Post by Elemental Paradisity on Jan 1, 2023 17:41:59 GMT -7
Hello Trainers! Generation 9 and the Paldea Region are still works in progress and pending construction, but to get a kick start on things we have new additions, system updates, and other info as we start getting into the newest page of the Pokemon world! All of the information can be found here, and more to come as we continue building around Generation 9!
New Evolutions
New Items
New Attacks
New Abilities
New TMs
Ability Updates
Attack Updates
Speed/Attack/Special Attack/Defense/Special Defense/Accuracy/Evasion Update
Items Updates
New Evolutions
Pawmo -> Pawmot: Pawmo will evolve into Pawmot once it has spent minimum of 50 RP posts as one of six active party Pokemon
Tandemaus -> Maushold: Tandemaus will evolve at Lv. 25, and you will be able to choose whether it evolves into a Family of Three or a Family of Four
Charcadet -> Armorouge: Charcadet will evolve into Armorouge when given the Auspicious Armor item. The Armor is consumed after use
Charcadet -> Ceruledge: Charcadet will evolve into Ceruledge when given the Malicious Armor item. The Armor is consumed after use
Tadbulb -> Bellibolt: Tadbulb will evolve into Bellibolt when given a Thunder Stone
Bramblin -> Brambleghast: Bramblin will evolve into Brambleghast once it has spent minimum of 50 RP posts as one of six active party Pokemon
Capsakid -> Scovillain: Capsakid will evolve into Scovillain when given a Fire Stone
Rellor -> Rabsca: Rellor will evolve into Rabsca once it has spent minimum of 50 RP posts as one of six active party Pokemon
Finizen -> Palafin: Finizen will evolve into Palafin by leveling up in the company of an RP partner
Cetoddle -> Cetitan: Cetoddle will evolve into Cetitan when given an Ice Stone
Primeape -> Annihilape: Primeape will evolve into Annihilape when it has successfully executed Rage Fist 20 times in battle
Dunsparce -> Dudunsparce: Dunsparce will evolve into Dudunsparce when leveled up while knowing the attack Hyper Drill, and you will be able to choose whether it evolves into a Two Segment or Three Segment Dudunsparce
Bisharp -> Kingambit: Bisharp will evolve into Kingambit when holding the Leader's Crest and having successfully fainted 3 gym leader Pokemon
Gimmighoul -> Gholdengo: Gimmighoul will evolve into Gholdengo once it has earned 999 exp. Must keep a separate counter for total exp earned like FP. Evolution events or items will not affect the evolution of Gimmighoul
Tandemaus -> Maushold: Tandemaus will evolve at Lv. 25, and you will be able to choose whether it evolves into a Family of Three or a Family of Four
Charcadet -> Armorouge: Charcadet will evolve into Armorouge when given the Auspicious Armor item. The Armor is consumed after use
Charcadet -> Ceruledge: Charcadet will evolve into Ceruledge when given the Malicious Armor item. The Armor is consumed after use
Tadbulb -> Bellibolt: Tadbulb will evolve into Bellibolt when given a Thunder Stone
Bramblin -> Brambleghast: Bramblin will evolve into Brambleghast once it has spent minimum of 50 RP posts as one of six active party Pokemon
Capsakid -> Scovillain: Capsakid will evolve into Scovillain when given a Fire Stone
Rellor -> Rabsca: Rellor will evolve into Rabsca once it has spent minimum of 50 RP posts as one of six active party Pokemon
Finizen -> Palafin: Finizen will evolve into Palafin by leveling up in the company of an RP partner
Cetoddle -> Cetitan: Cetoddle will evolve into Cetitan when given an Ice Stone
Primeape -> Annihilape: Primeape will evolve into Annihilape when it has successfully executed Rage Fist 20 times in battle
Dunsparce -> Dudunsparce: Dunsparce will evolve into Dudunsparce when leveled up while knowing the attack Hyper Drill, and you will be able to choose whether it evolves into a Two Segment or Three Segment Dudunsparce
Bisharp -> Kingambit: Bisharp will evolve into Kingambit when holding the Leader's Crest and having successfully fainted 3 gym leader Pokemon
Gimmighoul -> Gholdengo: Gimmighoul will evolve into Gholdengo once it has earned 999 exp. Must keep a separate counter for total exp earned like FP. Evolution events or items will not affect the evolution of Gimmighoul
New Items
Evolution Items. 30 Posts anywhere until further notice
Malicious Armor- Evolves Charcadet -> Ceruledge
Auspicious Armor- Evolves Charcadet -> Amorouge
Leader’s Crest- Evolves Bisharp -> Kingambit
Hold Items. 40 Posts each
Ability Shield- Protects the holder from having it's ability changed by opponent's attacks or abilities
Booster Energy- To be held by those with the ability Quark Drive or Protosynthesis. If harsh sunlight or electric terrain are not in effect, Booster Energy will activate these abilities
Clear Amulet- Protects the holder from having its stats lowered by moves used against it or by other Pokemon's abilities. This Pokemon can still lower its own stats
Covert Cloak- Protects the holder from the additional effects of moves used against it
Loaded Dice- Adds +1 hit to multi-hit attacks
Mirror Herb- Allows the holder to mirror an opponent's stat increases to boost its own stats the first time these changes take place
Punching Glove- Boosts the power of punching moves by x1.2 raw damage, and prevents contact with the target
Malicious Armor- Evolves Charcadet -> Ceruledge
Auspicious Armor- Evolves Charcadet -> Amorouge
Leader’s Crest- Evolves Bisharp -> Kingambit
Hold Items. 40 Posts each
Ability Shield- Protects the holder from having it's ability changed by opponent's attacks or abilities
Booster Energy- To be held by those with the ability Quark Drive or Protosynthesis. If harsh sunlight or electric terrain are not in effect, Booster Energy will activate these abilities
Clear Amulet- Protects the holder from having its stats lowered by moves used against it or by other Pokemon's abilities. This Pokemon can still lower its own stats
Covert Cloak- Protects the holder from the additional effects of moves used against it
Loaded Dice- Adds +1 hit to multi-hit attacks
Mirror Herb- Allows the holder to mirror an opponent's stat increases to boost its own stats the first time these changes take place
Punching Glove- Boosts the power of punching moves by x1.2 raw damage, and prevents contact with the target
New Attacks
Glaive Rush- 120 | Any attack targeted at this Pokemon will not miss and will deal double damage the next turn
Order Up- 80 | If the user has a Tatsugiri in its mouth via Commander, it will gain a stat boost. Curly= Attack 1 stage, Droopy= Defense 1 stage, Stretchy= Speed 1 stage
Salt Cure- 40 | Inflicts 1/8th max HP damage to target per turn. If target is steel or water type, HP per turn is 1/4th max HP. The effect is removed if the target is switched out
Last Respects- 50 | +25 damage for every fainted party Pokemon
Rage Fist- 50 | +25 damage for every hit by direct damage the user takes, up to 6
Gigaton Hammer- 150 | Cannot be used twice in a row
Make It Rain- 120 | Lowers the user's special attack by one stage. This attacks all opponents
Chilly Reception- Creates snow on the battlefield for five turns, then switches the user out
Ice Spinner- 80 | Removes terrain present on the battlefield. This attack makes physical contact
Snowscape- Causes a snow storm for five turns
Mortal Spin- 30 | This attack makes physical contact and hits all opponents. Removes binding effects, leech seed and entry hazards, and inflicts poison
Pounce- 50 | Lowers target's speed by one stage each hit. This attack makes physical contact
Silk Trap- Protects the user from one damaging attack for one turn | Successful use, 9/10 chance, 5/10 chance, 1/10 chance
Double Shock- 120 | User loses its electric typing and becomes typeless, this attack can only be used by an electric type. This attack makes physical contact
Electro Drift- 100 | If this attack will do super effective damage, it will gain x1.3 power
Aqua Cutter- 70 | 2/10 chance to do double damage
Aqua Step- 80 | Raies the user's speed one stage each hit. This attack makes physical contact
Chilling Water- 50 | Lowers target's attack by one stage each hit
Jet Punch- 60 | Always hits first
Triple Dive- 30 | Hits 3 times. This attack makes physical contact
Armor Cannon- 120 | Lowers the user's defense and special defense by one stage
Bitter Blade- 90 | Restores user's HP by half damage dealt
Torch Song- 80 | Raises the user's special attack by one stage each hit
Comeuppance- Returns damage received in last turn x1.5| This attack deals neutral damage
Kowtow Cleave- 85 | Will not miss due to accuracy/evasion
Ruination- Deals damage equal to 50% of the target's HP
Flower Trick- 70 | 5/10 chance to do x2 raw damage
Spicy Extract- Raises the target's attack by two stages and lowers the target's defense by two stages
Trailblaze- 50 | Raises the user's speed by one stage each hit
Axe Kick- 120 | 3/10 chance to cause confusion. This attack has a 7/10 chance of being successful, if it misses, the user takes 1/2 max HP in damage. This attack makes physical contact
Collision Course- 100 | If this attack will do super effective damage, it will gain x1.3 power. This attack makes physical contact
Lumina Crash- 80 | Lowers the target's special defense by one stage each hit
Twin Beam- 40 | Hits twice
Doodle- Changes the user's ability and any ally's ability to that of the target
Fillet Away- Cuts the user's HP by 1/2 and raies the user's attack, special attack, and speed by two stages
Hyper Drill- 100 | Never misses
Population Bomb- 20 | Attacks up to 10 times. Roll 1-9 to determine amount of hits
Raging Bull- 90 | Removes Light Screen, Reflect, and Aurora Veil. This attack becomes Fighting type if used by Paldean Tauros, Fire if used by Blaze Breed, or Water if used by Aqua Breed
Revival Blessing- Revives a fainted party Pokemon with half HP
Shed Tail- User loses 1/4th max HP and creates a Decoy with the same amount of HP, then switches out of battle
Tidy Up- Raises the user's attack and speed by one stage and clears entry hazards and substitutes
Order Up- 80 | If the user has a Tatsugiri in its mouth via Commander, it will gain a stat boost. Curly= Attack 1 stage, Droopy= Defense 1 stage, Stretchy= Speed 1 stage
Salt Cure- 40 | Inflicts 1/8th max HP damage to target per turn. If target is steel or water type, HP per turn is 1/4th max HP. The effect is removed if the target is switched out
Last Respects- 50 | +25 damage for every fainted party Pokemon
Rage Fist- 50 | +25 damage for every hit by direct damage the user takes, up to 6
Gigaton Hammer- 150 | Cannot be used twice in a row
Make It Rain- 120 | Lowers the user's special attack by one stage. This attacks all opponents
Chilly Reception- Creates snow on the battlefield for five turns, then switches the user out
Ice Spinner- 80 | Removes terrain present on the battlefield. This attack makes physical contact
Snowscape- Causes a snow storm for five turns
Mortal Spin- 30 | This attack makes physical contact and hits all opponents. Removes binding effects, leech seed and entry hazards, and inflicts poison
Pounce- 50 | Lowers target's speed by one stage each hit. This attack makes physical contact
Silk Trap- Protects the user from one damaging attack for one turn | Successful use, 9/10 chance, 5/10 chance, 1/10 chance
Double Shock- 120 | User loses its electric typing and becomes typeless, this attack can only be used by an electric type. This attack makes physical contact
Electro Drift- 100 | If this attack will do super effective damage, it will gain x1.3 power
Aqua Cutter- 70 | 2/10 chance to do double damage
Aqua Step- 80 | Raies the user's speed one stage each hit. This attack makes physical contact
Chilling Water- 50 | Lowers target's attack by one stage each hit
Jet Punch- 60 | Always hits first
Triple Dive- 30 | Hits 3 times. This attack makes physical contact
Armor Cannon- 120 | Lowers the user's defense and special defense by one stage
Bitter Blade- 90 | Restores user's HP by half damage dealt
Torch Song- 80 | Raises the user's special attack by one stage each hit
Comeuppance- Returns damage received in last turn x1.5| This attack deals neutral damage
Kowtow Cleave- 85 | Will not miss due to accuracy/evasion
Ruination- Deals damage equal to 50% of the target's HP
Flower Trick- 70 | 5/10 chance to do x2 raw damage
Spicy Extract- Raises the target's attack by two stages and lowers the target's defense by two stages
Trailblaze- 50 | Raises the user's speed by one stage each hit
Axe Kick- 120 | 3/10 chance to cause confusion. This attack has a 7/10 chance of being successful, if it misses, the user takes 1/2 max HP in damage. This attack makes physical contact
Collision Course- 100 | If this attack will do super effective damage, it will gain x1.3 power. This attack makes physical contact
Lumina Crash- 80 | Lowers the target's special defense by one stage each hit
Twin Beam- 40 | Hits twice
Doodle- Changes the user's ability and any ally's ability to that of the target
Fillet Away- Cuts the user's HP by 1/2 and raies the user's attack, special attack, and speed by two stages
Hyper Drill- 100 | Never misses
Population Bomb- 20 | Attacks up to 10 times. Roll 1-9 to determine amount of hits
Raging Bull- 90 | Removes Light Screen, Reflect, and Aurora Veil. This attack becomes Fighting type if used by Paldean Tauros, Fire if used by Blaze Breed, or Water if used by Aqua Breed
Revival Blessing- Revives a fainted party Pokemon with half HP
Shed Tail- User loses 1/4th max HP and creates a Decoy with the same amount of HP, then switches out of battle
Tidy Up- Raises the user's attack and speed by one stage and clears entry hazards and substitutes
New Abilities
Anger Shell: When the Pokemon's HP falls to 50% of its max or lower for the first time in battle, it's Attack, Special attack, and Speed are raised by one stage each. It's Defense and Special defense are lowered by one stage each
Armor Tail: If an opponent uses a priority move, including moves boosted by Prankster and Gale Wings, that targets the user, Armor tail prevents the execution of that move. Moves that target all Pokemon or moves that target all foes cannot be blocked, and has no effect on allie's priority moves. Mold Breaker, Turboblaze, and Teravolt ignore this ability
Beads of Ruin: Decreases the special defense stat of all Pokemon on the field other than the Pokemon with this ability by two stages
Commander: While Tatsugiri is inside Dondozo's mouth, Dondozo will be unable to switch out but will have its attack, defense, special attack, special defense, and speed raised by two stages each. Tatsugiri will not be able to attack, and attacks will not be able to hit Tatsugiri. When Dondozo faints, Tatsugiri returns to its normal position in battle. Commander cannot be affected by Role Play, Skill Swap or Entrainment, and cannot be copied by Trace, Power of Alchemy or Receiver. Commander cannot be replaced by Mummy or Lingering aroma, or traded with Wandering Spirit
Costar: When a Pokemon with Costar enters the battle, it copies an ally's stat changes for itself in double battles
Cud Chew: If a Pokemon with Cud Chew eats a berry, it will eat it one more time at the end of the next turn
Earth Eater: When this Pokemon is it by a Ground type attack, it's HP is restored by 1/4 its max HP and the move will have no effect on this Pokemon
Electromorphosis: When a Pokemon with this ability is hit by a damaging attack, it becomes charged, boosting the power of the next electric type attack it uses. This Pokemon will not lose this charge if the next attack it uses is not an electric type attack, but it will lose charge if the next electric type attack that it does lose fails. The next electric type attack will do x2 raw damage with type effectiveness included, and this Pokemon's special defense is raised by one stage
Good as Gold: Pokemon with this ability are unaffected by other Pokemon's status moves. Memento will fail and the user does not faint, Curse will fail and not reduce HP of Ghost types. This ability also blocks beneficial status moves from allies
Guard Dog: This ability prevents other Pokemon from forcing this Pokemon to switch out or flee from battle with a move or item. This ability does not prevent this Pokemon from being switched out by its trainer or using its own attacks to switch out or flee such as Baton Pass. Additionally, this ability will raise this Pokemon's attack by one stage if faced with the Intimidate ability
Hadron Engine: Creates Electric Terrain on the battlefield as soon as this Pokemon enters the battle for five turns and can be extended with the Terrain Extender. Hadron Engine boosts the Pokemon's special attacks by x1.3 damage on Electric Terrain
Lingering Aroma: When this Pokemon is hit by a move that makes physical contact, the attacking Pokemon's ability will be changed to Lingering Aroma. If a Pokemon affected by Lingering Aroma is switched out of battle, it will regain its original ability. If a Pokemon with Rock Head uses a recoil contact attack, it will gain Lingering Aroma first then receive Recoil Damage. Multitype, Zen Mode, Stance Change, Shields Down, Schooling, Disguise, Power Construct, Comatose, RKS System, Zero to Hero, Commander, and Mummy are all unaffected by Lingering Aroma
Mycelium Might: When this Pokemon uses a status move, it always moves last in turn order and the effect of the status move is not ignored by abilities like Magic Bounce. Example; If this Pokemon uses Screech, it will move last in turn order but will affect an opponent with Big Pecks or Clear Body
Opportunist: When an opposing Pokemon raises its stats, the Pokemon with this ability will also raise the same stats by the same number of stages
Orichalcum Pulse: This ability summons harsh sunlight in battle as soon as this Pokemon enters the battle. It's effects are the same as Sunny Day lasting for five turns and can be extended using the Heat Rock. This ability also boosts this Pokemon's physical attacks by x1.3 raw damage in harsh sunlight
Protosynthesis: When this Pokemon is in harsh sunlight or is holding the Booster Energy, it's highest stat is increased by x1.3. Great Tusk- Attack, Scream Tail- Special Defense, Brute Bonnet- Attack, Flutter Mane- Special Attack, Slither Wing- Attack, Sandy Shocks- Special Attack, Roaring Moon- Attack
Purifying Salt: This ability grants this Pokemon immunity to all status conditions and halves the damage taken from Ghost Type Attacks
Quark Drive: When this Pokemon is on the field and Electric Terrain is active or is holding the Booster Energy, it's highest stat is increased by x1.3. Iron Treads- Defense, Iron Bundle- Special Attack, Iron Hands- Attack, Iron Jugulis- Special Attack, Iron Moth- Special Attack, Iron Thorns- Special Attack, Iron Valiant- Choose Attack or Special Attack
Rocky Payload: Boosts the power of the user's rock type attacks by x1.5 (type effectiveness included)
Seed Sower: Summons grassy terrain in battle for five turns when this Pokemon is hit by a damaging move
Sharpness: Boosts the damage of slicing moves by x1.5 raw damage (type effectiveness not included)
Supreme Overlord: This pokemon receives x.1 damage to their attacks for each fainted ally in their active party
Sword of Ruin: Decreases the defense of all Pokemon on the field other than this Pokemon by x1.25
Tablets of Ruin: Decreases the attack of all Pokemon on the field other than this Pokemon by x1.25
Thermal Exchange: When this Pokemon is hit by a damaging fire type attack, it's attack is increased by one stage and this Pokemon cannot be burned
Toxic Debris: When this Pokemon is hit by a physical attack, Toxic Spikes are set out on the opposing side of the field. No more than two layers of Toxic spikes can be sent out per battle
Vessel of Ruin: Decreases the special attack of all Pokemon on the field other than this Pokemon by x1.25
Well-Baked Body: When this Pokemon is hit by a damaging fire type attack, its Defense is increased by two stages
Wind Power: When this Pokemon is hit by a wind move, it becomes charged, boosting the power of the next Electric type attack it uses. This Pokemon will not lose this charge if the next attack it uses is not an electric type attack, but it will lose charge if the next electric type attack that it does lose fails. The next electric type attack will do x2 raw damage with type effectiveness included, and this Pokemon's special defense is raised by one stage
Wind Rider: When this Pokemon is hit by a wind move or when Tailwind takes effect, it's attack is increased by one stage and the move will have no effect on this Pokemon
Zero to Hero: After switching out of battle for the first time in using Tail Flip, Palafin switches to Hero Form until the end of battle. Hero Form will raise Palafin's attack stat the maximum six stages
Armor Tail: If an opponent uses a priority move, including moves boosted by Prankster and Gale Wings, that targets the user, Armor tail prevents the execution of that move. Moves that target all Pokemon or moves that target all foes cannot be blocked, and has no effect on allie's priority moves. Mold Breaker, Turboblaze, and Teravolt ignore this ability
Beads of Ruin: Decreases the special defense stat of all Pokemon on the field other than the Pokemon with this ability by two stages
Commander: While Tatsugiri is inside Dondozo's mouth, Dondozo will be unable to switch out but will have its attack, defense, special attack, special defense, and speed raised by two stages each. Tatsugiri will not be able to attack, and attacks will not be able to hit Tatsugiri. When Dondozo faints, Tatsugiri returns to its normal position in battle. Commander cannot be affected by Role Play, Skill Swap or Entrainment, and cannot be copied by Trace, Power of Alchemy or Receiver. Commander cannot be replaced by Mummy or Lingering aroma, or traded with Wandering Spirit
Costar: When a Pokemon with Costar enters the battle, it copies an ally's stat changes for itself in double battles
Cud Chew: If a Pokemon with Cud Chew eats a berry, it will eat it one more time at the end of the next turn
Earth Eater: When this Pokemon is it by a Ground type attack, it's HP is restored by 1/4 its max HP and the move will have no effect on this Pokemon
Electromorphosis: When a Pokemon with this ability is hit by a damaging attack, it becomes charged, boosting the power of the next electric type attack it uses. This Pokemon will not lose this charge if the next attack it uses is not an electric type attack, but it will lose charge if the next electric type attack that it does lose fails. The next electric type attack will do x2 raw damage with type effectiveness included, and this Pokemon's special defense is raised by one stage
Good as Gold: Pokemon with this ability are unaffected by other Pokemon's status moves. Memento will fail and the user does not faint, Curse will fail and not reduce HP of Ghost types. This ability also blocks beneficial status moves from allies
Guard Dog: This ability prevents other Pokemon from forcing this Pokemon to switch out or flee from battle with a move or item. This ability does not prevent this Pokemon from being switched out by its trainer or using its own attacks to switch out or flee such as Baton Pass. Additionally, this ability will raise this Pokemon's attack by one stage if faced with the Intimidate ability
Hadron Engine: Creates Electric Terrain on the battlefield as soon as this Pokemon enters the battle for five turns and can be extended with the Terrain Extender. Hadron Engine boosts the Pokemon's special attacks by x1.3 damage on Electric Terrain
Lingering Aroma: When this Pokemon is hit by a move that makes physical contact, the attacking Pokemon's ability will be changed to Lingering Aroma. If a Pokemon affected by Lingering Aroma is switched out of battle, it will regain its original ability. If a Pokemon with Rock Head uses a recoil contact attack, it will gain Lingering Aroma first then receive Recoil Damage. Multitype, Zen Mode, Stance Change, Shields Down, Schooling, Disguise, Power Construct, Comatose, RKS System, Zero to Hero, Commander, and Mummy are all unaffected by Lingering Aroma
Mycelium Might: When this Pokemon uses a status move, it always moves last in turn order and the effect of the status move is not ignored by abilities like Magic Bounce. Example; If this Pokemon uses Screech, it will move last in turn order but will affect an opponent with Big Pecks or Clear Body
Opportunist: When an opposing Pokemon raises its stats, the Pokemon with this ability will also raise the same stats by the same number of stages
Orichalcum Pulse: This ability summons harsh sunlight in battle as soon as this Pokemon enters the battle. It's effects are the same as Sunny Day lasting for five turns and can be extended using the Heat Rock. This ability also boosts this Pokemon's physical attacks by x1.3 raw damage in harsh sunlight
Protosynthesis: When this Pokemon is in harsh sunlight or is holding the Booster Energy, it's highest stat is increased by x1.3. Great Tusk- Attack, Scream Tail- Special Defense, Brute Bonnet- Attack, Flutter Mane- Special Attack, Slither Wing- Attack, Sandy Shocks- Special Attack, Roaring Moon- Attack
Purifying Salt: This ability grants this Pokemon immunity to all status conditions and halves the damage taken from Ghost Type Attacks
Quark Drive: When this Pokemon is on the field and Electric Terrain is active or is holding the Booster Energy, it's highest stat is increased by x1.3. Iron Treads- Defense, Iron Bundle- Special Attack, Iron Hands- Attack, Iron Jugulis- Special Attack, Iron Moth- Special Attack, Iron Thorns- Special Attack, Iron Valiant- Choose Attack or Special Attack
Rocky Payload: Boosts the power of the user's rock type attacks by x1.5 (type effectiveness included)
Seed Sower: Summons grassy terrain in battle for five turns when this Pokemon is hit by a damaging move
Sharpness: Boosts the damage of slicing moves by x1.5 raw damage (type effectiveness not included)
Supreme Overlord: This pokemon receives x.1 damage to their attacks for each fainted ally in their active party
Sword of Ruin: Decreases the defense of all Pokemon on the field other than this Pokemon by x1.25
Tablets of Ruin: Decreases the attack of all Pokemon on the field other than this Pokemon by x1.25
Thermal Exchange: When this Pokemon is hit by a damaging fire type attack, it's attack is increased by one stage and this Pokemon cannot be burned
Toxic Debris: When this Pokemon is hit by a physical attack, Toxic Spikes are set out on the opposing side of the field. No more than two layers of Toxic spikes can be sent out per battle
Vessel of Ruin: Decreases the special attack of all Pokemon on the field other than this Pokemon by x1.25
Well-Baked Body: When this Pokemon is hit by a damaging fire type attack, its Defense is increased by two stages
Wind Power: When this Pokemon is hit by a wind move, it becomes charged, boosting the power of the next Electric type attack it uses. This Pokemon will not lose this charge if the next attack it uses is not an electric type attack, but it will lose charge if the next electric type attack that it does lose fails. The next electric type attack will do x2 raw damage with type effectiveness included, and this Pokemon's special defense is raised by one stage
Wind Rider: When this Pokemon is hit by a wind move or when Tailwind takes effect, it's attack is increased by one stage and the move will have no effect on this Pokemon
Zero to Hero: After switching out of battle for the first time in using Tail Flip, Palafin switches to Hero Form until the end of battle. Hero Form will raise Palafin's attack stat the maximum six stages
New TMs
As we are between generations again, we felt it best not to alter the TM list as it exists right now, but instead add on the TMs that are new to Generation 9. This can be subject to change, but for right now, we will now have 226 TMs in total.
Until further notice, these TMs are 50 posts each and can be obtained anywhere
TM 200 Take Down
TM 201 Mud-Slap
TM 202 Water Pulse
TM 203 Acid Spray
TM 204 Struggle Bug
TM 205 Psybeam
TM 206 Confuse Ray
TM 207 Disarming Voice
TM 208 Trailblaze
TM 209 Pounce
TM 210 Chilling Water
TM 211 Charge Beam
TM 212 Poison Tail
TM 213 Aerial Ace
TM 214 Metal Claw
TM 215 Flame Charge
TM 216 Low Sweep
TM 217 Air Cutter
TM 218 Night Shade
TM 219 Dragon Tail
TM 220 Snowscape
TM 221 Tailwind
TM 222 Ice Spinner
TM 223 Fire Pledge
TM 224 Water Pledge
TM 225 Grass Pledge
TM 226 Steel Beam
Until further notice, these TMs are 50 posts each and can be obtained anywhere
TM 200 Take Down
TM 201 Mud-Slap
TM 202 Water Pulse
TM 203 Acid Spray
TM 204 Struggle Bug
TM 205 Psybeam
TM 206 Confuse Ray
TM 207 Disarming Voice
TM 208 Trailblaze
TM 209 Pounce
TM 210 Chilling Water
TM 211 Charge Beam
TM 212 Poison Tail
TM 213 Aerial Ace
TM 214 Metal Claw
TM 215 Flame Charge
TM 216 Low Sweep
TM 217 Air Cutter
TM 218 Night Shade
TM 219 Dragon Tail
TM 220 Snowscape
TM 221 Tailwind
TM 222 Ice Spinner
TM 223 Fire Pledge
TM 224 Water Pledge
TM 225 Grass Pledge
TM 226 Steel Beam
Ability Updates
Chlorophyll: When the weather is Shining Bright, the Pokémon's Speed is raised x1.5. However it's Speed will not double on the turn that the weather changes
Compound Eyes: This Pokemon will ignore up to three stages of accuracy loss and ignore up to three stages of evasion gain
Hustle: Physical attacks will do x1.5 raw damage, but lowers the accuracy of physical attacks to 7/10 (type effectiveness not included). 1/2 chance of finding highest level Pokemon in an area if this Pokemon if first in your active party
Marvel Scale: Physical attacks do x.5 damage during a status infliction (Burn, Paralyze, Sleep, Poison, Freeze)
Merciless: All attacks gain x1.3 raw damage when the target is poisoned (type effectiveness not included)
Pure Power: Physical attacks do x2 damage if they're under 60 base power, x1.5 damage if under 80, 100+ and under x1.3 (type effectiveness not included)
Quick Feet: Boosts speed by x1.5 if inflicted with a status ailment and will not lose speed due to paralysis
Sand Rush: Raises speed by x1.5 during a sandstorm
Slush Rush: Pokemon’s speed is raised by x1.5 during hail and snow
Steam Engine: When hit by a fire type attack or water type attack for the first time, its speed is increased by six stages
Swift Swim: Boosts the Pokémon’s Speed by x1.5 in rain
Victory Star: This Pokemon and its allies will ignore all accuracy and evasion effects
Compound Eyes: This Pokemon will ignore up to three stages of accuracy loss and ignore up to three stages of evasion gain
Hustle: Physical attacks will do x1.5 raw damage, but lowers the accuracy of physical attacks to 7/10 (type effectiveness not included). 1/2 chance of finding highest level Pokemon in an area if this Pokemon if first in your active party
Marvel Scale: Physical attacks do x.5 damage during a status infliction (Burn, Paralyze, Sleep, Poison, Freeze)
Merciless: All attacks gain x1.3 raw damage when the target is poisoned (type effectiveness not included)
Pure Power: Physical attacks do x2 damage if they're under 60 base power, x1.5 damage if under 80, 100+ and under x1.3 (type effectiveness not included)
Quick Feet: Boosts speed by x1.5 if inflicted with a status ailment and will not lose speed due to paralysis
Sand Rush: Raises speed by x1.5 during a sandstorm
Slush Rush: Pokemon’s speed is raised by x1.5 during hail and snow
Steam Engine: When hit by a fire type attack or water type attack for the first time, its speed is increased by six stages
Swift Swim: Boosts the Pokémon’s Speed by x1.5 in rain
Victory Star: This Pokemon and its allies will ignore all accuracy and evasion effects
Attack Updates
The attack thread has undergone a couple of updates and general tidying up, just to get things organized!
- Attacks that hit all opponents say so in their attack description
- Attacks that hit or effect everything on the field are now highlighted in red
- Attacks that make physical contact say so in their attack description
- Attacks have been reorganized to separate Exclusive/Legendary Attacks, Damaging Attacks, and Status attacks
- Only a few attacks have fundamentally changed, and those are listed below, but please go through and double check your attacks for new wording, clarifications, and general information
- The below attacks have been updated to reflect their game canon damage
Earth Power- 90 | Lowers target's special defense by one stage
Aerial Ace- 60 | Always hits. This attack makes physical contact
Crunch- 80 | Lowers target's defense by one stage. This attack makes physical contact
Night Slash- 70 | 1/10 chance to do double damage. This attack makes physical contact
Extrasensory- 80 | 3/10 chance of making target flinch
A new set of verbiage has been added to a set of attacks, where a given attack may state something like
Lowers target's special defense by one stage each hit
This means that every time this particular attack hits successfully, the given secondary status change will take place every time without fail. Any given stat still only has the capability to be raised or lowered by 6 stages maximum. Those attacks are as follows:
Rock Tomb, Spirit Break, Glaciate, Icy Wind, Bulldoze, Mud Shot, Mud Slap, Acid Spray, Lunge, Pounce, Skitter Smack, Struggle Bug, Aura Wheel, Electroweb, Aqua Step, Chilling Water, Fire Lash, Flame Charge, Mystical Fire, Torch Song, Snarl, Apple Acid, Drum Beating, Grav Apple, Trailblaze, Trop Kick, Low Sweep, Power-Up Punch, Lumina Crash, Psyshield Bash
- Attacks that hit all opponents say so in their attack description
- Attacks that hit or effect everything on the field are now highlighted in red
- Attacks that make physical contact say so in their attack description
- Attacks have been reorganized to separate Exclusive/Legendary Attacks, Damaging Attacks, and Status attacks
- Only a few attacks have fundamentally changed, and those are listed below, but please go through and double check your attacks for new wording, clarifications, and general information
- The below attacks have been updated to reflect their game canon damage
Earth Power- 90 | Lowers target's special defense by one stage
Aerial Ace- 60 | Always hits. This attack makes physical contact
Crunch- 80 | Lowers target's defense by one stage. This attack makes physical contact
Night Slash- 70 | 1/10 chance to do double damage. This attack makes physical contact
Extrasensory- 80 | 3/10 chance of making target flinch
A new set of verbiage has been added to a set of attacks, where a given attack may state something like
Lowers target's special defense by one stage each hit
This means that every time this particular attack hits successfully, the given secondary status change will take place every time without fail. Any given stat still only has the capability to be raised or lowered by 6 stages maximum. Those attacks are as follows:
Rock Tomb, Spirit Break, Glaciate, Icy Wind, Bulldoze, Mud Shot, Mud Slap, Acid Spray, Lunge, Pounce, Skitter Smack, Struggle Bug, Aura Wheel, Electroweb, Aqua Step, Chilling Water, Fire Lash, Flame Charge, Mystical Fire, Torch Song, Snarl, Apple Acid, Drum Beating, Grav Apple, Trailblaze, Trop Kick, Low Sweep, Power-Up Punch, Lumina Crash, Psyshield Bash
Speed/Attack/Special Attack/Defense/Special Defense/Accuracy/Evasion Update
We are very excited to implement a new system for how these stats are affected in battle by attacks. Their values have not changed, and the attacks, items, and abilities that affect them have not chanaged, but the way that these stats can be affected in battle has been updated and reworked to remove dice rolling for these factors.
The first major change in this system is status only attacks such as Agility, Dragon Dance, and Iron Defense, can now be used successfully every time. This is meant especially to bring value back to non damaging attacks during battle knowing that these effects will not be at random the more they are used.
For any attack that inflicts damage AND has the chance to inflict a secondary stat change (apart from the new verbiage outlined above in regards to attacks that state the effect takes place each hit), these secondary effects are now on a cooldown as opposed to having to make a dice roll for each use of the attack to see if the effect takes place.
Example: Shadow Ball- Lowers the target's Special Defense by one stage
Using Shadow Ball successfully the first time in battle will also successfully result in the target's special defense being lowered by one stage successfully. Every time you are utilizing an attack that has a secondary stat change for the first time in battle, that stat change will be successful.
Using Shadow Ball the next turn will still result in the attack doing damage, but lowering the target's special defense by a second stage will not take place.
Using Shadow Ball the following turn, will result in the attack doing damage, and then the target's special defense will be lowered by another stage. Having done this now for a second time, with a 1 turn cooldown in between, will now result in a 2 turn cooldown following, and a 3 turn cooldown after that where a 3 turn cooldown will be the maximum.
This cooldown system does not mean that the attack will not do damage, this is only in regards to the secondary stat change, and this is per turn cooldown not per usage of the attack cooldown. You do not have to use the attack consecutively in order for the cooldown to go down.
The stat stage charts in the Battle Mechanics thread have been updated to go out to 6 stages, and this information will be updated and added to the Battle Mechanics thread soon.
This update is only in regards to attacks that have an effect or secondary effect for Speed/Attack/Special Attack/Defense/Special Defense/Accuracy/Evasion. The chances for dodging or attacks missing through accuracy and evasion changes do still require dice rolls, as do status ailments such as confusion, flinching, paralysis, ect.
Of note, the above changes do not affect negative stat changes done by using attacks such as Draco Meteor, Hammer Arm, Overheat, ect. Those stat changes will take effect for every successful use of the attack.
The first major change in this system is status only attacks such as Agility, Dragon Dance, and Iron Defense, can now be used successfully every time. This is meant especially to bring value back to non damaging attacks during battle knowing that these effects will not be at random the more they are used.
For any attack that inflicts damage AND has the chance to inflict a secondary stat change (apart from the new verbiage outlined above in regards to attacks that state the effect takes place each hit), these secondary effects are now on a cooldown as opposed to having to make a dice roll for each use of the attack to see if the effect takes place.
Example: Shadow Ball- Lowers the target's Special Defense by one stage
Using Shadow Ball successfully the first time in battle will also successfully result in the target's special defense being lowered by one stage successfully. Every time you are utilizing an attack that has a secondary stat change for the first time in battle, that stat change will be successful.
Using Shadow Ball the next turn will still result in the attack doing damage, but lowering the target's special defense by a second stage will not take place.
Using Shadow Ball the following turn, will result in the attack doing damage, and then the target's special defense will be lowered by another stage. Having done this now for a second time, with a 1 turn cooldown in between, will now result in a 2 turn cooldown following, and a 3 turn cooldown after that where a 3 turn cooldown will be the maximum.
This cooldown system does not mean that the attack will not do damage, this is only in regards to the secondary stat change, and this is per turn cooldown not per usage of the attack cooldown. You do not have to use the attack consecutively in order for the cooldown to go down.
The stat stage charts in the Battle Mechanics thread have been updated to go out to 6 stages, and this information will be updated and added to the Battle Mechanics thread soon.
This update is only in regards to attacks that have an effect or secondary effect for Speed/Attack/Special Attack/Defense/Special Defense/Accuracy/Evasion. The chances for dodging or attacks missing through accuracy and evasion changes do still require dice rolls, as do status ailments such as confusion, flinching, paralysis, ect.
Of note, the above changes do not affect negative stat changes done by using attacks such as Draco Meteor, Hammer Arm, Overheat, ect. Those stat changes will take effect for every successful use of the attack.
Items Updates
Mints- Mints will remain consumable one time only items that require 40 posts anywhere to obtain, but they will now raise their respective stat by 3 stages and lower the other by 3 stages
Gems- Gems will remain consumable after one battle, but they will now require 50 posts anywhere to obtain and do x1.5 damage to their type of attack
Flutes- The Red, Blue, and Yellow Flutes are now one use per opponent as opposed to one use per battle
Amulet Coin- x2 damage for Payday (type effectiveness included). When the holder defeats a Pokemon, they earn +1 count towards an item count
Assault Vest- Special category attacks will do x.5, but prevents the use of status attacks
Bright Powder- Reduces accuracy of moves targeting the holder to 9/10
Sticky Barb- Holder loses 1/8th max HP per turn, if an attacker hits the Pokemon holding this item with an attack that makes physical contact, there is a 1/2 chance of it transferring to the opponent
Zoom Lens- If holder moves after the target, holder gains 2 stages of accuracy if accuracy has been lost and ignore 2 stages of evasion for the target
Gems- Gems will remain consumable after one battle, but they will now require 50 posts anywhere to obtain and do x1.5 damage to their type of attack
Flutes- The Red, Blue, and Yellow Flutes are now one use per opponent as opposed to one use per battle
Amulet Coin- x2 damage for Payday (type effectiveness included). When the holder defeats a Pokemon, they earn +1 count towards an item count
Assault Vest- Special category attacks will do x.5, but prevents the use of status attacks
Bright Powder- Reduces accuracy of moves targeting the holder to 9/10
Sticky Barb- Holder loses 1/8th max HP per turn, if an attacker hits the Pokemon holding this item with an attack that makes physical contact, there is a 1/2 chance of it transferring to the opponent
Zoom Lens- If holder moves after the target, holder gains 2 stages of accuracy if accuracy has been lost and ignore 2 stages of evasion for the target