hi i know i said pokĆ©blocks was next but ummm. actually iām explaining the battle system a bit more in depth because i donāt have the energy to look at pokĆ©blocks again (seriously the in depth videos are like. an hour. thatās not too long relatively speaking but itās pretty long for me atm) but i wanna ramble because! i feel a bit bad but thatās Noooooot important atm. all images are taken from bulbapedia.
okay so. there are 2 types of moves: status and damaging. all moves have several attributes, including whether theyāre affected by protect (negatives most moves used on the target), whether they make contact (some abilities harm the attacker if it makes contact), whether theyāre affected by magic bounce (reflects status conditions), etc.)
damaging moves, well, damage, and status moves apply some sort of effect to the target. damaging moves can have additional effects, but itās not a requirement.
status moves, for example:
- thunder wave: paralyses the target (speed is reduced by 50% and the pokƩmon has a 25% chance to be unable to move. does not expire by itself.)
- confuse ray: confuses the target (33% chance to hit itself instead of using the selected move. confusion damage draws from attack rather than from special attack, regardless of the move selected. expires after 2-5 turns.)
- attract: causes a pokƩmon (if the opposite gender) to fall in love with the opponent (called infatuation, causes the pokemon to be unable to move 50% of the time while the pokƩmon that used the move is on the field.)
status that can be cured by switching out are called volatile status conditions (infatuation, confusion, etc. (there are SO many. if a pokĆ©mon is affected during their turn at all and itās not indicated next to their name itās a volatile status condition.)). otherwise, theyāre non-volatile status conditions (freeze, sleep, burn, paralysis, poison, badly poisoned). non-volatile status conditions are listed next to a pokĆ©monās name.
additionally, some status moves donāt apply a status to a pokĆ©mon, but rather change its stats.
stat-changing status moves can apply up to 6 boosts or reductions (net, not total) to a specific stat, which includes attack, special attack, defense, special defense, speed, and accuracy, and evasion.
for everything except accuracy and evasion, these are the multipliers.
here are the accuracy and evasion modifiers:
(the top row is accuracy and the middle row is evasion.)
the combined accuracy/evasion stages are actually capped at -6 accuracy/6 evasion, so the minimum accuracy of a normally 100% accurate move would be 33%.
damaging moves are divided into two categories: physical and special. physical moves take into account the userās attack* and the targetās defense. special moves take into account the userās special attack and the targetās special defense.
damaging moves have an effective power (initially the base power) which can be affected by several multipliers, including but not limited to:
-0x damage if the opposing pokƩmon is immune to a type (e.g. a pidgey (normal/flying) hit with mud slap (ground), as flying is immune to ground**)
-0.25x if a move is twice-resisted by the target (referred to as āmostly ineffectiveā) (e.g. a bug/flying type being hit by a grass move, as both bug and flying resist grass)
-0.5x if a move is resisted once by the target (referred to as ānot very effectiveā) (e.g. a poison type being hit by a poison move, as poison resists itself***)
-2x if a target is weak to that moveās type (e.g. a psyduck (water) being hit by ember (fire type move))
-4x if a target is doubly weak to that moveās type (e.g. garchomp (dragon/ground) being hit by ice beam (ice))
-0.125x if the target triply resists a move (only happens if a move that adds a type to the target is used (e.g. trick or treat) rather than replacing it (like soak)). (e.g. glimmet (rock/poison) has ghost type added to it via trick or treat, and then is hit with venoshock (poison).)
-8x if the pokĆ©mon is triply weak to a move (given similar conditions to the above). (e.g. snom (bug/ice) having forestās curse used on it (adds grass type) and being hit by ember (fire).)
-1.5x damage if the userās type is the same as the moveās type (referred to as same-type attack bonus or STAB) (e.g. meowscarada (grass/dark) using seed bomb (grass type move)).
-1.5x if the moveās type matches up with the userās tera type***** when terastalised (e.g. a ghost-tera eevee (normal) using shadow ball (ghost))
-2x if the moveās tera type, the pokĆ©monās original typings, and the moveās type match (e.g. a grass-tera leafeon (grass) using razor leaf (grass)).
-1.5x for a critical hit (base chance is around 4.17%, then it goes to 33% when boosted once, then 50% when boosted twice, and otherwise 100%.)
-0.5x if the target has light screen up (when a special move is used) or has reflect up (when a physical move is used) or has aurora veil up (when a damaging move is used at all)
-0.75x if the move has multiple targets
-0.5x on a physical move specifically if the target is burned
-0.25x if a z move (powered up version of a normal move) is used against a pokƩmon that is protected (e.g. using protect)
-1.2x if the pokƩmon is holding a type-boosting item (e.g. silk scarf increases the power of normal moves)
-1.1x for physical moves if the pokĆ©mon is holding a muscle band. (i donāt know if thereās a special equivalent.)
for a small exercise on base power, consider a meowscarada (grass/dark) using flower trick (physical, grass, always crits) on a kantonian ninetales (fire). flower trickās base power is 70. the ninetales has light screen up.
first, since grass is not very effective (1/2x) against fire, we halve 70 to get 35 effective power. then, since flower trick receives STAB from meowscarada, we multiply that by 1.5x for 52.5 power. finally, since flower trick always crits, we multiply that by 1.5x for 78.75 power. light screen is inapplicable because flower trick is physical.
the math behind damage is.. a bit complex! and requires knowing your opponentās stats, which you very very VERY likely do not know. also one of the factors is just random.
āotherā is used for multiple different circumstances, since there are many effects that are unlikely to happen together on any given turn, so donāt get their own unique multiplier. (i donāt know why glaive rush specifically gets its own multiplier?? i guess because itās a multiplier that goes into effect AFTER the turn itās used???) if multiple āotherā effects happen together, theyāre multiples together before being put into the damage calculator.
*foul play uses the targetās attack.
**smack-down and gravity remove a flying typeās immunity to ground.
***the types that resist themselves are: grass, water, fire, psychic, dark, ice, electric, poison, and steel. (most of these were special typings before the physical special split****, minus dragon type (which is weak to itself), and poison and steel were physical types.)
****prior to generation 4 (diamond/pearl/platinum and heart gold/soul silver), whether moves were special or physical depended on their type.
*****terastallisation is a gimmick in scarlet/violet where a pokƩmon will become a specific type (usually one of its original types) for the remainder of the battle.
Hoooo wee. That- wow... Everything in this game is... really complicated. No worries about this being, like, "not important", I like reading them.