponent.
- Poisonpowder can't affect an opponent that has a substitute, already has a major status
- ailment, or is a poison type.
- ***Pound***
- Type: Normal
- Power: 40
- PP: 35-56
- Accuracy: 99.6%
- Pound does damage.
- ***Psybeam***
- Type: Psychic
- Power: 65
- PP: 20-32
- Accuracy: 99.6%
- Psybeam does damage and has a 9.8% chance of confusing the opponent.
- Psybeam can't confuse an opponent that is already confused.
- Stadium Differences:
- Psybeam can't confuse an opponent that has a substitute.
- ***Psychic***
- Type: Psychic
- Power: 90
- PP: 10-16
- Accuracy: 99.6%
- Psychic does damage and has a 29.7% chance of lowering the opponent's special by 1 level.
- Psychic will not be able to lower the opponent's special if it has a stat level of -6 or a
- value of 1, or if the opponent has a substitute.
- ***Psywave***
- Type: Psychic
- Power: ---
- PP: 15-24
- Accuracy: 79.7%
- Psywave causes a random amount of damage. The minimum damage it can do is 1, and the maximum
- damage it can do is less than 1.5 times the user's level. And yes, the game will freeze if a
- Lv.1 pokémon uses this attack.
- ***Quick Attack***
- Type: Normal
- Power: 40
- PP: 30-48
- Accuracy: 99.6%
- Quick Attack does damage, and is an increased priority move. If the opponent does not use an
- increased priority move during the round that it is used, Quick Attack will go first regardless
- of the user's or opponent's speed. If the opponent also uses an increased priority move during
- the same round that the user uses Quick Attack, the attack order of the users will be
- determined normally. If the user is put to sleep or frozen during the round that Quick Attack
- is (or attempts to be) used, Quick Attack's increased speed priority will not be reset.
- Subsequently, it will only be reset on the turn after the user wakes up or is defrosted, or if
- the user switches out.
- ***Rage***
- Type: Normal
- Power: 20
- PP: 20-32
- Accuracy: 99.6%
- Rage does damage. After Rage is used, it will not be possible to do anything other than let the
- user use Rage, and it will not stop using Rage until it faints or the battle ends. Every time
- the user is damaged by a hit or is targetted by Disable (even if it misses or fails), its
- attack level will increase by 1. Rage will use 1 PP when selected, but not use any PP on any
- subsequent turns.
- If Rage misses during the turn it is selected, its secondary effects will not activate. If Rage
- misses due to an accuracy or evasion check when its decision-removing effect is active, the
- accuracy of Rage will subsequently become 0.4%. The duration of Rage will be paused but not
- disrupted by anything, including sleep, freeze, partial trapping, flinching, or if the user
- hurts itself due to confusion.
- Rage will not attempt to increase the user's attack if it has reached a level of +6, and will
- not successfully increase the user's attack if it has reached a value of 999.
- Stadium Differences:
- Disable will cause a pokémon's rage to build only if successful.
- ***Razor Leaf***
- Type: Grass
- Power: 55
- PP: 25-40
- Accuracy: 94.5%
- Razor Leaf does damage, and has a high critical hit ratio.
- ***Razor Wind***
- Type: Normal
- Power: 80
- PP: 10-16
- Accuracy: 74.6%
- Razor Wind does nothing on the turn it is selected, other than say that the user created a
- whirlwind. On the following turn, Razor Wind will do damage, PP will be deducted from it, and
- it will count as the last move used. Once Razor Wind is selected, the user won't be able to
- switch out until it is disrupted or fully executed.
- If Razor Wind is not fully executed, PP will not be deducted from it, and it will not count as
- the last move used. If the opponent uses Mirror Move during the turn that the user creates a
- whirlwind, Mirror Move will copy the move that the user executed immediately before using Razor
- Wind (or fail if it can't).
- Sleep, freeze, partial trapping, and flinching will pause but not disrupt the duration of Razor
- Wind.
- Stadium Differences:
- Mirror Move will copy Razor Wind on either of the turns it takes to execute.
- ***Recover***
- Type: Normal
- Power: ---
- PP: 20-32
- Accuracy: ---
- Recover restores up to 50% of the user's current HP.
- Recover will fail if the difference between the user's current and maximum HP is 0, or if
- (user's maximum HP - user's current HP) mod 256 = 255. If the user's current HP is greater than
- its maximum HP, Recover will set the user's current HP to equal its maximum HP.
- Stadium Differences:
- Recover will fail only when the difference between the user's current and maximum HP is 0.
- ***Reflect***
- Type: Psychic
- Power: ---
- PP: 20-32
- Accuracy: ---
- Reflect doubles the user's defense when the opponent damages the user with a physical attack
- that has a power.
- Reflect will fail if the user is already under its effect. The effect of Reflect is ignored by
- self-inflicted confusion damage and critical hits. If Reflect causes the user's defense to
- reach 1024 or higher at any time during battle calculations, it will be reduced mod 1024.
- ***Rest***
- Type: Psychic
- Power: ---
- PP: 10-16
- Accuracy: ---
- Rest restores all of the user's current HP, and makes the user fall asleep. The user will be
- asleep for one turn, wake up on the next turn, and then be able to attack after that. The sleep
- countdown of Rest is not reset by switching.
- Since the user falls asleep, it will be cured of any major status ailments it had prior to the
- use of Rest, but Rest will not reset the stat reductions caused by paralysis or burns, will not
- reset the cumulative nature of Toxic, and will not count towards turns confused.
- Rest will fail if the difference between the user's current and maximum HP is 0, or if
- (user's maximum HP - user's current HP) mod 256 = 255. If the user's current HP is greater than
- its maximum HP, Rest will set the user's current HP to equal its maximum HP and make the user
- fall asleep.
- Stadium Differences:
- Rest will fail only when the difference between the user's current and maximum HP is 0. Rest
- will reset the cumulative nature of Toxic and the stat drops due to paralysis and burns.
- ***Roar***
- Type: Normal
- Power: ---
- PP: 20-32
- Accuracy: 99.6%
- Roar will never affect the opponent.
- In-game Differences:
- Roar can be used to automatically end wild pokémon battles.
- ***Rock Slide***
- Type: Rock
- Power: 75
- PP: 10-16
- Accuracy: 89.5%
- Rock Slide does damage.
- ***Rock Throw***
- Type: Rock
- Power: 50
- PP: 15-24
- Accuracy: 64.5%
- Rock Throw does damage.
- ***Rolling Kick***
- Type: Fighting
- Power: 60
- PP: 15-24
- Accuracy: 84.4%
- Rolling Kick does damage and has a 29.7% chance of causing the opponent to flinch.
- Rolling Kick can only cause the opponent to flinch if the user attacks before the opponent
- does. Rolling Kick can't make an opponent with a substitute flinch.
- ***Sand-Attack***
- Type: Normal
- Power: ---
- PP: 15-24
- Accuracy: 99.6%
- Sand-Attack decreases the opponent's accuracy by 1 level.
- Sand-Attack will do nothing if the opponent's accuracy level is at -6, and will fail if the
- opponent has a substitute or is under the effect of Mist.
- ***Scratch***
- Type: Normal
- Power: 40
- PP: 35-56
- Accuracy: 99.6%
- Scratch does damage.
- ***Screech***
- Type: Normal
- Power: ---
- PP: 40-61
- Accuracy: 84.4%
- Screech decreases the opponent's defense by 2 levels.
- Screech will do nothing if the opponent's attack has reached a level of -6 or a value of 1, and
- will fail if the opponent has a substitute or is under the effect of Mist. The effect of
- Screech is ignored by critical hits.
- ***Seismic Toss***
- Type: Fighting
- Power: ---
- PP: 20-32
- Accuracy: 99.6%
- Seismic Toss does damage equal to the user's level. Although Seismic Toss deals fighting
- damage, its type does not alter the amount of damage it inflicts.
- ***Selfdestruct***
- Type: Normal
- Power: 130
- PP: 5-8
- Accuracy: 99.6%
- Selfdestruct does damage, and causes the user to faint. Though its power is listed as 130, the
- opponent's defense will be halved when damage from this attack is calculated, giving it an
- effective power of 260. The game will bump 0 up to 1 to avoid infinite damage, so Selfdestruct
- will then effectively have a power of 130 if used against an opponent with a defense value of
- 1.
- If Selfdestruct breaks an opponent's substitute, the user will not faint, though its image will
- be replaced by a blank image. Additionally, if the user of Selfdestruct had a substitute at the
- time of such a situation, uses Substitute later, or switches out, its regular image will once
- again become visible.
- If the user of Selfdestruct attacks first and faints itself, the opponent will not attack or be
- subjected to recurrent damage during that round.
- Stadium Differences:
- If Selfdestruct breaks an opponent's substitute, the user will faint.
- ***Sharpen***
- Type: Normal
- Power: ---
- PP: 30-48
- Accuracy: ---
- Sharpen increases the user's attack by 1 level.
- Sharpen will do nothing if the user's attack has reached a level of +6 or a value of 999. The
- effect of Sharpen is ignored by critical hits.
- ***Sing***
- Type: Normal
- Power: ---
- PP: 15-24
- Accuracy: 54.7%
- Sing puts the opponent to sleep.
- Sing will not affect an opponent that already has a major status ailment.
- Stadium Differences:
- Sing can't affect an opponent that has a substitute.
- ***Skull Bash***
- Type: Normal
- Power: 100
- PP: 15-24
- Accuracy: 99.6%
- Skull Bash does nothing on the turn it is selected, other than say that the user lowered its
- head. On the following turn, Skull Bash will do damage, PP will be deducted from it, and it
- will count as the last move used. Once Skull Bash is selected, the user won't be able to switch
- out until it is disrupted or fully executed.
- If Skull Bash is not fully executed, PP will not be deducted from it, and it will not count as
- the last move used. If the opponent uses Mirror Move during the turn that the user lowers its
- head, Mirror Move will copy the move that the user executed immediately before using Skull Bash
- (or fail if it can't).
- Sleep, freeze, partial trapping, and flinching will pause but not disrupt the duration of Skull
- Bash.
- Stadium:
- Mirror Move will copy Skull Bash on either of the turns it takes to execute.
- ***Sky Attack***
- Type: Flying
- Power: 140
- PP: 5-8
- Accuracy: 89.5%
- Sky Attack does nothing on the turn it is selected, other than say that the user is glowing. On
- the following turn, Sky Attack will do damage, PP will be deducted from it, and it will count
- as the last move used. Once Sky Attack is selected, the user won't be able to switch out until
- it is disrupted or fully executed.
- If Sky Attack is not fully executed, PP will not be deducted from it, and it will not count as
- the last move used. If the opponent uses Mirror Move during the turn that the user is glowing,
- Mirror Move will copy the move that the user executed immediately before using Sky Attack (or
- fail if it can't).
- Sleep, freeze, partial trapping, and flinching will pause but not disrupt the duration of Sky
- Attack.
- Stadium Differences:
- Mirror Move will copy Sky Attack on either of the turns it takes to execute.
- ***Slam***
- Type: Normal
- Power: 80
- PP: 20-32
- Accuracy: 74.6%
- Slam does damage.
- ***Slash***
- Type: Normal
- Power: 70
- PP: 20-32
- Accuracy: 99.6%
- Slash does damage, and has a high critical hit ratio.
- ***Sleep Powder***
- Type: Grass
- Power: ---
- PP: 15-24
- Accuracy: 74.6%
- Sleep Powder puts the opponent to sleep.
- Sleep Powder can't affect an opponent that already has a major status ailment.
- Stadium Differences:
- Sleep Powder can't affect an opponent that has a substitute.
- ***Sludge***
- Type: Poison
- Power: 65
- PP: 20-32
- Accuracy: 99.6%
- Sludge does damage and has a 29.7% chance of poisoning the opponent.
- Sludge can't poison an opponent that has a substitute, already has a major status ailment, or
- is a ground type.
- ***Smog***
- Type: Poison
- Power: 20
- PP: 20-32
- Accuracy: 69.5%
- Smog does damage and has a 39.8% chance of poisoning the opponent.
- Smog can't poison an opponent that has a substitute, already has a major status ailment, or is
- a ground type.
- ***Smokescreen***
- Type: Normal
- Power: ---
- PP: 20-32
- Accuracy: 99.6%
- Smokescreen decreases the opponent's accuracy by 1 level.
- Smokescreen will do nothing if the opponent's accuracy level is at -6, and will fail if the
- opponent has a substitute or is under the effect of Mist.
- ***Softboiled***
- Type: Normal
- Power: ---
- PP: 10-16
- Accuracy: ---
- Softboiled restores up to 50% of the user's current HP.
- Softboiled will fail if the difference between the user's current and maximum HP is 0, or if
- (user's maximum HP - user's current HP) mod 256 = 255. If the user's current HP is greater than
- its maximum HP, Softboiled will set the user's current HP to equal its maximum HP.
- Stadium Differences:
- Softboiled will fail only when the difference between the user's current and maximum HP is 0.
- ***Solarbeam***
- Type: Grass
- Power: 120
- PP: 10-16
- Accuracy: 99.6%
- Solarbeam does nothing on the turn it is selected, other than say that the user took in
- sunlight. On the following turn, Solarbeam will do damage, PP will be deducted from it, and it
- will count as the last move used. Once Solarbeam is selected, the user won't be able to switch
- out until it is disrupted or fully executed.
- If Solarbeam is not fully executed, PP will not be deducted from it, and it will not count as
- the last move used. If the opponent uses Mirror Move during the turn that the user takes in
- sunlight, Mirror Move will copy the move that the user executed immediately before using
- Solarbeam (or fail if it can't).
- Sleep, freeze, partial trapping, and flinching will pause but not disrupt the duration of
- Solarbeam.
- Stadium:
- Mirror Move will copy Solarbeam on either of the turns it takes to execute.
- ***Sonicboom***
- Type: Normal
- Power: ---
- PP: 20-32
- Accuracy: 89.5%
- Unless it misses, Sonicboom will always do 20 points of normal damage to the opponent. Its type
- will not alter the amount of damage it inflicts.
- ***Spike Cannon***
- Type: Normal
- Power: 20
- PP: 15-24
- Accuracy: 99.6%
- Spike Cannon does damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2
- times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a
- 12.5% chance that it will hit 5 times. Though technically only the first hit can critical hit,
- each hit per use will do the same amount of damage.
- Spike Cannon will end immediately if it breaks a substitute. Counter will only counter the last
- hit of a Spike Cannon attack.
- ***Splash***
- Type: Normal
- Power: ---
- PP: 40-61
- Accuracy: ---
- Splash has no effect. Ever.
- ***Spore***
- Type: Grass
- Power: ---
- PP: 15-24
- Accuracy: 99.6%
- Spore puts the opponent to sleep.
- Sleep Powder can't affect an opponent that already has a major status ailment.
- Stadium Differences:
- Spore can't affect an opponent that has a substitute.
- ***Stomp***
- Type: Normal
- Power: 65
- PP: 20-32
- Accuracy: 99.6%
- Stomp does damage and has a 29.7% chance of causing the opponent to flinch.
- Stomp can only cause the opponent to flinch if the user attacks before the opponent does. Stomp
- can't make an opponent with a substitute flinch.
- ***Strength***
- Type: Normal
- Power: 80
- PP: 15-24
- Accuracy: 99.6%
- Strength does damage.
- ***String Shot***
- Type: Bug
- Power: ---
- PP: 40-61
- Accuracy: 94.5%
- String Shot decreases the opponent's speed by 1 level.
- String Shot will do nothing if the opponent's speed has reached a level of -6 or a value of 1,
- and will fail if the opponent has a substitute or is under the effect of Mist.
- ***Struggle***
- Type: Normal
- Power: 50
- PP: 10-16
- Accuracy: 99.6%
- Struggle does damage, and the user receives recoil damage equal to 50% of the damage done to
- the opponent. Struggle will automatically be used by a pokémon that has no usable moves but
- is ordered to attack, and has infinite PP in such a situation.
- If the user of Struggle attacks first and faints itself due to recoil damage, the opponent will
- not attack or be subjected to recurrent damage during that round. However, the user will still
- be subject to recurrent damage.
- If Struggle breaks a substitute, the user will take no recoil damage.
- If Struggle was a normally obtainable move, it would have 10-16 PP though no PP would ever be
- deducted from it, and self-inflicted recoil damage from Struggle from the previous turn could
- be countered if the opponent did not make a move on the following turn.
- Stadium Differences:
- No recoil damage is taken if Struggle knocks out an opponent. Type has no effect on the amount
- of damage that Struggle inflicts.
- ***Stun Spore***
- Type: Grass
- Power: ---
- PP: 30-48
- Accuracy: 74.6%
- Stun Spore paralyzes the opponent.
- Stun Spore can't affect an opponent that already has a major status ailment.
- Stadium Differences:
- Stun Spore can't affect an opponent that has a substitute.
- ***Submission***
- Type: Fighting
- Power: 80
- PP: 25-40
- Accuracy: 79.7%
- Submission does damage, and the user receives recoil damage equal to 25% of the damage done to
- the opponent.
- If the user of Submission attacks first and faints itself due to recoil damage, the opponent
- will not attack or be subjected to recurrent damage during that round. However, the user will
- still be subject to recurrent damage.
- Self-inflicted recoil damage from Submission from the previous turn can be countered if the
- opponent does not make a move on the following turn. If Submission breaks a substitute, the
- user will take no recoil damage.
- Stadium Differences:
- No recoil damage is taken if Submission knocks out an opponent.
- ***Substitute***
- Type: Normal
- Power: ---
- PP: 10-16
- Accuracy: ---
- Using 25% of the user's maximum HP, the user creates a substitute with 1 HP more than the
- amount of HP lost by the user. If the user's max HP is 3 or less, it will not lose any HP when
- the substitute is made. A substitute will have the same current type(s) and current stats of
- the pokémon that has it. Once created, all stat modifying attacks and side effects used by the
- opponent against the user will fail, though all current stat modifiers will remain in effect,
- and any stat modifiers used by the user will also be applied to the substitute. Until it
- breaks, a substitute will absorb all damage done by the opponent (even if the damage done
- exceeds the remaining HP of the sustitute), but will not reduce the actual amount of damage
- that the opponent's attacks do. A one-hit ko will break a substitute on contact.
- Substitute will not protect the user from primary sleep, primary paralysis, secondary
- confusion, or self-inflicted status ailments, but it will protect the user from poison,
- secondary burns, secondary freeze, secondary paralysis, and primary confusion.
- Substitute will not alter the execution of Bide, Counter, Disable, Haze, Leech Seed, Super
- Fang, Transform, or partial trapping moves, and it will not absorb crash damage, recoil damage,
- or recurrent damage. However, a substitute will absorb self-inflicted confusion damage and
- prevent the user from flinching.
- If a pokémon breaks a substitute with Hyper Beam, it will not need to recharge. If a pokémon
- breaks a substitute with Explosion or Selfdestruct, it will not faint, though its picture will
- no longer be visible until it switches out or uses Substitute. If a pokémon breaks a substitute
- with a recoil move, it will not take any recoil damage. If a pokémon breaks a substitute with a
- draining move, no HP will be restored to it. Note that in each of these cases, the substitute
- has to be broken, not merely damaged, by the referenced attack.
- If the user's curent HP is less than 25% (rounded down) of its maximum HP, it will be too weak
- to make a substitute. If the user's current HP is exactly equal to 25% (rounded down) of its
- maximum HP, it will create a substitute, and then faint.
- Stadium Differences:
- Substitute will protect the user from Absorb, Dream Eater, Leech Life, Leech Seed, Mega Drain,
- and all status ailments inflicted by the opponent. If the user's current HP is exactly equal to
- 25% (rounded down) of its maximum HP, it will be too weak to create a substitute. If a pokémon
- breaks a substitute with Explosion or Selfdestruct, it will faint.
- ***Super Fang***
- Type: Normal
- Power: ---
- PP: 10-16
- Accuracy: 89.5%
- Super Fang does damage equal to 50% of the opponent's current HP. Although Super Fang does
- normal damage, its type does not alter the amount of damage it inflicts. Super Fang will do 1
- damage if the opponent's current HP is equal to 1.
- ***Supersonic***
- Type: Normal
- Power: ---
- PP: 20-32
- Accuracy: 54.7%
- Supersonic causes the opponent to become confused.
- Supersonic will fail if the opponent has a substitute or is already confused.
- ***Surf***
- Type: Water
- Power: 95
- PP: 15-24
- Accuracy: 99.6%
- Surf does damage.
- ***Swift***
- Type: Normal
- Power: 60
- PP: 20-32
- Accuracy: ---
- Swift does damage. Swift is unaffected by accuracy and evasion modifiers, and can hit pokémon
- during the semi-invulnerable turn of Dig and Fly.
- ***Swords Dance***
- Type: Normal
- Power: ---
- PP: 30-48
- Accuracy: ---
- Swords Dance increases the user's attack by 2 levels.
- Swords Dance will do nothing if the user's attack has reached a level of +6 or a value of 999.
- The effect of Swords Dance is ignored by critical hits.
- ***Tackle***
- Type: Normal
- Power: 35
- PP: 35-56
- Accuracy: 94.5%
- Tackle does damage.
- ***Tail Whip***
- Type: Normal
- Power: ---
- PP: 30-48
- Accuracy: 99.6%
- Tail Whip decreases the opponent's defense by 1 level.
- Tail Whip will do nothing if the opponent's defense has reached a level of -6 or a value of 1,
- and will fail if the opponent has a substitute or is under the effect of Mist. The effect of
- Tail Whip is ignored by critical hits.
- ***Take Down***
- Type: Normal
- Power: 90
- PP: 20-32
- Accuracy: 84.4%
- Take Down does damage, and the user receives recoil damage equal to 25% of the damage done to
- the opponent.
- If the user of Take Down attacks first and faints itself due to recoil damage, the opponent
- will not attack or be subjected to recurrent damage during that round. However, the user will
- still be subject to recurrent damage.
- Self-inflicted recoil damage from Take Down from the previous turn can be countered if the
- opponent does not make a move on the following turn. If Take Down breaks a substitute, the user
- will take no recoil damage.
- Stadium Differences:
- No recoil damage is taken if Take Down knocks out an opponent.
- ***Teleport***
- Type: Psychic
- Power: ---
- PP: 20-32
- Accuracy: ---
- Teleport will always fail.
- In-game Differences:
- Teleport can be used to run away from wild pokémon battles.
- ***Thrash***
- Type: Normal
- Power: 90
- PP: 20-32
- Accuracy: 99.6%
- Thrash does damage for 3-4 (chosen randomly) turns. Once used (even if it misses on the turn of
- its use), the user will only be able to use Thrash, and will not be able to switch out. At the
- end of this duration, the user will become confused.
- If the Thrash duration is disrupted (such as by full paralysis or hurting itself due to
- confusion), it will immediately end. The user will only become confused if Thrash is fully
- executed, without its duration being disrupted. Sleep, freeze, partial trapping, and flinching
- will pause but not disrupt the duration of Thrash.
- Stadium Differences:
- After the duration of Thrash ends, there will be a notice that the user becomes confused.
- ***Thunder***
- Type: Electric
- Power: 120
- PP: 10-16
- Accuracy: 69.5%
- Thunder does damage and has a 9.8% chance of paralyzing the opponent.
- Thunder can't paralyze an opponent that has a substitute or already has a major status
- ailment.
- ***Thunder Wave***
- Type: Electric
- Power: ---
- PP: 20-32
- Accuracy: 99.6%
- Thunder Wave paralyzes the opponent.
- Thunder Wave can't affect an opponent that already has a major status ailment, and will not
- work against ground types.
- Stadium Differences:
- Thunder Wave can't affect an opponent that has a substitute.
- ***Thunderbolt***
- Type: Electric
- Power: 95
- PP: 15-24
- Accuracy: 99.6%
- Thunderbolt does damage and has a 9.8% chance of paralyzing the opponent.
- Thunderbolt can't paralyze an opponent that has a substitute or already has a major status
- ailment.
- ***Thunderpunch***
- Type: Electric
- Power: 75
- PP: 15-24
- Accuracy: 99.6%
- Thunderpunch does damage and has a 9.8% chance of paralyzing the opponent.
- Thunderpunch can't paralyze an opponent that has a substitute or already has a major status
- ailment.
- ***Thundershock***
- Type: Electric
- Power: 40
- PP: 30-48
- Accuracy: 99.6%
- Thundershock does damage and has a 9.8% chance of paralyzing the opponent.
- Thundershock can't paralyze an opponent that has a substitute or already has a major status
- ailment.
- ***Toxic***
- Type: Poison
- Power: ---
- PP: 10-16
- Accuracy: 84.4%
- Toxic badly poisons the opponent. Each time the opponent takes recurrent damage, the damage
- will equal N*max(1, int(0.0625*MaxHP)). N starts as 1 but is increased by 1 each time the
- afflicted pokémon endures recurrent damage (including by Leech Seed). Basically, the pokémon
- will lose 1/16 of its maximum HP the first time, then 2/16 of its maximum HP, then 3/16 of its
- maximum HP, etc.
- The N value of Toxic can be reset by Haze, switching, or ending the battle, but not by Rest. If
- a pokémon rests off the poison and gets normally poisoned, burned, or seeded without switching
- out, the N value will influence the amount of damage done, and will increase each time
- recurrent damage is done. However, if a pokémon gets badly poisoned again, the cumulative value
- will be reset. Unlike other types of damage, the recurrent damage done by Toxic can exceed the
- opponent's current HP.
- Toxic can't affect an opponent that has a substitute, already has a major status ailment, or is
- a ground type.
- Stadium Differences:
- The N value of Toxic will be reset by Rest.
- ***Transform***
- Type: Normal
- Power: ---
- PP: 10-16
- Accuracy: ---
- Transform changes the user's current type(s), current stats, current stat levels, current
- move(s), current species, current cry, and current catch rate to the opponent's current
- type(s), current stats, current stat levels, current move(s), current species, current cry, and
- current catch rate. Each move copied by Transform will have 5 PP.
- Transform does not copy the opponent's status ailments, level, current or maximum HP, base
- experience, palette colors, or the generic minimize image. The current stat changes due to
- Transform will be ignored by critical hits, since critical hits use a pokémon's original stats.
- Transform is not affected by accuracy and evasion modifiers, and no move can prevent the
- successful execution of Transform.
- In-game Differences:
- If a wild pokémon uses Transform and is subsequently caught, it will become a Ditto, regardless
- of what species it originally was. It will then have all the stats and moves of a Ditto, except
- for its current HP, which will remain unaltered by this change.
- Stadium Differences:
- Transform will not work if the opponent's current species is Ditto.
- ***Tri Attack***
- Type: Normal
- Power: 80
- PP: 10-16
- Accuracy: 99.6%
- Tri Attack does damage.
- ***Twineedle***
- Type: Bug
- Power: 25
- PP: 20-32
- Accuracy: 99.6%
- Twineedle does damage, and has a 19.9% chance of poisoning the opponent. Twineedle hits twice
- per use. Though technically only the first hit can critical hit, each hit per use will do the
- same amount of damage.
- Twineedle will end immediately if it breaks a substitute.
- Twineedle can't poison an opponent that has a substitute, already has a major status ailment,
- or is a poison type.
- ***Vicegrip***
- Type: Normal
- Power: 55
- PP: 30-48
- Accuracy: 99.6%
- Vicegrip does damage.
- ***Vine Whip***
- Type: Grass
- Power: 35
- PP: 10-16
- Accuracy: 99.6%
- Vine Whip does damage.
- ***Water Gun***
- Type: Water
- Power: 40
- PP: 25-40
- Accuracy: 99.6%
- Water Gun does damage.
- ***Waterfall***
- Type: Water
- Power: 80
- PP: 15-24
- Accuracy: 99.6%
- Waterfall does damage.
- ***Whirlwind***
- Type: Normal
- Power: ---
- PP: 20-32
- Accuracy: 84.4%
- Whirlwind will never affect the opponent.
- In-game Differences:
- Whirlwind can be used to automatically end wild pokémon battles.
- ***Wing Attack***
- Type: Flying
- Power: 35
- PP: 35-56
- Accuracy: 99.6%
- Wing Attack does damage.
- ***Withdraw***
- Type: Water
- Power: ---
- PP: 40-61
- Accuracy: ---
- Withdraw increases the user's defense by 1 level.
- Withdraw will do nothing if the user's defense has reached a level of +6 or a value of 999.
- ***Wrap***
- Type: Normal
- Power: 15
- PP: 20-32
- Accuracy: 84.4%
- Wrap does damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a
- 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns,
- and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack
- can critical hit, every attack during the duration will do the same amount of damage. During
- this turn duration, the opponent will be unable to attack, and if the user of Wrap attacks
- before the opponent when used, the opponent will be unable to attack during that round as well.
- Damage done by Wrap's continuing duration is done after recurrent damage. If the user switches
- out before the turn duration ends, the opponent will be unable to attack during that turn. If
- the opponent switches out before the turn duration ends, Wrap will automatically be used
- against the incoming pokémon, deducting an additional PP from the move. If at such a time Wrap
- has 0 PP, Wrap will still be used against the incoming pokémon. After that use, the current PP
- of Wrap will roll over to 63, and full PP ups will be applied to it.
- Even if Wrap misses, it will negate the recharge turn normally required for Hyper Beam.
- Additionally, if the user of Wrap attacks before the user of Hyper Beam during a recharge turn
- and the use of Wrap misses, the user of Hyper Beam will automatically use Hyper Beam during
- that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards
- its current PP will roll over to 63, and full PP ups will be applied to it.
- Although Wrap can't damage ghost types, it can immobilize them.
- In-game differences:
- The opponent will get to select a move during each turn of Wrap's duration, and will attack
- your incoming pokémon with the selected move if you decide to switch before the duration is
- over.
- Stadium Differences:
- You get to select a move during each turn of Wrap's duration. If the opponent switches out
- before the duration ends, the incoming pokémon will not automatically be attacked. Wrap will
- negate the recharge turn of Hyper Beam only if successful.
- H. Other Battle-Related Stuff;
- H1. Critical Hits;
- If a damaging move scores a critical hit, damage from the move will be calculated using twice
- the user's level as well as the user's and opponent's original stats. Because of this, critical
- hits ignore Reflect, Light Screen, all stat modifiers (including the attack reduction due to
- burn), and stat changes due to Transform.
- A damaging attack will be a critical hit if a randomly chosen number from 0 to 255 is less than
- max(255, int(N*int(S/2))), where S is the base speed of the user's current species and N
- depends on what moves are being used. Under most cases N is 1, but is multiplied by 8 if using
- an attack with a high critical hit ratio, is divided by 4 if under the effect of Focus Energy
- in a gameboy battle, and is multiplied by 4 if under the effect of Focus Energy in Stadium.
- If a pokémon's level reaches 256 or higher during the damage calculation, it will be reduced
- mod 256.
- Moves that have high critical hit ratios: Crabhammer, Karate Chop, Razor Leaf, Slash
- H2. Flinching;
- A pokémon may only cause its opponent to flinch if in any given round it attacks before the
- opponent performs an action. If the opponent flinches, it loses its ability to make an attack
- during its turn in that round.
- Flinching negates the recharge turn of Hyper Beam. Turns spent flinching will not count towards
- the durations of Petal Dance, Thrash, multi-turn moves, and the confusion ailment. A pokémon
- with a substitute cannot flinch.
- Moves that can cause flinching: Bite, Bone Club, Headbutt, Hyper Fang, Low Kick, Rolling Kick,
- Stomp
- H3. Items
- This is a list of the items that can be used during battles, and their effects. Use of an item
- counts as an action and and has priority over making a move, but not over switching. Items
- may not be used in link battles.
- Every item in this section except for the Poké Flute is a one-time use item. Unless noted,
- items will not be usable if they will have no effect on the selected target.
- ***Antidote***
- Antidote will cure a pokémon of the poison status ailment.
- ***Awakening***
- Awakening will cure a pokémon of the sleep status ailment.
- ***Burn Heal***
- Burn Heal will cure a pokémon of the burn status ailment.
- ***Dire Hit***
- Like Focus Energy, Dire Hit will quarter the probability of your active pokémon scoring a
- critical hit and will last until you switch your active pokémon. Dire Hit can be used in
- multiples, but will have no actual effect beyond the first use. If under the influence of Dire
- Hit, use of Focus Energy will fail, and the effect of Dire Hit can be removed via Haze.
- ***Elixer***
- Elixir will increase the current PP of each of a pokémon's moves by up to 10 (or set the move's
- current PP equal to its maximum PP if its current PP is greater than its maximum PP).
- ***Ether***
- Ether will increase the current PP of one of a pokémon's moves by up to 10 (or set the move's
- current PP equal to its maximum PP if its current PP is greater than its maximum PP).
- ***Fresh Water***
- Fresh Water will increase a pokémon's current HP by up to 50 (or set its current HP equal to
- its maximum HP if its current HP is greater than its maximum HP).
- ***Full Heal***
- Full Heal will cure any major status ailment that a pokémon has.
- ***Full Restore***
- Full Restore will make a pokémon's current HP equal to its maximum HP, and cure any major
- status ailments it has.
- ***Great Ball***
- A Great Ball might catch a wild pokémon, with a success rate of 1.5 times that of a Pokéball.
- If used against a trainer's pokémon, it will always be blocked.
- ***Guard Spec.***
- Like Mist, Guard Spec. will prevent the effects of primary stat modifications inflicted by the
- opponent.
- ***Hyper Potion***
- Hyper Potion will increase a pokémon's current HP by up to 200 (or set its current HP equal to
- its maximum HP if its current HP is greater than its maximum HP).
- ***Ice Heal***
- Ice Heal will cure a pokémon of the freeze status ailment.
- ***Lemonade***
- Lemonade will increase a pokémon's current HP by up to 80 (or set its current HP equal to its
- maximum HP if its current HP is greater than its maximum HP).
- ***Master Ball***
- A Master Ball will catch a wild pokémon. If used against a trainer's pokémon, it will always be
- blocked.
- ***Max Elixer***
- Max Elixir will make the current PP of each of a pokémon's moves equal to their maximum PP
- values.
- ***Max Ether***
- Max Ether will make the current PP of one of a pokémon's moves equal to its maximum PP.
- ***Max Potion***
- Max Potion will make a pokémon's current HP equal to its maximum HP.
- ***Max Revive***
- Max Revive can only be used on a pokémon that has fainted, and will restore all of that
- pokémon's health.
- ***Paralyz Heal***
- Paraylz Heal will cure a pokémon of the paralysis status ailment.
- ***Pokéball***
- A Pokéball might catch a wild pokémon. If used against a trainer's pokémon, it will always be
- blocked.
- ***Poké Flute***
- When played, the Poké Flute will cure all active pokémon of the sleep status ailment. If no
- active pokémon are asleep, it will just note that it is a catchy tune.
- ***Potion***
- Potion will increase a pokémon's current HP by up to 20 (or set its current HP equal to its
- maximum HP if its current HP is greater than its maximum HP).
- ***Revive***
- Revive can only be used on a pokémon that has fainted, and will restore half of that pokémon's
- health.
- ***Soda Pop***
- Soda Pop will increase a pokémon's current HP by up to 60 (or set its current HP equal to its
- maximum HP if its current HP is greater than its maximum HP).
- ***Super Potion***
- Super Potion will increase a pokémon's current HP by up to 50 (or set its current HP equal to
- its maximum HP if its current HP is greater than its maximum HP).
- ***Ultra Ball***
- An Ultra Ball might catch a wild pokémon, with a success rate of twice that of a Pokéball. If
- used against a trainer's pokémon, it will always be blocked.
- ***X Accuracy***
- X Accuracy increases your active pokémon's accuracy by 1 level. If your active pokémon's
- accuracy has reached a level cap, use of X Accuracy will do nothing.
- ***X Attack***
- X Attack increases your active pokémon's attack by 1 level. If your active pokémon's attack has
- reached a level or value cap, use of X Attack will do nothing.
- ***X Defend***
- X Defend increases your active pokémon's defense by 1 level. If your active pokémon's defense
- has reached a level or value cap, use of X Defense will do nothing.
- ***X Special***
- X Special increases your active pokémon's special by 1 level. If your active pokémon's special
- has reached a level or value cap, use of X Special will do nothing.
- ***X Speed***
- X Speed increases your active pokémon's speed by 1 level. If your active pokémon's speed has
- reached a level or value cap, use of X Speed will do nothing.
- H4. In-game Differences;
- This is a cross reference list of in-game differences.
- Burn (In-game) status ailment:
- Any attack modifiers used against a burned pokémon will cause the attack reduction due to burn
- to be ignored.
- Paraylsis (In-game) status ailment:
- Any speed modifiers used against a paralyzed pokémon will cause the speed reduction due to
- paralysis to be ignored.
- Bind (In-game):
- The opponent will get to select a move during each turn of Bind's duration, and will attack
- your incoming pokémon with the selected move if you decide to switch before the duration is
- over.
- Clamp (In-game):
- The opponent will get to select a move during each turn of Clamp's duration, and will attack
- your incoming pokémon with the selected move if you decide to switch before the duration is
- over.
- Fire Spin (In-game):
- The opponent will get to select a move during each turn of Fire Spin's duration, and will
- attack your incoming pokémon with the selected move if you decide to switch before the duration
- is over.
- Mimic (In-game):
- Mimic allows you to see the opponent's moveset and select the move to copy.
- Pay Day (In-game):
- Coins scattered by Pay Day are picked up if you win the battle.
- Roar (In-game):
- Roar can be used to automatically end wild pokémon battles.
- Teleport (In-game):
- Teleport can be used to run away from wild pokémon battles.
- Transform (In-game):
- If a wild pokémon uses Transform and is subsequently caught, it will become a Ditto, regardless
- of its original species. It will then have all the stats and moves of a Ditto, except for its
- current HP, which will not be altered by this change.
- Whirlwind (In-game):
- Whirlwind can be used to automatically end wild pokémon battles.
- Wrap (In-game):
- The opponent will get to select a move during each turn of Wrap's duration, and will attack
- your incoming pokémon with the selected move if you decide to switch before the duration is
- over.
- For general in-game differences, see section B.
- H5. Stadium Differences;
- This is a cross reference list of Stadium differences.
- General Stadium Differences:
- A pokémon's health bar will have 96 pixels. Players will be able to see the exact amount of
- current and maximum HP that each active pokémon has. Damaging moves that do 0 damage will
- always result in a message that the move missed.
- Type Effectiveness Messages (Stadium):
- The type effectiveness messages associated with moves will take both of a pokémon's types into
- account.
- Burn (Stadium) status ailment:
- The attack reduction of a burn will be reset by rest. Attack-raising attacks will not negate
- the attack loss penalty. A pokémon can completely rid itself of the burn ailment by using Haze.
- A pokémon will not take burn damage when it switches in.
- Confusion (Stadium) status ailment:
- The messages regarding confusion are displayed after the move choice is shown, allowing both
- players to see the attempted attack regardless of success. A substitute will completely protect
- the user from confusion (though not self-inflicted confusion).
- Freeze (Stadium) status ailment:
- You get to select a move while the pokémon is frozen.
- Paralysis (Stadium) status ailment:
- Rest will reset the speed reduction of paralysis. Speed-raising attacks will not negate the
- speed loss penalty. Substitute will completely protect the user from paralysis. A pokémon can
- completely rid itself of the paralysis ailment by using Haze.
- Poison (Stadium) status ailment:
- A pokémon can rid itself of the poison ailment by using Haze. A pokémon will not take poison
- damage when it switches in.
- Sleep (Stadium) status ailment:
- The pokémon receives a sleep duration of 1-3 turns (chosen randomly). Also, you get to select a
- move while the pokémon is asleep. A substitute will protect the user from primary sleep.
- Absorb (Stadium):
- Absorb will always miss if the opponent has a substitute.
- Acid (Stadium):
- Acid has a 19.9% chance of lowering the opponent's defense by 1 level.
- Aurora Beam (Stadium):
- Aurora Beam has a 29.7% chance of lowering the opponent's attack by 1 level.
- Bide (Stadium):
- You get to select a move during each of Bide's idling turns. Bide will miss against pokémon
- that are in the middle of Dig or Fly.
- Bind (Stadium):
- You get to select a move during each turn of Bind's duration. If the opponent switches out
- before the duration ends, the incoming pokémon will not automatically be attacked. Bind will
- negate the recharge turn of Hyper Beam only if successful.
- Bubblebeam (Stadium):
- Bubblebeam has a 29.7% chance of lowering the opponent's speed by 1 level.
- Clamp (Stadium):
- You get to select a move during each turn of Clamp's duration. If the opponent switches out
- before the duration ends, the incoming pokémon will not automatically be attacked. Clamp will
- negate the recharge turn of Hyper Beam only if successful.
- Confusion (Stadium):
- Confusion can't confuse an opponent that has a substitute.
- Counter (Stadium):
- Switching, full paralysis, and using a multi-turn move reset the last amount of damage done, so
- Counter can't counter itself or self-inflicted recoil damage if the opponent does not make a
- move on its following turn.
- Dig (Stadium):
- Dig will allow the user to avoid damage reversed by Bide. Full paralysis will reset the mostly-
- invulnerable part of Dig. Mirror Move will copy Dig on either of the turns it takes to execute.
- Disable (Stadium):
- Disable will cause a pokémon's rage to build only if successful. The disabled move's PP is not
- replaced with a "disabled!" message, though attempting to select the move will still result in
- a notice that the move is disabled.
- Double-Edge (Stadium):
- No recoil damage is taken if Double-Edge knocks out an opponent.
- Dream Eater (Stadium):
- Dream Eater will always miss if the opponent has a substitute.
- Explosion (Stadium):
- If Explosion breaks an opponent's substitute, the user will faint.
- Fire Spin (Stadium):
- You get to select a move during each turn of Fire Spin's duration. If the opponent switches out
- before the duration ends, the incoming pokémon will not automatically be attacked. Fire Spin
- will negate the recharge turn of Hyper Beam only if successful.
- Fly (Stadium):
- Fly will allow the user to avoid damage reversed by Bide. Full paralysis will reset the mostly-
- invulnerable part of Fly. Mirror Move will copy Fly on either of the turns it takes to execute.
- Focus Energy (Stadium):
- Focus Energy works properly; it quadruples the probability of the user scoring a critical hit.
- Glare (Stadium):
- Glare can't affect an opponent that has a substitute.
- Haze (Stadium):
- Haze eliminates any major status ailments that the user has.
- Hyper Beam (Stadium):
- Hyper Beam requires a recharge turn every time it is used.
- Hypnosis (Stadium):
- Hypnosis can't affect an opponent that has a substitute.
- Leech Life (Stadium):
- Leech Life will always miss if the opponent has a substitute.
- Leech Seed (Stadium):
- Leech Seed will not work against a substitute.
- Lovely Kiss (Stadium):
- Lovely Kiss can't affect an opponent that has a substitute.
- Mega Drain (Stadium):
- Mega Drain will always miss if the opponent has a substitute.
- Mimic (Stadium):
- Mimic will not copy a move's max PP.
- Mirror Move (Stadium):
- Mirror Move will copy multi-turn moves during either of the turns they take to execute.
- Petal Dance (Stadium):
- After the duration of Petal Dance ends, there will be a notice that the user becomes confused.
- Psybeam (Stadium):
- Psybeam can't confuse an opponent that has a substitute.
- Rage (Stadium):
- Disable will cause a pokémon's rage to build only if successful.
- Razor Wind (Stadium):
- Mirror Move will copy Razor Wind on either of the turns it takes to execute.
- Recover (Stadium):
- Recover will fail only when the difference between the user's current and maximum HP is 0.
- Rest (Stadium):
- Rest will fail only when the difference between the user's current and maximum HP is 0. Rest
- will reset the cumulative nature of Toxic and the stat drops due to paralysis and burns.
- Selfdestruct (Stadium):
- If Selfdestruct breaks an opponent's substitute, the user will faint.
- Sing (Stadium):
- Sing can't affect an opponent that has a substitute.
- Skull Bash (Stadium):
- Mirror Move will copy Skull Bash on either of the turns it takes to execute.
- Sky Attack (Stadium):
- Mirror Move will copy Sky Attack on either of the turns it takes to execute.
- Sleep Powder (Stadium):
- Sleep Powder can't affect an opponent that has a substitute.
- Softboiled (Stadium):
- Softboiled will fail only when the difference between the user's current and maximum HP is 0.
- Solarbeam (Stadium):
- Mirror Move will copy Solarbeam on either of the turns it takes to execute.
- Spore (Stadium):
- Spore can't affect an opponent that has a substitute.
- Struggle (Stadium):
- No recoil damage is taken if Struggle knocks out an opponent. Type has no effect on the amount
- of damage that Struggle inflicts.
- Stun Spore (Stadium):
- Stun Spore can't affect an opponent that has a substitute.
- Submission (Stadium):
- No recoil damage is taken if Submission knocks out an opponent.
- Substitute (Stadium):
- Substitute will protect the user from Absorb, Dream Eater, Leech Life, Leech Seed, Mega Drain,
- and all status ailments inflicted by the opponent. If the user's current HP is exactly equal to
- 25% (rounded down) of its maximum HP, it will be too weak to create a substitute. If a pokémon
- breaks a substitute with Explosion or Selfdestruct, it will faint.
- Take Down (Stadium):
- No recoil damage is taken if Take Down knocks out an opponent.
- Thunder Wave (Stadium):
- Thunder Wave can't affect an opponent that has a substitute.
- Thrash (Stadium):
- After the duration of Thrash ends, there will be a notice that the user becomes confused.
- Toxic (Stadium):
- The cumulative nature of Toxic will be reset by Rest.
- Transform (Stadium):
- Transform will not work if the opponent's current species is Ditto.
- Wrap (Stadium):
- You get to select a move during each turn of Wrap's duration. If the opponent switches out
- before the duration ends, the incoming pokémon will not automatically be attacked. Wrap will
- negate the recharge turn of Hyper Beam only if successful.
- I. Reference Information;
- I1. Glossary;
- These are the definitions of various terms as used in this document.
- ***Active pokémon***
- Out of your party of up to 6 pokémon, the one that is at the time facing an opponent.
- ***Altered-priority (move)***
- A move such as Counter or Quick Attack whose very use takes precedence over the speed of the
- active pokémon. In any given round, using an increased priority move will make the user attack
- before its opponent by default, while using a decreased priority move will make the user attack
- after its opponent by default. If both active pokémon use an increased or decreased priority
- move, turn placement will be determined normally.
- ***Battle Damage Formula (BDF for short)***
- The formula used to calculate the amount of damage done by an attack that has a power.
- ***Chromatic***
- Collectively refers to Pokémon Red, Pokémon Blue, Pokémon Yellow, and Pokémon Stadium, the
- first generation of pokémon games featuring 151 pokémon and 165 moves.
- ***Current***
- What a property is at a referenced time, since it may have changed during the course of the
- battle.
- ***Disrupt***
- When the full execution of any move that takes more than one turn to fully execute is prevented
- because of a move, flinching, status ailment, etc.
- ***Draining move***
- A move that will do damage and increase the user's HP depending on the amount of damage done,
- such as Dream Eater or Leech Life.
- ***Evolution Level***
- The earliest level at which a pokémon can have evolved from its lower evolution. The evolution
- level of a pokémon that has no evolutions or is the lowest evolution in its chain is 1. The
- evolution level of a pokémon that evolves by using a stone is equal to the evolution level of
- its unevolved form, because it does not have to increase a level to evolve. It is possible to
- obtain some pokémon below their evolution levels, such as the Lv.4 Metapods that can be found
- in Viridian Forest.
- ***Extended Duration***
- Refers to any move that normally takes more than one turn to fully execute yet uses just 1 PP.
- Extended duration moves include all multi-turn moves, all partial trapping moves, Bide, Hyper
- Beam, Petal Dance, Rage, and Thrash.
- ***GSC***
- Short for Gold, Silver, and Crystal, which are nearly clones of each other; can be used as an
- abbreviation of sorts for Metallic.
- ***In-game***
- Pokémon Red, Blue, and Yellow each consist of two major parts: the RPG section, in which you
- complete a quest in the Kanto region, catch & train pokémon, and find items, and the link
- battle section, where you can link with a friend and battle each other with your team. In-game
- refers to things that exclusively occur in the RPG section of the games.
- ***Initial***
- What a property is before the battle began, since it may change during the course of the
- battle.
- ***Int***
- The integer portion of a number; written in the form int(N).
- ***Metallic***
- Collectively refers to Pokémon Gold, Pokémon Silver, Pokémon Crystal, and Pokémon Stadium 2,
- the second generation of pokémon games featuring 251 pokémon and 251 moves.
- ***Max***
- Out of two numbers, the larger one; written in the form max(A, B).
- ***Min***
- Out of two numbers, the smaller one; written in the form min(A, B).
- ***Mod***
- Short for modulo, a mathematical operation. To find the value of A mod B, reduce (or increase)
- A by increments of B until you end up with a nonnegative number less than B.
- ***Move streak***
- When a pokémon learns moves on levels that immediately follow each other, such as the Lv.13,
- Lv.14, Lv.15 move streak in Butterfree's Yellow level move list. Learning more than one move on
- the same level does not count towards a move streak.
- ***Multi-hit (move)***
- A move that performs more than one hit in one turn, though it uses just 1 PP. There are two
- types of multi-hit moves:
- Type 1: Hits twice per use, such as Bonemerang and Double Kick.
- Type 2: Hits 2-5 times per use, such as Barrage and Pin Missile, and has a 37.5% chance of
- performing 2 hits, a 37.5% chance of performing 3 hits, a 12.5% chance of
- performing 4 hits, and a 12.5% chance of performing 5 hits.
- ***Multi-turn (move)***
- A move that takes two turns to fully execute, though it uses just 1 PP. On the first turn of
- such a move, only a check to see if the pokémon can use the move will be performed, and on the
- following turn, the move will do damage, PP will be deducted from it, and (in a gameboy battle)
- it will then count as the last move used. Dig and Fly also render the user invulnerable to most
- attacks during the first turn of their use.
- ***One-hit KO (OHKO)***
- A move that will cause the opponent to faint if successful, regardless of other factors such as
- HP or defense.
- ***One-time Use***
- Refers to an item that is is consumed/disappears after being used, since some items can be
- used repeatedly without being consumed.
- ***Palette Color***
- The image of each pokémon in the game consists of two parts. One part is its overall shape. The
- other is the set of colors that are in the image, and those are what palette color(s) refer to.
- Each pokémon image has four palette colors, two of which are always black and white. There are
- some differences in the palette colors of Red/Blue as compared to Yellow as well as the
- metallic generation.
- ***Partial Trapping***
- A condition inflicted by a move (such as Clamp or Wrap) that lasts for 2-5 rounds during which
- a pokémon will be unable to attack (but still able to switch out) while its opponent does
- damage with one move chosen at the beginning of the duration. There is a 37.5% chance it will
- last for 2 turns, a 37.5% chance it will last for 3 turns, a 12.5% chance it will last for 4
- turns, and a 12.5% chance it will last for 5 turns.
- ***Pause***
- When the full execution of a multi-turn move is delayed (but not disrupted) because of a move,
- flinching, status ailment, etc.
- ***Pokédollars***
- For lack of a better word, the currency that is used in the Pokémon games. If that's too
- unnatural for you, you could call it yen (the standard currency of Japan) instead, since that
- is the currency used in the Japanese Pokémon games.
- ***Previous (level)***
- A move that a pokémon can't learn by level, but one of its lower evolutions can learn by level.
- Note that Surf Raichu is also considered a Previous move, due to the special circumstances
- under which it can learn it.
- ***Primary***
- Refers to a status ailment or stat modification that is guaranteed to happen if the move
- inflicting it does not miss. Paralysis from Glare and defense reduction from Screech are
- examples of a primary status ailment and stat modification.
- ***RBY***
- Short for Red, Blue, and Yellow, which are nearly clones of each other; can be used as an
- abbreviation of sorts for Chromatic.
- ***Recurrent (damage)***
- The fixed amount of damage inflicted by poison, a burn, and/or Leech seed at the end of each of
- the afflicted pokémon's turns. Unlike nearly every other way to inflict damage, recurrent
- damage can be greater than the pokémon's current HP.
- ***Reversed (damage)***
- Damage that can be inflicted only in response to being damaged (such as via Bide or Counter).
- ***Round***
- Two back-to-back turns (yours and your opponent's) and what was done during those turns. It can
- frequently but not always be interchanged with "turn."
- ***Secondary***
- Refers to a status ailment or stat modification that might happen if the move inflicting it
- does not miss. Paralysis from Body Slam and defense reduction from Acid are examples of a
- secondary status ailment and stat modification.
- ***STAB***
- Short for same-type attack bonus. If a pokémon uses a damaging move whose type matches one of
- the user's current types, that attack will do 50% more damage.
- ***Turn***
- The action that you, your pokémon, your opponent, or your opponent's pokémon just performed,
- such as attack, switch, or use an item. It can frequently but not always be interchanged with
- "round."
- I2. Additional Resources;
- Azure Heights, http://www.math.miami.edu/~jam/azure/ (or just http://www.azureheights.com/)
- Detailed research concerning the chromatic series.
- GameFAQS, http://www.gamefaqs.com/
- Houses lots of FAQs on lots of games.
- The P-Files, http://white-cat.virtualave.net/pfiles/
- White Cat's page, with his dexes and some other files.
- I3. Revision History;
- 2 Nov 2004 - first public release
- 7 Jan 2005 - expanded overall scope of this faq to include as much information as
- possible about the battling aspect of pokémon in RBY
- - created type effectiveness and stats sections
- - added detailed information on minimum move amounts
- - added definitions for In-game, Move Streak, and Partial Trapping
- - added new information about Disable and HP-restoring moves
- - split the move information section into subsections
- - moved the previous evolution move section to Moves section
- - moved the in-game and stadium differences lists to the Other Battle-Related
- Things section
- - made minor additions and corrections in entries for the status ailments
- Confusion and Sleep and the moves Fissure, Flamethrower, Focus Energy, Hyper
- Beam, Light Screen, Mist, Recover, Reflect, Toxic, and Transform
- - made rounding corrections in the extended BDF
- - corrected some minor typos and made other small changes
- 12 Mar 2005 - added an Order of Operations section and an Items subsection
- - added some more information to the Type Effectiveness section
- - added some information to and restructured the Battle Information section
- - added more information about defrosting/attack selecting, and PP roll over
- - added definitions for Extended Duration, One-time Use, and Palette Color
- - made some additions and corrections in entries for the status ailment Freeze
- and the moves Counter, Disable, Hyper Beam, Metronome, Mirror Move, Petal
- Dance, Rage, and Thrash
- - made some corrections regarding altered-priority moves, palette colors,
- switching, and type effectiveness messages
- - corrected a couple of minor typos and made other small changes
- I4. Contacting Me;
- You can contact me at GameFAQs (Nautilator), by sending email to nautilator@hotmail.com (though
- I don't check that email too often), or by other means.
- I5. Unanswered Questions;
- These are all the RBY questions that I haven't been able to find answers to, or am looking for
- confirmation. Any help answering them would be appreciated.
- 1. Does Blizzard ever have a 30% freeze rate, and if so, under what conditions?
- 2. What causes moves like Growl, Roar, and Teleport to fail in-game? (It looks like there is a
- 25% failure rate for such moves if the opponent is faster than the user, but I don't know
- all moves that this applies to or why.)
- 3. In the gameboy, Substitute does not prevent primary paralysis (like from Glare or Thunder
- Wave) yet prevents secondary paralysis (like from Body Slam or Lick). If things like
- secondary sleep, primary burn, and primary freeze existed, would Substitute block them?
- 4. If Counter does not manage to counter anything, does it actually miss, or just fail? Bide
- counts the last amount of damage done if a move that does not actually miss is used (like
- if something used Seismic Toss and then Counter, it'll count the turn for Counter as if
- Seismic Toss had been used), and it looks like such accumulation is only reset by moves
- that miss, not fail. If it actually misses, then why does it not reset Bide accumulation?
- If it just fails, then why does the game claim that it misses?
- 5. What are the color boundaries for the health meter? I got my answers by guess and test, and
- I think the red/orange boundary line is off by a point in a couple of places.
- 6. In Stadium, is the maximum amount of damage that Psywave can do less than 1.5 times the
- user's level, or less-than-or-equal-to 1.5 times the user's level?
- 7. If Counter counters a HP-restoring item (in-game of course), how much damage does it do? In
- at least one case (Super Potion), it does not seem like it does damage equal to the amount
- of HP restored.
- 8. Has anyone (else) done any formal testing on side effect rates in Stadium? After reading a
- number of old posts at Azure Heights that said they had increased, I did some testing and
- it apaprently is true, but I'd like some confirmation of the results. Also, since I am only
- able to use rental pokemon, I can't check the side effect rate of Constrict.
- 9. If you have a traded pokemon that won't obey you, what is the probability that it will
- disobey your orders, and what are the chances of each possible outcome happening?
- 10. What exactly is the probability of failure when trying to run away from a battle?
- 11. How do OHKOs deal damage?
- If you have more generic descriptions that account for the unusual behavior of certain moves
- (such as Bide, Counter, Haze, Horn Drill), I'd like to know about it. And of course, if I have
- any faulty or am missing any information, I'd like to know about that too.
- I6. Credits;
- ***Azure Heights*** (http://www.math.miami.edu/~jam/azure/contributors.htm)
- Because it provided a lot of general information and a nice starting point for making this
- document.
- ***Jolt0135***
- For some general gameboy information and confirmation of some of Metronome's behavior.
- ***MasamuneXGP***
- For doing a number of tests and result confirming, and for proofreading.
- ***Meowth346***
- For some help with the palette colors and determining the displayed type effectiveness
- messages.
- ***NickWiz1***
- Whose walkthrough FAQ (found at GameFAQs) was consulted for the effects of gym badges.
- ***Uiru***
- For some Rage testing.
- ***White Cat***
- Whose dexes (found at The P-Files) were handy in making the list of previous evolution moves.
- And less directly, pretty much everyone who posted various bits of (RBY) information and
- observations in the Azure Heights Research Lab from 2000-2004. This includes but is probably
- not limited to: Anthrax, Atma, cfalcon, incompetent, Jolt0135, KeroKato, magmar5, Meowth346,
- MewtwoSama, Mr. K, NeoSyrex, NickWiz1, PoKamek, Uiru, VaporeonsHaze, Volrath50, White Cat,
- Wintermute, and Yay Porygon.
- I couldn't have completed this document without your help. Thanks. (And if I forgot to mention
- you, feel free to let me know.)
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