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.