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Game Mechanics List

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The Game Mechanics topic is meant as a reference guide to all the D/P players. It has links to many of the Game Mechanics, from Natures to Breeding and Moves, it's all here. This will be periodically updated with more articles of information. (And Yes, some of these topics are already stickied, but they are still Game Mechanics after all.)

As well, Credit does go to Ruko for the Natures Chart and his quick thing on Chaining. Baratron gets credit as well for her thing on STAB.

STAB, explained
Pokemon Natures
How to Chain, Step by Step
EVs and IVs, A Quick Explanation
Breeding: A Handy How To Guide
Priority Moves
Moves with Variable Base Powers
Critical Hits and Ratios
Weather Effects
Magnitude
Stat Modification

Anything you want to see here, pop me a PM and see what I can do. Other staff members are encouraged to add pages here and update the main page.

Latest update: Stat Modification (Nov 1st/08)
 
Priority Moves:

All moves have a priority value. Most have a priority of 0. And most know the moves like Quick Attack and the like are +1. The following chart shows which moves have a priority of what.

Move Priority
Helping Hand +5
Magic Coat +4
Snatch
Detect +3
Endure
Follow Me
Protect
Feint +2
Aqua Jet +1
Bide
Bullet Punch
Extremspeed
Fake Out
Ice Shard
Mach Punch
Quick Attack
Shadow Sneak
Sucker Punch
Vacuum Wave
All Other Moves +0
Vital Throw -1
No Moves -2
Focus Punch -3
Avalance -4
Revenge
Counter -5
Mirror Coat
Roar -6
Whirlwind
Trick Room -7

Items, however can screw up the order of the moves. The Quick Claw, Lagging Tail, and the Full Incense would activate and let you attack or get attacked first, but the effects can't cross tiers.

Example: Swellow uses Facade with a Quick Claw activated. The opponent uses Quick Attack. Quick Attack still goes ahead, since Facade has a priority of zero. Same will work in reverse.

Switching will go ahead of any move, but one. Pursuit, which usually has a priority of zero, will automatically hit the Pokemon before it switches out. This doesn't include U-Turn and Baton Pass.

And, while in a Trick Room, priority still has effect.

Also, when using Metronome and Assist, their Priority values never change, even if they get a move like Extremespeed.

And if both use moves that have the same priority, the Speed stat comes back in again.
 
Moves with Variable Base Powers:

Grass Knot/Low Kick:

Both Grass Knot and Low Kick do damage, more damage the heavier the opponent is. The Base Powers go from 20 to 120. The following table shows what the weight requirements are for each Base Power are.

Weight of Opponent (lbs) Base Power
00.1-22.0 20
22.1-55.0 40
55.1-110 60
110.1-220.0 80
220.1-440.0 100
440.1+ 120

Crush Grip/Wring Out:

Both these moves are dependant on the opponents HP (Not the Base Stat, but the actual HP). The Base Power can vary from 1-110, all depending on the Opponents Current HP. There's a simple formula to figure out the Base Power for each attack.

Formula: Base Power (X for Math people)= 110*(Current of the opponent HP/Max of the opponent HP)

Pretty Much, the only time it will get 110 Base Power is at the start of the battle or whenever a fresh Pokemon switches in.

*Note that Crush Grip is Regigigas's signature attack.

Flail/Reversal:

Flail and Reversal require that the User's HP being lower to get a better Base Attack. The following table shows Base Damage at Current HP Remaining.

User's HP (%) Base Power
71+ 20
36-70 40
21-35 80
11-20 100
5-10 150
1 HP-4 200

Eruption/Water Spout:

The complete opposite to Flail/Reversal, the more HP you have, the more powerful it is. Same gist as Crush Grip and Wring Out, but with a different formula.

Formula: Base Power (X for Math people)=(150*Current User HP)/Max User HP

Gyro Ball:

A Steel-type attack that is mostly based upon both the user's and the opponent's Speed stats. The slower the user is and the faster the opponent is, the stronger the attack will be.

Formula: Base Power (X for Math people)=25*(Opponent's Speed/User's Speed)

On top, if the user is paralyzed or is holding items that lower the user's speed, those changes will considered into the User's Speed.

Punishment:

A very sweet move. To sum it up, this move wreaks havoc on Baton Passers (Notably anything that rhymes with Injask). The attack caps at 200 Base Power. The catch, with every positive stat (+1) change on the opponent, it gains 20 Base Attack (so Nasty Plot would give it a +40 in Base Power). So remember Pokemon that rhymes with Injask? After that annoying thing uses a Sub, 2 Speed Boosts and a single Swords Dance, Punishment's Base Power has more than doubled.

*Note: Accuracy and Evasion aren't use for Punishment

Return/Frustration:

We all know (at least I hope) how Return and Frustration work. More formulas to wrap your head around.

Formula (Return): Base Power (X for Math people)= Pokemon's Happiness/2.5
Formula (Frusraation): Base Power (X for Math people)= (255 - Pokemon's Happiness)/2.5

Both Attacks cap at 102 Base Power.

Trump Card:

This move's power is based on remaining PPs left. The less it has left, the more powerful it gets. The table below shows the base powers at how much PP remaining.

PP Remaining Base Power
5+ 40
4 50
3 60
2 75
1 190

This is the one move where using PP Ups/PP Max is not a good thing.

Stockpile/Spit Up/Swallow:

Stockpile adds a level of Stockpiled Power for the user to use. As a side effect, the user gains a level in both Defense and Special Defense.

Spit Up's power is based upon the number of times Stockpiled. The table below shows the Base Power at each Stockpile level.

Stockpile Level Base Power
1 100
2 200
3 300

Swallow's percent of HP recovery is also based upon how many times Stockpile was used. The table shows the percent recovered at each Stockpile level.

Stockpile Level Percent Recovered (%)
1 25
2 50
3 100

Remember, the stat boosts gained from Stockpile also disappear after using Spit Up or Stockpile.
 
Critical Hits and Ratios

We all know Critical hits are a great bonus, or you hate them when your Pokemon faints because of them. Normally, Critical Hits are double the normal damage given. Sniper however, triples it instead.

Stage 1: 6.25% (Every Attack besides the ones that have a natural Critical hit Ratio) (+1)
Stage 2: 12.5% (All attacks that have a Critical Hit Bonus (Leaf Blade, Psycho Cut, ect.) or if the Pokemon used a Lansat Berry, User used Focus Energy or is holding Scope Lens/Razor Claw)(+2)
Stage 3: 25% (Combination of Stage 1 and 2, holding a Lucky Punch/Stick or used Accupressure)(+3)
Stage 4: 33.3% (Combination of Stage 1 and 2)(+4)
Stage 5: 50% (Combination of Stage 1 and 2)(+5)

Now Super Luck doubles the stage you're at. If you're at 1, you're really at 2, if you're at 4, you're at 5.

So Psycho Cut with Super Luck and the Scope Lens would have a 50% chance of landing a Critical Hit. Psycho Cut is Stage 2(+2), Scope Lens is Stage 1(+1), Super Luck Doubles the stage, the bonus are stacked). Without an attack that doesn't have a Critical Hit bonus, like Sucker Punch with the Scope Lens and Super Luck would be a Stage 4 Critical Hit Ratio at 33.3%.
 
Weather Effects:

There are 4 main weather effects in D/P/Pt. I'll just go into detail about each and their effects in the battle.

Sunny:

When the Sun is up, the Following happens:

-Fire Moves are boosted by 50%, whilst Water Moves are decreased by 50%.
-Thunder's accuracy is lowered to 50%.
-Morning Sun, Synthesis, and Moonlight recover 2/3 of the Max HP now.
-Pokemon frozen have an extra 10% chance to thaw out, and Pokemon cannot be frozen now.
-Weather Ball becomes a Fire-type Attack at 100 Base Power.
-Activates the following abilities: Chlorophyll, Dry Skin, Flower Gift, Forecast, Leaf Guard and, Solar Power.
-Cherrim changes to the Sunny form.
-Castform changes into a Fire-type.

Abilities that can automatically summon Sun: Drought
Attacks that summon Sun: Sunny Day
Items that lengthen the effect of Sun: Heat Rock

Rain:

When Rain is up, the Following happens:

-Water attacks are boosted by 50%, fire attacks are decreased by 50%.
-Thunder will now hit 100% of the time and *will break through Protect/Detect 25% of the time.
-Solarbeam's power is reduced.
-Morning Sun, Synthesis, and Moonlight recover 1/4 of the Max HP now.
-Pokemon frozen cannot thaw out.
-Weather Ball becomes a Water-type Attack at 100 Base Power.
-Activates the following abilities: Dry Skin, Forecast, Hydration, Rain Dish and, Swift Swim
-Castform changes into a Water-type.

Abilities that can automatically summon Sun: Drizzle
Attacks that summon Sun: Rain Dance
Items that lengthen the effect of Sun: Damp Rock

Sandstorm:

When the Sand is up, the Following happens:

-All non Ground, Rock, Steel and, Pokemon with Sand Veil as their ability will take damage equal to 1/16th of their HP.
-All Rock-type Pokemon receive a 50% bonus to their Special Defense.
-Solarbeam's power is reduced.
-Morning Sun, Synthesis, and Moonlight recover 1/4 of the Max HP now.
-Weather Ball becomes an Rock-type Attack at 100 Base Power.
-Activates the following abilities: Sand Veil.

Abilities that can automatically summon Sun: Sand Stream
Attacks that summon Sand: Sandstorm
Items that lengthen the effect of Sun: Smooth Rock

Hail:

When the Hail is up, the Following happens:

-All non Ice-type Pokemon will take damage equal to 1/16th of their HP.
-Blizzard will now hit 100% of the time and *will break through Protect/Detect 25% of the time.
-*Solarbeam's power is reduced.
-Morning Sun, Synthesis, and Moonlight recover 1/4 of the Max HP now.
-Weather Ball becomes an Ice-type Attack at 100 Base Power.
-Activates the following abilities: Forecast, Ice Body and, Snow Cloak.
-Castform changes into an Ice-Type.

Abilities that can automatically summon Sun: Snow Warning
Attacks that summon Hail: Hail
Items that lengthen the effect of Hail: Icy Rock

Weather Negation:

Now three Pokemon can negate the weather with their abilities, Psyduck, Golduck and, Rayquaza. With their abilities Cloud Nine and Air Lock respectably, weather is eliminated once they are sent to the field.

Note: * symbolizes that that statement is in testing.
 
Magnitude:

Yes, it's that awesome of an attack that it gets its own page.

Magnitude Power
4 10
5 30
6 50
7 70
8 90
9 110
10 150

So in theory, Magnitude can be stronger than Earthquake, and a very noticeable difference with STAB. But like all good things, there is a catch.

Magnitude Percent of time
4 5
5 10
6 20
7 30
8 20
9 10
10 5

The chance of getting an attack stronger than Earthquake is 15%. Otherwise, it will be weaker then Earthquake. Really, it works well in-game, but horrible in competitive...unless you really want a challenge.

And if the opponent has just used Dig, its power doubles. Imagine a STAB Base Power 150 Magnitude doubled because the opponent is underground and has a 4x weakness to it. Too scary for me to think about.

Other than that, there's nothing to Magnitude...other than mentioning who can learn it and such, but that's what the Pokedex is for right?
 
Stat Modification:

The stat stages after Swords Dance, Screech and the such.

All Main stats (Spd, ect.)

Stage Level
-6 0.25x
-5 0.285x
-4 0.33x
-3 0.40x
-2 0.50x
-1 0.66x
+0 1.00x
+1 1.50x
+2 2.00x
+3 2.50x
+4 3.00x
+5 3.50x
+6 4.00x

For Accuracy:

Stage Level
-6 0.33x
-5 0.375x
-4 0.428x
-3 0.50x
-2 0.60x
-1 0.75x
+0 1.00x
+1 1.33x
+2 1.66x
+3 2.00x
+4 2.33x
+5 2.66x
+6 3.00x

For Evasion (or better seen as opponents accuracy):

Stage Level
-6 3.00x
-5 2.66x
-4 2.33x
-3 2.00x
-2 1.66x
-1 1.33x
+0 1.00x
+1 0.75x
+2 0.60x
+3 0.50x
+4 0.428x
+5 0.375x
+6 0.33x

And that is that to that.
 
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