Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Jun 24, 2015 10:11:13 GMT -7
This thread is for everything that has to do with in battle mechanics and how things work. Any and all information regarding Abilities, status ailments, in battle effects, stat changes, or anything else can be found in this thread.
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Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Jun 24, 2015 10:11:56 GMT -7
Type Effectiveness
This is the most recently updated type chart that gives the effects and disadvantages of all types.
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Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Jun 24, 2015 10:18:51 GMT -7
Stats
All of the above effects are negated when a battle ends or upon fainting. After the battle is over, everything rests to normal.
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Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Jun 24, 2015 10:21:11 GMT -7
Status Ailments
These are all the Status Ailments that we use in the guild. Most of them have a percentage rate of success.
Status ailments such as poison or burn do not include weakness/resistance. If a grass type is burned, it will only loose 10 HP per turn, not 20. If a water type is burned, it will loose 10 HP per turn, not 5. If your Pokemon is afflicted with a status ailment after the end of a battle, you must either take them to a Pokemon center or use a healing item on them to remove the affliction.
Sleep: Pokemon cannot move for 3 turns. You may roll a 10-sided di the last two turns to see if your Pokemon wakes up. First roll 2/10 chance, second roll 4/10 chance, then the Pokemon will wake up. If speed dictates, a Pokemon can attack the turn that it wakes up. The Pokemon's sleep counter does not reset upon being switched from battle.
Paralysis: Pokemon has a 1/4 chance of not being able to attack, and their speed is cut by four stages.
Poison: Pokemon loses 1/8th max HP per turn in battle until cured or the battle ends.
Badly Poisoned: -1/16th max HP, then increases every turn after (2/16, 3/16, 4/16, ect)
Burn: -1/16th Hp every turn to the afflicted Pokemon. Pokemon's physical attacks will do x.5 damage until cured
Infatuation: Roll a di{Any numbered} and Odd numbers mean successful attacks. Even numbers mean the Pokemon is infatuated and refuses to attack. Infatuation ends when the Pokemon that used the attack faints or is switched from battle, or the inflicted pokemon is removed from battle.
Frozen: Pokemon cannot attack until thawed. Generate 1-5 for each frozen turn to determine if the Pokemon thaws. 1/5 on the first turn, 2/5 on the second turn, 3/5 on the third turn, ect. If the Pokemon is hit with a damaging fire type attack, it will thaw out. If the frozen Pokemon attempts to use Flame Wheel, Sacred Fire, Flare Blitz, Fusion Flare, Scald, Steam Eruption, or Burn Up, it will thaw out then execute the attack immediately after. Pokemon with the Magma Armor or Comatose ability cannot be frozen.
Confusion: Confusion can last for 2-4 turns. Generate a number 1-3 to determine how many turns your Pokemon will be confused. Roll a di {any numbered} and Even numbers mean successful attacks. Odd numbers mean the Pokemon hurts itself. The Pokemon takes 40 damage if it hurts itself in confusion
Curse: User loses 50% of their total HP if a ghost type and the afflicted Pokemon loses 1/4 of their max HP per turn. Cannot be removed except by winning/losing the battle. Any other type looses three stages of speed when using this attack.
Flinching: Any attack that has a chance of causing the opponent to flinch has a chance of success. If that chance is successful, the opposing Pokemon flinches and is unable to attack for that turn. It may continue attacking the next turn.
Frostbite: Inflicts damage equal to 1/16 max HP every turn, and reduces special attack by one stage. If the hail condition is on the battlefield, moves that may inflict frostbite will have a +2 greater chance of doing so. Using Flame Wheel or Flare Blitz will cure the user of frostbite.
Drowsy: Pokemon has a 1/4 chanace of not being able to attack, Pokemon takes +20 extra damage from attacks that make physical contact
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Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Jun 24, 2015 10:22:08 GMT -7
Weather Effects Intense Sunlight - Adds x1.3 damage to fire type attacks (type effectiveness included) - Water type attacks do x.7 damage - Allows Solar Beam and solar blade to be used instantly - Growth raises attack and special attack by two stages - Prevents Pokemon from becoming frozen - Activates Chlorophyll, Dry Skin, Flower Gift, Forecast, Leaf Guard, Solar Power, and Protosynthesis - Guarantees Harvest will restore a berry - Moonlight, Synthesis, and Morning sun will recover 2/3 max HP - Lowers accuracy of Thunder and Hurricane to 5/10 - Prevents Pokemon from becoming frozen
Rain - Adds x1.3 damage to water type attacks (type effectiveness included) - Fire type attacks do x.7 damage - Solar Beam and solar blade deal half normal damage - Moonlight, Synthesis, and Morning Sun recover only 1/4 HP - Activates Dry Skin, Forecast, Hydration, Rain Dish, and Swift Swim
Sandstorm - Pokemon lose 1/16th HP each turn that are not Rock, Ground, or Steel type, or has the ability Sand Force, Sand Rush, Sand Veil, Magic Guard, or Overcoat, or is holding Safety Goggles - Activates Sand force and Sand Rush, and Sand Veil - Increases special defense of rock type Pokemon by x1.3 - Solar beam and solar blade deal half damage - Moonlight, Synthesis, and Morning Sun recover only 1/4 HP - Shore up restores 2/3 max HP
Hail - Pokemon lose 1/16 HP each turn that are not Ice type, or have the ability Ice Body, Snow Cloak, Magic Guard, Overcoat, or Slush Rush, or is holding Safety Goggles - Activates Forecast, Ice Body, Snow Cloak, and Slush Rush - Solar Beam and solar blade deal half normal damage - Moonlight, Synthesis, and Morning Sun recover only 1/4 HP
Snow - Created by Chilly Reception or Snowscape - Raises the physical defense of ice type Pokemon by x1.3Terrain Effects Electric Terrain - Boosts the power of electric type attacks by x1.5 damage (type effectiveness included) - Prevents Pokemon from being afflicted by Sleep or Yawn and cannot use Rest
Grassy Terrain - Boosts the power of grass type attacks by x1.5 damage (type effectiveness included) - All Pokemon on the field restore 1/16th max HP per turn of Terrain - Floral Healing will restore 2/3 max HP instead of 1/2 - Bulldoze, Earthquake, and Magnitude are halved against the affected targets
Misty Terrain - Halves the damage of all dragon type attacks - Prevents non-volatile status conditions and confusion - Misty Explosion gains x1.5 damage
Psychic Terrain - Boosts the power of psychic type attacks by x1.5 damage (type effectiveness included) - Priority moves cannot be used, including those boosted by prankster, Gale Wings, or Triage) - Expanding force gains x1.3 damageDynamaxing in Gym Stadiums {Info for Galar Region Dynamax and Gigantamax (Click)}Dynamaxing is a phenomenon that has been noted to take place in the gym stadiums in the Galar Region due to an abundance of energy from Power Spots. A gym challenger and gym leader will each have the capability to have one of their Pokemon Dynamax in the course of a battle. - Dyanamxing will last for a maximum of three turns per battle, and can only be achieved during a battle with a gym leader
- Dynamaxing does not change the speed or level of a Pokemon in this form
- When a Pokemon is Dynamaxed, all of their attacks turn into a Max Move based on the type of each attack. All status category attacks will become Max Guard
- Max moves will do the base damage of the original attack +50 damage with type effectiveness. The category of the attack, special or physical, is dependent on the original attack
- When a Pokemon is Gigantamaxed, they will receive a specific G-Max move
- A G-Max move will do x2 the base damage of the original attack
- Every Pokemon starts at a Dynamax Level of 0. When a Pokemon is Dynamaxed, at level 0 they will gain +30 HP to their base HP. For every Dynamax Candy that a Pokemon consumes, up to Level 10, they will receive +30 HP for each level, so at Dynamax Lv. 10 the HP will be +330
- When a Pokemon that is Dynamaxed reverts back from their Dynamax form after three turns, their max HP will return to their regular HP, and their remaining HP will scale down as well. For example, if a Lv. 51 Pokemon at 400 HP goes into Dynamax, they gain +30 HP, for a total of 430. If they are at 330/430 after three turns and lose their Dynamax, they also lose the extra HP, so they will have 300/400 HP.
- When a Pokemon that is Dynamaxed or Gigantamaxed reverts back to their normal form, they will also lose their Max and G-Max moves
- Choice Band, Choice Scarf, Choice Specs, Gorilla Tactics, RKS System, and Sheer Force all lose their effects during Dynamax
- A Mega Evolved Pokemon cannot Dynamax
- A Dynamaxed or Gigantamaxed Pokemon cannot use a Z move
Each gym leader in Galar, save for Marnie in Spikemuth, has a specific Dynamax level for their Pokemon: Milo- Lv. 1 Nessa- Lv. 2 Kabu- Lv. 3 Allister- Lv. 5 Bede- Lv. 6 Gordie- Lv. 7 Raihan- Lv. 10 {All of the following is ineffective against a Dynamaxed or Gigantamaxed Pokemon: (Click)}- Flinching (Fake Out will still do damage, but will not cause flinching) - Moves that are determined by weight - Moves that remove or are affected by berries - One hit knock out moves - Destiny Bond - Moves or abilities that replace the target's ability with the user's ability (Attacks like Worry Seed will still work) - Moves that will switch the target out of battle (Dragon Tail and other similar attacks will still do their damage) - Disable and Cursed Body - Encore - Instruct - If a Pokemon attempts to copy a Max Move or G-Max move, it will instead copy the original base attack {List of Max Moves (Click)}Max Airstream (Flying)- inflicts damage and raises the user's and ally's Speed by one stage. Max Darkness (Dark)- inflicts damage and lowers all opposing target's Special Defense by one stage. Max Flare (Fire)- inflicts damage and creates harsh sunlight for 5 turns Max Flutterby (Bug) - This lowers all target's Special Attack one stage Max Geyser (Water)- inflicts damage and creates rain for 5 turns Max Guard (Normal)- Max Guard protects the user from moves for the rest of the turn regardless of opponent's attack Max Hailstorm (Ice)- inflicts damage and creates hail for 5 turns Max Knuckle (Fighting)- inflicts damage and increases the Attack of the user and its allies by one stage. Max Lightning (Electric)- inflicts damage and causes the battlefield to become Electric Terrain for 5 turns Max Mindstorm (Psychic)- inflicts damage and causes the battlefield to become Psychic Terrain for 5 turns Max Ooze (Poison)- inflicts damage of original attack and raises the user's and ally's special attacks by one stage. Max Overgrowth (Grass)- inflicts damage and causes the battlefield to become Grassy Terrain for 5 turns Max Phantasm (Ghost)- inflicts damage and lowers all opposing target's Defense by one stage. Max Quake (Ground)- inflicts damage and increases the Special Defense of the user and its allies by one stage. Max Rockfall (Rock)- inflicts damage and creates a sandstorm for 5 turns Max Starfall (Fairy)- inflicts damage and causes the battlefield to become Misty Terrain for 5 turns Max Steelspike (Steel)- inflicts damage and increases the Defense of the user and its allies by one stage. Max Strike (Normal)- inflicts damage and lowers all opposing target's Speed by one stage. Max Wyrmwind (Dragon)- inflicts damage and lowers all opposing target's Attack by one stage. {List of G-Max Moves (Click)}- Alcremie: All damaging fairy type attacks will become G-Max Finale, and will restore 1/6th max HP to itself and all allies (including boosted dynamax HP) - Appletun: All damaging grass type attacks will become G-Max Sweetness, and will heal the status conditions of itself and all its allies - Blastoise: All damaging water type attacks will become G-Max Cannonade, and for four turns after, will continue to deal 25 damage to all non water type opponents on the field - Butterfree: All damaging bug type attacks will become G-Max Befuddle, and will inflict poison, paralysis, or sleep to all opponents. Roll a 3 sided dice to determine which effect will take place - Centiscorch: All damaging fire type attacks will become G-Max Centiferno, and binds the opponent in Fire Spin for four turns - Charizard: All damaging fire type attacks will become G-Max Wildfire, and will inflict damage on non-fire-type opponents by 1/8th of their max HP for four turns - Cinderace: All damaging fire type attacks will become G-Max Fireball, and will ignore the target's ability and inflict 160 damage no matter the base attack that is being used - Coalossal: All damaging rock type attacks will become G-Max Vocalith, and will inflict damage on non rock type opponents by 1/8th of their max HP for four turns - Copperajah: All damaging steel type attacks will become G-Max Steelsurge, and will create a steel type damage entry hazard that does 30 steel type damage to entering opponents, and is affected by type effectiveness - Corviknight: All damaging flying type attacks will become G-Max Windrage, and will remove any screens and entry hazards that were made by the target, and nullify any terrains that are in affect - Drednaw: All damaging water type attacks will become G-Max Stonesurge, and creates Stealth Rock on the opponents side of the field - Duraludon: All damaging dragon type attacks will become G-Max Depletion, and will not allow the target to use the same move twice in a row - Eevee: All damaging normal type attacks will become G-Max Cuddle, and will cause infatuation to all opponents of the opposite gender - Flapple: All damaging grass type attacks will become G-Max Tartness, and will reduce the target's evasion by three stages - Garbodor: All damaging poison type attacks will become G-Max Malodor, and will inflict poison on all opponents on the field - Gengar: All damaging ghost type attacks will become G-Max Terror, and will prevent the target from switching out of battle or fleeing battle - Grimmsnarl: All damaging dark type attacks will become G-Max Snooze, and has a 5/10 chance of making the target drowsy, in which the target will fall asleep the next turn - Hatterene: All damaging fairy type attacks will become G-Max Smite, and will confuse all opponents on the field - Inteleon: All damaging water type attacks will become G-Max Hydrosnipe, and will ignore the target's ability and inflict 160 damage no matter the base attack that is being used - Kingler: All damaging water type attacks will become G-Max Foam Burst, and will reduce the speed of all opponents on the field by two stages - Lapras: All damaging ice type attacks will become G-Max Resonance, and will activate Aurora Veil without the necessity for hail for five turns - Machamp: All damaging fighting type attacks will become G-Max Chi Strike, and will raise the user's and allie's attack and special attack by two stages - Melmetal: All damaging steel type attacks will become G-Max Meltdown, and will prevent the target and it's allies from using the same move twice in a row - Meowth: All damaging normal type attacks will become G-Max Gold Rush, and will confuse the opponent - Orbeetle: All damaging psychic type attacks will become G-Max Gravitas, and will cause all Pokemon on the field to become grounded - Pikachu: All damaging electric type attacks will become G-Max Volt Crash, and will paralyze all opponents on the field - Rillaboom: All damaging grass type attacks will become G-Max Drum Solo, and will ignore the target's ability and inflict 160 damage no matter the base attack that is being used - Sandaconda: All damaging ground type attacks will become G-Max Sandblast, and binds the opponent in Sand Tomb for four turns - Snorlax: All damaging normal type attacks will become G-Max Replenish, and has a 50% chance to restore any berries consumed by the user or its allies - Toxitricity: All damaging electric type attacks will become G-Max Stun Shock, and will either poison or paralyze all opponents on the field. Roll any dice, even numbers determine poison, odd numbers determine paralysis - Venusaur: All damaging grass type attacks will become G-Max Vine Lash, and for four turns after, will continue to deal 25 damage to all non grass type opponents on the field
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Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Jun 24, 2015 10:23:28 GMT -7
Abilities
A note on abilities: You have the choice on what ability your Pokemon will have upon it's capture, and you are able to choose from any of it's available abilities, hidden, and dream world included.
*Any ability that says (type effectiveness included/not included): If type effectiveness is included, that means that that extra damage can be multiplied when used against a type it's effective against, likewise it can also be halved for types it's not effective against. If the type effectiveness is not included, that extra damage cannot be halved or multiplied.
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