Rules for this Thread
1. Please limit discussion to battle mechanics only.
2. Avoid vague questions like "does X still work the same?" or "How does new move Y work?" Needs to be a specific idea to test.
Complete damage formula courtesy of Anubis
Move data courtesy of Kaphotics
Observations from the move data
Attack/Sp. Atk stat stages, and Defense/Sp. Def stat stages are lumped together in this game. (i.e. Swords Dance and Nasty Plot do the same thing, Bulk Up and Calm Mind do the same thing, etc.) Stat stages can only be +1, 0, or -1. The stats themselves are not raised or lowered for damage calculation, but rather have a modifier to change the total damage directly.
Styles
Teleport, Mimic, Splash, and Struggle cannot be styled
Agile Style
Strong Style
Changes to old moves
Effects
1.5x damage against opponents, 1.33x damage from opponents.
Damage per turn = 25-power calculation using the same type of attack with no damage variance.
33% accuracy reduction (?)
1.5x damage.
Attack <-> Defense
Sp. Atk <-> Sp. Def
1/6th max HP per turn, rounded up.
33% chance not to move; Speed stat halved.
33% chance not to move; 1.33x damage taken.
1/12th max HP per turn, rounded up. Damage from physical moves halved.
1/12th max HP per turn, rounded up. Damage from special moves halved.
All stats including Speed multiplied by 1.5, rounded down.
1.5x damage.
0.66x damage.
0.66x damage.
1.5x damage.
1.33x Speed for Grass types.
33% accuracy reduction (?)
0.75x damage.
1.33x Speed for Ice types. Increase to frostbite chances and increase to drowsy rate unknown.
1. Please limit discussion to battle mechanics only.
2. Avoid vague questions like "does X still work the same?" or "How does new move Y work?" Needs to be a specific idea to test.
Complete damage formula courtesy of Anubis
Move data courtesy of Kaphotics
Observations from the move data
- 177 moves in the game, at least 7 for each type. 75 Physical, 73 Special, 29 Status
- Status conditions wear off after a certain number of turns, depending on the move that caused them
- In general, primary effects last 5 turns, and secondary effects last 3 turns
- exceptions: drowsy from Dark Void lasts 3 turns, poison from Poison Sting lasts 5 turns
- In general, primary effects last 5 turns, and secondary effects last 3 turns
- Stat boosts and drops wear off after a certain number of turns, depending on the move that caused them
- Non-attacking moves raising/lowering offense or defense last 5 turns (except Shelter lasts 4 turns and Dark Void lasts 3 turns)
- Non-attacking moves raising the user's offense and defense last 4 turns
- Secondary effects last 3 turns
Attack/Sp. Atk stat stages, and Defense/Sp. Def stat stages are lumped together in this game. (i.e. Swords Dance and Nasty Plot do the same thing, Bulk Up and Calm Mind do the same thing, etc.) Stat stages can only be +1, 0, or -1. The stats themselves are not raised or lowered for damage calculation, but rather have a modifier to change the total damage directly.
Styles
Teleport, Mimic, Splash, and Struggle cannot be styled
Agile Style
- uses 2 PP per move, may change relative action speed depending on the move
- power is decreased
- healing from recovery moves is decreased
- 50% -> 30%
- 75% -> 50%
- Mind Blown-like self-damage is decreased
- 50% -> 33%
- 80% -> 70%
- status condition duration is decreased
- 5 turns -> 3 turns
- 3 turns -> 2 turns
- drowsy from Rest remains at 4 turns
- effect duration is decreased by 1 turn
- stat boost/drop duration is decreased by 1 turn
- self-drops remain at 3 turns
Strong Style
- uses 2 PP per move, may change relative action speed depending on the move
- power and accuracy are increased
- crit stage 1 becomes 2
- secondary effects are more likely to happen
- 50% -> 100%
- Dire Claw's 50% becomes 80%
- 30% -> 50%
- 20% -> 40%
- 50% -> 100%
- effect duration is increased
- 5 turns -> 7 turns
- 4 turns -> 5 turns
- drowsy from Rest remains at 4 turns
- 3 turns -> 4 turns
- stat boost/drop duration is increased
- 5 turns -> 7 turns
- 4 turns -> 5 turns
- 3 turns -> 4 turns
- self-drops remain at 3 turns
- healing from draining moves is increased
- 75% -> 100%
- 50% -> 75%
- recoil is increased
- 25% -> 50%
- 33% -> 50%
- 50% -> 75%
- healing from recovery moves is increased
- 50% -> 70%
- 75% -> 100%
- Mind Blown-like self-damage is increased
- 50% -> 66%
- 80% -> 90%
Changes to old moves
- Dragon Claw and X-Scissor have a crit stage of 1
- Self-Destruct gets a Mind Blown-like makeover, taking 80% of the user's max HP (70% with agile style, 90% with strong style), rounded half up
- Pin Missile, Spikes, and Stealth Rock are 40-power moves that start the splinters effect on the target (3 turns normally, 2 agile, 4 strong)
- Petal Dance, Outrage, Rollout, and Ice Ball start the fixated effect on the user
- Mud-Slap, Octazooka, Mud Bomb, and Shadow Force start the obscured effect on the user (3 turns normally, 2 agile, 4 strong)
- Double Hit is a Status move that starts the primed effect on the user (5 turns normally, 4 agile, 7 strong)
- Focus Energy gives the user +2 crit stage (5 turns normally, 4 agile, 7 strong)
- Spark, Volt Tackle, and Wild Charge remove the user's drowsiness before attacking
- Flame Wheel and Flare Blitz remove the user's frostbite before attacking
- Venoshock deals double damage if the target has any status condition
- Rest heals 75% of the user's max HP (50% agile, 100% strong), rounded down, but the user becomes drowsy for 4 turns
Origin Forme Move Changes | Power | Accuracy | CritStage | AgilePower | StrongPower | StrongAccuracy | StrongCritStage |
---|---|---|---|---|---|---|---|
Roar of Time - Dialga Origin | 140 | 75 | 0 | 120 | 170 | 85 | 0 |
Spacial Rend - Palkia Origin | 80 | 85 | 2 | 70 | 100 | 95 | 3 |
Shadow Force - Giratina Origin | 120 | 80 | 0 | 100 | 150 | 90 | 0 |
Action Speed Modifiers | User | UserAgile | UserStrong | Target | TargetAgile |
---|---|---|---|---|---|
Roar of Time - Dialga Origin | 6 | 4 | 10 | 0 | 3 |
Spacial Rend - Palkia Origin | 0 | 0 | 5 | 0 | 3 |
Shadow Force - Giratina Origin | 5 | 2 | 8 | 0 | 3 |
Effects
The Pokémon is fixated on the last move it used. This move will deal increased damage while the fixation lasts, but any damage dealt to the fixated Pokémon is also increased.
At the end of each turn, the Pokémon is hurt by the jagged splinters digging into it.
The Pokémon is concealed in mud or the like, raising the chance that the Pokémon will evade opponents’ moves.
The Pokémon has adopted a hard-hitting stance, increasing the damage it deals with its moves.
The Pokémon has swapped its offensive stats with its defensive stats.
Sp. Atk <-> Sp. Def
The Pokémon’s Attack and Speed stats are halved until it gets going.
The Pokémon takes reduced damage from status conditions and move effects such as poisoning and splinters.
At the end of each turn, the Pokémon is hurt by poison.
The Pokémon is paralyzed and may fail to act. Its Speed stat is also lowered.
The Pokémon is drowsy and may fail to act. Any damage it takes is also increased.
At the end of each turn, the Pokémon is hurt by its burn. Any damage it deals with physical moves will also be reduced.
At the end of each turn, the Pokémon is hurt by its frostbite. Any damage it deals with special moves will also be reduced.
All the Pokémon’s stats are boosted. The Pokémon also takes reduced damage from status conditions and move effects such as poisoning and splinters.
The Pokémon takes reduced damage from status conditions and move effects such as poisoning and splinters.
All the Pokémon’s stats are boosted. The Pokémon also takes reduced damage from status conditions and move effects such as poisoning and splinters.
The Pokémon’s offensive stats are raised, boosting its Attack and Sp. Atk stats.
The Pokémon’s offensive stats are lowered, reducing its Attack and Sp. Atk stats.
The Pokémon’s defensive stats are raised, boosting its Defense and Sp. Def stats.
The Pokémon’s defensive stats are lowered, reducing its Defense and Sp. Def stats.
The Speed of Grass-type Pokémon is boosted.
All moves are less accurate, apart from moves that are always sure to hit.
Damage dealt by Fire-type moves is reduced.
Pokémon are more likely to get frostbite, and drowsy Pokémon are more likely to fail to act. The Speed of Ice-type Pokémon is also boosted.
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