All Gens Mechanics Differences Between Generations

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Mechanics Differences
This thread will contain the mechanics differences between every generation, as well as mechanics difference between different supported games within a generation (RBY and Stadium, for example).

Mechanics will inherit mechanics from the above generation unless otherwise stated.

Special thanks to: Shellnuts, Plague von Karma, Earthworm, Lutra, SnorlaxMonster for helping verify mechanics.

If a mechanic is colored in red, that means it is currently unimplemented in Pokemon Showdown!.
 
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dhelmise

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RBY Mechanics
Moves

  • Acid has a 33% chance to lower the target's Defense stat by 1 stage.
  • Amnesia raises the user's Special stat by 2 stages.
  • Aurora Beam has a 33% chance to lower the target's Attack by 1 stage.
  • With Bide, the user spends two or three turns locked into the move and then, on the second or third turn after using the move, the user attacks the opponent, inflicting double the damage in HP it lost during those turns. This move ignores type immunity and cannot be avoided even if the target is using Dig or Fly. The user can choose to switch out during the effect. If the user switches out or is prevented from moving during this move's use, the effect ends. During the effect, if the opposing Pokemon switches out or uses Confuse Ray, Conversion, Focus Energy, Glare, Haze, Leech Seed, Light Screen, Mimic, Mist, Poison Gas, Poison Powder, Recover, Reflect, Rest, Soft-Boiled, Splash, Stun Spore, Substitute, Supersonic, Teleport, Thunder Wave, Toxic, or Transform, the previous damage dealt to the user will be added to the total.
  • Bind causes the target to be unable to move for 2-5 turns.
  • Bite is Normal-type and has a 10% chance to flinch the target.
  • Blizzard has 90% accuracy.
  • Bubble has a 33% chance to lower the target's Speed by 1 stage.
  • Bubble Beam has a 33% chance to lower the target's Speed by 1 stage.
  • Clamp causes the target to be unable to move for 2-5 turns.
  • Constrict has a 33% chance to lower the target's Speed by 1 stage.
  • Conversion causes the user to become the same types as the target.
  • Counter deals 2x the last instance of damage to the target if the last move the opponent used was a Normal- or Fighting-type move with 1 or more Base Power, otherwise the move fails. The last damage instance can include damage dealt by the user of Counter so long as the opponent did not use any moves in between them using the Normal- or Fighting-type move and when Counter was used.
  • If a Pokemon uses Dig, no moves, other than Bide, Swift, and Transform, can hit it. If the user has the paralysis status and is fully paralyzed while in a semi-invulnerable state, it will remain in that state until it switches out or successfully executes the second turn of the respective move.
  • Disable randomly disables one of the target's known moves with 1 or more PP for 0-7 turns.
  • Dizzy Punch has no additional effect.
  • Double-Edge has 100 Base Power.
  • Earthquake can't hit Pokemon while in the semi-invulnerable state of Dig.
  • Explosion has 170 Base Power, and the target's Defense gets halved upon the use of this move.
  • Fire Blast has a 30% chance to burn the target.
  • Fire Spin causes the target to be unable to move for 2-5 turns.
  • Fissure deals 65536 damage and fails if the target is faster.
  • If a Pokemon uses Fly, no moves, other than Bide, Swift, and Transform, can hit it. If the user has the paralysis status and is fully paralyzed while in a semi-invulnerable state, it will remain in that state until it switches out or successfully executes the second turn of the respective move.
  • Focus Energy quarters the user's critical hit chance until it switches out.
  • Glare paralyzes the target, even Electric-types.
  • Growth boosts the user's Special by 1 stage.
  • Guillotine deals 65535 damage and fails if the target is faster.
  • Gust is a Normal-type move and can't hit Pokemon while in the semi-invulnerable state of Fly.
  • Haze resets both Pokemon's stat changes to 0 and removes the stat reductions due to burn and paralysis. It also resets both Pokemon's Toxic counters to 0 and changes Toxic poison to normal poison and removes confusion, Disable, Focus Energy, Leech Seed, Light Screen, Mist, and Reflect from both Pokemon and removes the target's major status condition. (More detailed bugs from Plague von Karma found here)
  • High Jump Kick deals 1 damage to the user if the move fails against a non-Ghost-type.
  • Horn Drill deals 65535 damage and fails if the target is faster.
  • Hyper Beam's recharge turn is skipped if the user KOes the target.
  • Jump Kick deals 1 damage to the user if the move fails against a non-Ghost-type.
  • Karate Chop has a critical hit ratio of 2 and is a Normal-type move.
  • Leech Seed saps 1/16 of the target's maximum HP from the target at the end of every turn, rounded down and multiplied by the target's current Toxic counter if it has one.
  • Light Screen doubles the user's Special while taking damage while it remains active.
  • Metronome can call every move except for itself and Struggle.
  • Mimic copies a random move known by the target, even if the user already has that move.
  • Mirror Move uses the last move used by the target, unless that move was Mirror Move. If the last-used move was a charging move on its charge turn, such as Razor Wind, Mirror Move will use the opponent's last move used before that. For example, if Pokemon 1 uses Cut on Turn 1, then Turn 2 starts and Pokemon 1 uses Razor Wind, Pokemon 2's Mirror Move will copy Cut. However, when Pokemon 1's Razor Wind finishes charging on Turn 3 and Pokemon 2 uses Mirror Move again, it will end up copying Razor Wind.
  • Night Shade deals damage equal to the users level and can hit Normal-types.
  • Poison Sting has a 20% chance to poison the target.
  • Psychic has a 33% chance to lower the target's Special by 1 stage.
  • Rage's effect lasts forever. The user automatically uses the move every turn and can't switch out anymore. Whenever the user is hit by the foe, its Attack gets raised by 1 stage. If a Pokemon uses Disable against a Pokemon locked into Rage and the Disable misses, Rage still builds.
  • Razor Leaf has a critical hit ratio of 2.
  • Razor Wind has a critical hit ratio of 1.
  • Recover fails if the formula of (user's maximum HP - user's current HP + 1) % 256 equals 0.
  • Reflect doubles the user's Defense while taking damage while it remains active.
  • Rest causes the user to fall asleep for the next two turns and restores all of its HP while curing it of any major status conditions. This does not remove the user's burn/paralysis stat debuff. Fails if the formula of (user's maximum HP - user's current HP + 1) % 256 equals 0 or if the user has full HP.
  • Roar does nothing.
  • Rock Slide has no additional effect.
  • Rock Throw has 65 accuracy.
  • Sand Attack ignores immunities.
  • Seismic Toss deals damage equal to the users level and can hit Ghost-types.
  • Self-Destruct has 130 Base Power, and the target's Defense gets halved upon the use of this move.
  • Skull Bash doesn't boost the user's Defense on the charging turn.
  • Slash has a critical hit ratio of 2.
  • Sludge has a 40% chance to poison the target.
  • Soft-Boiled fails if the formula of (user's maximum HP - user's current HP + 1) % 256 equals 0.
  • Sonic Boom ignores type immunity.
  • Stomp doesn't double its power against Pokemon that used Minimize.
  • Struggle causes the user to lose 1/2 of the HP lost by the target. Ghosts are immune.
  • Substitutes have exactly 25% of the user's maximum HP + 1 hit point and are removed when enough damage is dealt to remove it or 255 damage is inflicted at once. Disable, Leech Seed, sleep, primary paralysis, and secondary confusion bypass Substitute. Confusion damage is applied to the Substitute instead of the Pokemon while behind a Substitute. If a multi-hit move breaks the Substitute, the attack ends. If the user's current HP is equal to exactly 25% of its maximum HP, the user will set up a Substitute and then faints.
  • Super Fang deals 1/2 of the target's current HP as damage and hits Ghost-types.
  • Thunder has a 10% chance to paralyze the target and can't hit Pokemon while in the semi-invulnerable state of Fly.
  • Tri Attack has no additional effect.
  • Whirlwind does nothing.
  • Wing Attack has 35 Base Power.
  • Wrap causes the target to be unable to move for 2-5 turns.
Types
  • Bug-types are weak to Poison-type moves.
  • Poison-types are weak to Bug-type moves.
  • Ice-type moves are neutral against Fire-types.
  • Psychic-types are immune to Ghost-type moves.
Other Mechanics
  • There is no Special Attack or Special Defense stat. Instead, there is one Special stat, which is essentially a combination of the two.
  • Moves with imperfect accuracy (accuracy represented by a percentage) have an additional 1/256 chance to miss.
  • Boosted stats cannot go lower than 1 or higher than 999.
  • If a Pokemon that just used Hyper Beam and has not used up a recharge turn has been targeted with a sleep-inducing move, the sleep will override the user's current status ailment (if there is any) and sleep will be induced regardless.
  • Critical hit chance goes like this:
    • critChance = Pokemon's base Speed / 2, rounded down.
    • IF the Pokemon has the Focus Energy volatile, critChance = critChance / 2, rounded down. Else, critChance = critChance * 2, with a lower boundary of 1 and an upper boundary of 255.
    • If a move has a critical hit ratio of 1, critChance = critChance / 2, rounded down.
    • If a move has a critical hit ratio of 2, critChance = critChance * 4, with a lower boundary of 1 and an upper boundary of 255.
    • Finally, a move will result in a critical hit chance of critChance / 256.
  • In critical hit damage calculation, the target's defensive boosts/debuffs are disregarded, as are the user's offensive boosts/debuffs, and the level is doubled in final calculation.
  • Since Reflect and Light Screen are not stat modifiers, the effects they provide are not subject to the 999 stat cap and can theoretically go as high as 1998. However, due to how damage is calculated, any values above 1024 will overflow, which may result in significantly more damage being taken from attacks.
  • If a Pokemon's attacking stat/defensive stat is over 255, the respective stat is divided by 4, rounded down, and moded by 256.
  • The Damage formula for non-Status moves is ((((((L * 2) / 5) + 2) * B * A) / D) / 50), with a lower boundary of 1 and an upper boundary of 997, then + 2, where L = Pokemon's Level, B = move's Base Power, A = Pokemon's attacking stat, D = target's defensive stat.
  • If a move has a STAB bonus, the damage formula is boosted by 50%, and then it is further modified by type effectiveness.
  • The move 'Toxic' has its last damage stored, even if the badly poisoned Pokemon's Toxic status gets cured or changed. As a result, the residual damage counter also applies to normal poison and burn damage. It should be noted that the 'Toxic' status is almost like a secondary status in this generation, as it gets removed when a badly poisoned Pokemon switches out and is substituted for regular poison, and when Haze is used, it goes away first, like other conditions such as confusion.
  • If a Pokemon takes damage from an attack it shares a type with, it cannot get a major status as a result of that move's secondary effect. For example, Snorlax cannot be paralyzed from Body Slam.
  • Using a stat-altering move reapplies the burn/paralysis drop to an already burned/paralyzed Pokemon. This is fairly complicated to explain, so feel free to read Crystal_'s thread on the matter here.
 
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dhelmise

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GSC Mechanics
Moves

  • Acid has a 10% chance to lower the target's Defense by 1 stage.
  • Aeroblast has a critical hit ratio of 3.
  • Beat Up deals Physical, typeless damage and hits one team for each unfainted Pokemon without a major status condition. The damage formula uses the participating Pokemon's level, its base Attack as the attack stat, the target's base Defense as the Defense stat, and ignores stat stages and other effects that modify Attack/Defense. Fails if no party members can participate.
  • Belly Drum boosts the user's Attack so that its Attack remains below 999. If the user's health if above 50%, it will remove 1/2 of the user's maximum health, rounded down, and boost up to 12 stages at once. Otherwise, it will boost the user's Attack by 2 stages and won't cut health at all. If the user is already at maximum Attack, the move fails.
  • Bide causes the user to spend 2-3 turns locked into this move, and then on the turn after the last turn of this move, the user attacks the target, inflicting double the damage in HP it lost during those turns. If the user is prevented from moving during this move's use, the effect ends. This move does not ignore type immunity.
  • Blizzard has a 10% chance to freeze the target.
  • Bubble has a 10% chance to lower the target's Speed by 1.
  • Conversion 2 changes the user's type to resist the foe's last move.
  • Counter deals damage to the target equal to twice the HP lost by the user from a physical attack this turn. This move considers Hidden Power as a Normal-type move, and only the last hit of a multi-hit attack is counted. This move fails if the user moves first, if the user was not hit by a physical attack this turn, or if the user did not lose HP from the attack. If the target used Fisure or Horn Drill and missed, this move deals 65535 damage. This move only has -1 priority.
  • Crabhammer has a critical hit ratio of 3.
  • Cross Chop has a critical hit ratio of 3.
  • Curse boosts the user's Attack and Defense by 1 stage and lowers its Speed by 1 stage if the user is not a Ghost-type. If the user is a Ghost-type, the user loses 1/2 of its maximum HP, rounded down and if it causes the user to faint, and causes the target to lose 1/4 of its maximum HP, rounded down, at the end of each turn while it is active in return. If the target uses Baton Pass, the replacement will continue to be affected. Fails if the target is already affected or has a substitute. If a Pokemon is afflicted with a Curse and KOes the opposing Pokemon, it won't take Curse damage.
  • Defense Curl raises the user's Defense by 1 stage. While the user remains active, the power of the user's Rollout will be doubled, but this effect is not stackable. Baton Pass can be used to transfer this effect to another teammate.
  • Detect has +2 priority and has an X/255 chance of being successful, where X starts at 255 and halves, rounded down, every time this move is successfully used. X resets to 255 if this move fails or if the user's last move used is not Detect, Endure, or Protect. Fails if the user has a substitute or moves last in this turn.
  • Dig causes Pokemon in the semi-invulnerable state to take double damage from Earthquake and Magnitude and is unaffected by all weather damage. Even if the Dig user has the Lock-On volatile, the moves Attract, Curse, Foresight, Mean look, Mimic, Nightmare, Spider Web, and Transform will still miss.
  • Double-Edge has 1/4 recoil.
  • Earthquake hits Pokemon through Dig and misses Pokemon in the semi-invulnerable state of Fly, even if the targeted Pokemon has the lock-on effect.
  • Encore fails if the target's last move is Encore, Metronome, Mimic, Mirror Move, Sketch, Sleep Talk, Struggle, or Transform.
  • Endure has +2 priority and has an X/255 chance of being successful, where X starts at 255 and halves, rounded down, every time this move is successfully used. X resets to 255 if this move fails or if the user's last move used is not Detect, Endure, or Protect. Fails if the user has a substitute or moves last in this turn.
  • Explosion can't be copied by Sketch.
  • Fissure hits Pokemon through Dig and misses Pokemon in the semi-invulnerable state of Fly, even if the targeted Pokemon has the lock-on effect.
  • Flail will never land as a critical hit and has no damage variance. Its Base Power is 20 if X is 33 to 48, 40 if X is 17 to 32, 80 if X is 10 to 16, 100 if X is 5 to 9, 150 if X is 2 to 4, and 200 if X is 0 or 1, where X is equal to (user's current HP * 48 / user's maximum HP), rounded down.
  • Fly causes Pokemon in the semi-invulnerable state to take double damage from Gust and Twister. Even if the Fly user has the Lock-On volatile, the moves Attract, Curse, Foresight, Mean look, Mimic, Nightmare, Spider Web, and Transform will still miss.
  • Focus Energy raises the user's critical hit ratio by 1.
  • Foresight has 100% accuracy as opposed to -- accuracy, fails when used on Pokemon already under the effect of Foresight, and can be passed by Baton Pass.
  • Gust hits Pokemon through Fly.
  • Heal Bell cures the major status condition of every Pokemon on the user's side of the party.
  • High Jump Kick causes the user to take 1/8 of the damage it would've dealt if the move misses or otherwise fails due to an immunity.
  • Jump Kick causes the user to take 1/8 of the damage it would've dealt if the move misses or otherwise fails due to an immunity.
  • Karate Chop has a critical hit ratio of 3.
  • Light Screen doubles the Special Defense stat of the user's side.
  • Lock-On fails when used on Pokemon already under the effect of Foresight and can be passed by Baton Pass.
  • Low Kick has 50 Base Power and a 30% chance to flinch the target.
  • Magnitude hits Pokemon through Dig and misses Pokemon in the semi-invulnerable state of Fly, even if the targeted Pokemon has the lock-on effect.
  • Metronome can call any move except for Counter, Destiny Bond, Detect, Endure, Metronome, Mimic, Mirror Coat, Protect, Sketch, Sleep Talk, Struggle, and Thief.
  • Mind Reader has 100% accuracy as opposed to -- accuracy, fails when used on Pokemon already under the effect of Foresight, and can be passed by Baton Pass.
  • Mirror Coat deals damage to the target equal to twice the HP lost by the user from a special attack this turn. This move considers Hidden Power as a Normal-type move (and thus Physical), and only the last hit of a multi-hit attack is counted. This move fails if the user moves first, if the user was not hit by a physical attack this turn, or if the user did not lose HP from the attack. If the target used Fisure or Horn Drill and missed, this move deals 65535 damage. This move only has -1 priority.
  • Mirror Move uses the last move used by the target, but fails if the target has not made a move, or if the move was Metronome, Mimic, Mirror Move, Sketch, Sleep Talk, Transform, or a move the user knows.
  • Moonlight restores 1/2 of the user's maximum HP if no weather conditions are in effect, 1/4 of the user's maximum HP if the current weather in effect is rain, hail, or sandstorm, and 100% of the user's maximum HP if the current weather in effect is sun.
  • Morning Sun restores 1/2 of the user's maximum HP if no weather conditions are in effect, 1/4 of the user's maximum HP if the current weather in effect is rain, hail, or sandstorm, and 100% of the user's maximum HP if the current weather in effect is sun.
  • Outrage locks the user into the move for 2-3 turns, even if the move was unsuccessful on the first instance, and the user becomes confused immediately after the last turn of Outrage, even if the user is already confused. If this move gets called by Sleep Talk, the move gets used for one turn and doesn't cause confusion.
  • Pain Split has 100% accuracy as opposed to -- accuracy.
  • Perish Song causes both Pokemon to faint simultaneously if their Perish counters drop to 0 on the same turn.
  • Petal Dance locks the user into the move for 2-3 turns, even if the move was unsuccessful on the first instance, and the user becomes confused immediately after the last turn of Petal Dance, even if the user is already confused. If this move gets called by Sleep Talk, the move gets used for one turn and doesn't cause confusion.
  • Present's damage calculation is glitched, so that the user's Attack stat will always be considered 10, the target's Defense stat varies based on the user's secondary type, and the Attacker's level varies based on the target's secondary type with the following table:
    • Type​
      Target's Defense/Attacker's Level​
      Normal​
      0​
      Fighting​
      1​
      Flying​
      2​
      Poison​
      3​
      Ground​
      4​
      Rock​
      5​
      Bug​
      7​
      Ghost​
      8​
      Steel​
      9​
      Fire​
      20​
      Water​
      21​
      Grass​
      22​
      Electric​
      23​
      Psychic​
      24​
      Ice​
      25​
      Dragon​
      26​
      Dark​
      27​
  • Protect has +2 priority and has an X/255 chance of being successful, where X starts at 255 and halves, rounded down, every time this move is successfully used. X resets to 255 if this move fails or if the user's last move used is not Detect, Endure, or Protect. Fails if the user has a substitute or moves last in this turn.
  • Psywave deals random damage with a lower boundary of 1 and a higher boundary of the user's level * 1.5 - 1.
  • Pursuit performs accuracy checks when a Pokemon is switching out.
  • Razor Leaf has a critical hit ratio of 3.
  • Razor Wind has 75 accuracy and a critical hit ratio of 3.
  • Reflect doubles the Special Defense stat of the user's side.
  • Rest causes the user to to fall asleep for the next two turns and restore all of its HP, curing itself of any major status condition, even if it was already asleep.
  • Reversal will never land as a critical hit and has no damage variance. Its Base Power is 20 if X is 33 to 48, 40 if X is 17 to 32, 80 if X is 10 to 16, 100 if X is 5 to 9, 150 if X is 2 to 4, and 200 if X is 0 or 1, where X is equal to (user's current HP * 48 / user's maximum HP), rounded down.
  • Roar fails if the user moves before the target and has -1 priority.
  • Safeguard prevents self-confusion from thrashing moves, but not from Berserk Gene.
  • Sketch does nothing.
  • Sky Attack doesn't have a raised critical hit ratio and doesn't have a chance to flinch.
  • Slash has a critical hit ratio of 3.
  • Sleep Talk can call any move except for Bide, Sleep Talk, and two-turn moves.
  • Spike can only have 1 layer maximum.
  • Swagger fails if the target's attack is maximized or is equal to 999.
  • Synthesis restores 1/2 of the user's maximum HP if no weather conditions are in effect, 1/4 of the user's maximum HP if the current weather in effect is rain, hail, or sandstorm, and 100% of the user's maximum HP if the current weather in effect is sun.
  • Thief's item-stealing properties are treated as a secondary effect.
  • Thrash locks the user into the move for 2-3 turns, even if the move was unsuccessful on the first instance, and the user becomes confused immediately after the last turn of Thrash, even if the user is already confused. If this move gets called by Sleep Talk, the move gets used for one turn and doesn't cause confusion.
  • Triple Kick does not have independent accuracy checks per hit.
  • Twister hits Pokemon through Fly.
  • Whirlwind hits Pokemon through Fly, fails if the user moves before the target, and has -1 priority.
Types
  • Ice-types are immune to being frozen, unless it is frozen from Tri Attack.
  • Steel-types are immune to being poisoned, unless it is poisoned by Twineedle.
Items
  • They exist.
  • Bright Powder takes the accuracy of attacks targeted towards the holder, converts the percentage to a value out of 255, and subtracts 20 from it. For example, 100% accurate moves become 235/255 accurate.
  • Dragon Fang has no competitive use.
  • Dragon Scale boosts the power of Dragon-type moves by 1.1.
  • Focus Band has a ~11.7% chance (30/256) of surviving an attack that would otherwise KO it with 1 HP.
  • King's Rock gives a certain list of moves (found here) a 12% chance to cause the target to flinch. In the case of Snore, the 12% chance is rolled separately from the normal flinch chance.
  • Lucky Punch causes Chansey's critical hit ratio to always be 3 (25%).
  • Metal Powder multiplies Ditto's Defense and Special Defense by 1.5x, even while it's transformed.
  • Quick Claw has a ~23.4% chance (60/256) of giving the holder's move an additional 0.1 priority for that turn.
  • Stick causes Farfetch'd's critical hit ratio to always be 3 (25%).
  • Berserk Gene boosts the holder's Attack by 2 stages on switch in and confuses it. One-time use.
  • Berry is the GSC variant of Oran Berry.
  • Bitter Berry is the GSC variant of Persim Berry.
  • Burnt Berry is the GSC variant of Aspear Berry.
  • Gold Berry is the GSC variant of Sitrus Berry.
  • Ice Berry is the GSC variant of Rawst Berry.
  • Mint Berry is the GSC variant of Chesto Berry.
  • Miracle Berry is the GSC variant of Lum Berry.
  • Mystery Berry is the GSC variant of Leppa Berry. However, it only restores 5 PP and not 10.
  • Pink Bow is the GSC variant of Silk Scarf.
  • Polkadot Bow is a clone of Pink Bow.
  • PRZ Cure Berry is the GSC variant of Cheri Berry.
  • PSN Cure Berry is the GSC variant of Pecha Berry.
Other Mechanics
  • Burn's Attack drop and Paralysis's Speed drop happen in stat calculation rather than damage calculation.
  • Burn, poison, and Toxic poison damage occurs whenever the Pokemon moves or at the end of the turn if the Pokemon didn't move.
  • Frozen Pokemon have a 25/256 chance of thawing out every turn. They can also thaw out if the opposing Pokemon hits the frozen Pokemon with a move that has a chance to inflict burn (including Tri Attack).
  • Sleep lasts for 1-6 turns.
  • The residual damage from Toxic (similar to RBY) is only retained through Baton Pass and Heal Bell and only applies to regular poison and burn.
  • Stats are clamped with a lower boundary of 1 and an upper boundary of 999 before item modifiers.
  • Multi-hit moves that are used by a Pokemon holding King's Rock only have the flinch chance applied to the last hit of the attack.
  • Unless a move is guaranteed to critical hit or has a modified critical hit ratio, it has a starting ratio of 1. Critical hit ratios can be any whole number from 0 to 5.
  • Critical hit chances are based on this table:
    • Critical Hit Ratio​
      Critical Hit Occurrence Fraction​
      0​
      0/16​
      1​
      1/16​
      2​
      1/8​
      3​
      1/4​
      4​
      1/3​
      5​
      1/2​
  • Sandstorm deals 1/8 of every non-Steel, non-Rock, non-Ground Pokemon's maximum HP at the end of every turn.
  • Confusion caused by Berserk Gene lasts for 256 turns
  • Partially trapping moves (Bind, etc) trap the target for 2-5 turns.
  • All secondary effects on moves are calculated with the function (secondary chance * 255 / 100) / 256. This means moves with "100%" trigger chance for their secondary effect actually have ~99.6% chance to trigger (255/256).
 
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dhelmise

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ADV Mechanics
Moves

  • Absorb has 20 PP.
  • Acid has a 10% chance to lower the target(s) Defense by 1 stage.
  • Ancient Power makes contact with the target.
  • Astonish's power is doubled if the target has the Minimize volatile.
  • Bide has 100% accuracy as opposed to -- accuracy and has no priority.
  • Blizzard can miss in hail.
  • Block is listed as having 100% accuracy but can never miss.
  • Charge doesn't boost the user's Special Defense by 1 stage.
  • Conversion changes the user's type to match the original type of one of its known moves, barring Curse, as long as the type doesn't match one of the user's current types. Fails if the user can't change its type or if this move would only be able to select one of the user's current types.
  • Covet does not make contact with the target.
  • Crunch has a 20% chance to lower the target's Special Defense by 1 stage.
  • Dig has 60 Base Power.
  • Disable has 55% accuracy and lasts for 2-5 turns.
  • Dive has 60 Base Power.
  • Extrasensory's power doubles if the target has the Minimize volatile.
  • Fake Out does not make contact with the target.
  • Feint Attack does not make contact with the target.
  • Flash has 70% accuracy.
  • Fly has 70 Base Power.
  • Giga Drain has 5 PP.
  • Glare does not bypass type immunity.
  • Hidden Power's Base Power and type is determined on the user's IVs (DVs in GSC) and has a maximum Base Power of 70.
  • High Jump Kick has 85 Base Power and takes recoil equal to 1/2 of the damage that it would've dealt if the move misses.
  • Jump Kick has 70 Base Power and takes recoil equal to 1/2 of the damage that it would've dealt if the move misses.
  • Leaf Blade has 70 Base Power.
  • Lock-On has 100% accuracy as opposed to -- accuracy.
  • Mean Look is listed as having 100% accuracy but can never miss.
  • Mega Drain has 10 PP.
  • Mimic is listed as having 100% accuracy but can never miss.
  • Mirror Move causes the user to use the last move that successfully targeted it. The copied move is used with no specific target. Fails if no move has targeted the user, if the move missed, failed, or had no effect on the user, or if the move cannot be copied by this move.
  • Nature Power, despite calling other moves and thus making the accuracy irrelevant, has 95% accuracy.
  • Needle Arm's power doubles if the target has the Minimize volatile.
  • Outrage has 90 Base Power.
  • Overheat makes contact with the target.
  • Pain Split is listed as having 100% accuracy but can never miss.
  • Petal Dance has 70 Base Power.
  • Recover has 20 PP.
  • Rock Smash has 20 Base Power.
  • Role Play is listed as having 100% accuracy but can never miss.
  • Skill Swap is listed as having 100% accuracy but can never miss.
  • Spider Web is listed as having 100% accuracy but can never miss.
  • Spite causes the target's last-used move to lose 2-5 PP.
  • Stockpile has 10 PP.
  • Struggle has 100% accuracy and loses 1/4 of the HP lost by the target as recoil.
  • Surf only targets foes instead of all adjacent Pokemon.
  • Taunt lasts for 2 turns.
  • Tickle bypasses substitutes.
  • Vine Whip has 10 PP.
  • Vital Throw is listed as having 100% accuracy but can never miss.
  • Volt Tackle has no secondary effect.
  • Waterfall has no secondary effect.
  • Yawn is listed as having 100% accuracy but can never miss.
  • Zap Cannon has 100 Base Power.
Abilities
  • They exist.
  • Cute Charm as a 1/3 chance of infatuating a Pokemon of the opposite gender if it makes contact.
  • Effect Spore has a 10% chance of inflicting the target with poison, paralysis, or sleep if it makes contact with this Pokemon.
  • Flame Body has a 1/3 chance of burning any Pokemon that makes contact with this Pokemon.
  • Flash Fire still lets this Pokemon get hit by Fire-type moves if it is frozen, and Will-O-Wisp doesn't trigger this ability if this Pokemon is a Fire-type, has a major status condition, or is behind a substitute.
  • Intimidate does not activate if every target has a Substitute.
  • Lightning Rod redirects all single-target Electric-type moves to itself, but it is not immune to them.
  • Minus multiplies this Pokemon's Special Attack by 1.5 if another active Pokemon has the Plus Ability.
  • Plus multiplies this Pokemon's Special Attack by 1.5 if another active Pokemon has the Minus Ability.
  • Poison Point has a 1/3 chance of poisoning any Pokemon that makes contact with this Pokemon.
  • Pressure does not reveal itself to the opposing side on switch-in.
  • Rough Skin causes Pokemon that make contact with this Pokemon to lose 1/16 of their maximum HP.
  • Shadow Tag traps all Pokemon.
  • Static has a 1/3 chance of paralyzing any Pokemon that makes contact with this Pokemon.
  • Trace copies a random foe's ability, as long as the foe's ability is not Forecast or Trace.
  • Volt Absorb causes this Pokemon to be immune to damaging Electric-type moves and restores its health by 1/4 of its maximum HP, rounded down.
Items
  • Aguav Berry doesn't trigger until the end of the turn.
  • Apicot Berry doesn't trigger until the end of the turn.
  • Berry Juice is unreleased, but it doesn't trigger until the end of the turn.
  • Black Belt multiplies the power of Fighting-type moves by 1.1.
  • Black Glasses multiplies the power of Dark-type moves by 1.1.
  • Charcoal multiplies the power of Fire-type moves by 1.1.
  • Dragon Fang multiplies the power of Dragon-type moves by 1.1.
  • Enigma Berry does nothing.
  • Figy Berry doesn't trigger until the end of the turn.
  • Ganlon Berry doesn't trigger until the end of the turn.
  • Hard Stone multiplies the power of Rock-type moves by 1.1.
  • Iapapa Berry doesn't trigger until the end of the turn.
  • King's Rock gives certain moves (found here) a 10% chance to cause the target to flinch.
  • Lansat Berry doesn't trigger until the end of the turn.
  • Lax Incense multiplies the accuracy of moves against the holder by 0.95.
  • Liechi Berry doesn't trigger until the end of the turn.
  • Light Ball only boosts Pikachu's Special Attack.
  • Magnet multiplies the power of Electric-type moves by 1.1.
  • Mago Berry doesn't trigger until the end of the turn.
  • Metal Coat multiplies the power of Steel-type moves by 1.1.
  • Miracle Seed multiplies the power of Grass-type moves by 1.1.
  • Mystic Water multiplies the power of Water-type moves by 1.1.
  • Never-Melt Ice multiplies the power of Ice-type moves by 1.1.
  • Oran Berry doesn't trigger until the end of the turn.
  • Petaya Berry doesn't trigger until the end of the turn.
  • Poison Barb multiplies the power of Poison-type moves by 1.1.
  • Quick Claw has a 20% chance of giving the holder's move an additional 0.1 priority for the rest of the turn.
  • Salac Berry doesn't trigger until the end of the turn.
  • Sea Incense multiplies the power of Water-type moves by 1.05.
  • Sharp Beak multiplies the power of Flying-type moves by 1.1.
  • Silk Scarf multiplies the power of Normal-type moves by 1.1.
  • Silver Powder multiplies the power of Bug-type moves by 1.1.
  • Sitrus Berry doesn't trigger until the end of the turn and restores 30 HP.
  • Soft Sand multiplies the power of Ground-type moves by 1.1.
  • Spell Tag multiplies the power of Ghost-type moves by 1.1.
  • Starf Berry doesn't trigger until the end of the turn.
  • Twisted Spoon multiplies the power of Psychic-type moves by 1.1.
  • Wiki Berry doesn't trigger until the end of the turn.
Other Mechanics
  • A move's category is determined by its type if it is an attacking move. If a move is Fire, Water, Grass, Ice, Electric, Dark, Psychic, or Dragon, it is Special. Otherwise, it's Physical.
 
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dhelmise

everything is embarrassing
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SM Mechanics
Moves

  • Defog does not clear terrains from the field.
  • Electric Terrain boosts the Base Power of Electric-type moves by 1.5x.
  • Grassy Terrain boosts the Base Power of Grass-type moves by 1.5x.
  • Heal Bell does not cure the status if the user if the user has Soundproof.
  • Healing Wish triggers on the same turn it is used.
  • Howl only boosts the user's Attack by 1 stage, even in doubles battles.
  • King's Shield lowers the Attack of Pokemon that make contact with the user by 2 stages.
  • Psychic Terrain boosts the Base Power of Psychic-type moves by 1.5x.
  • Rapid Spin has 20 Base Power and doesn't have any secondary effect.
  • Teleport has 0 priority and fails when used.
Abilities
  • Disguise doesn't take 1/10th of Mimikyu's HP upon breaking.
  • Moody has a chance to boost accuracy and evasion.
  • Oblivious does not make the user immune to Intimidate.
  • Own Tempo does not make the user immune to Intimidate.
  • Rattled does not boost the user's Speed by 1 stage if it gets its Attack dropped due to Intimidate.
  • Scrappy does not make the user immune to Intimidate.
  • Technician's Base Power boost doesn't occur before all other multipliers.
Items
  • Aguav Berry heals 50% of the user's maximum HP when the user reaches 1/4 of its maximum HP or less.
  • Figy Berry heals 50% of the user's maximum HP when the user reaches 1/4 of its maximum HP or less.
  • Iapapa Berry heals 50% of the user's maximum HP when the user reaches 1/4 of its maximum HP or less.
  • Mago Berry heals 50% of the user's maximum HP when the user reaches 1/4 of its maximum HP or less.
  • Wiki Berry heals 50% of the user's maximum HP when the user reaches 1/4 of its maximum HP or less.
Pokemon
  • Pikachu Cap formes only have Static as an ability.
  • Koffing's only ability is Levitate.
  • Weezing's only ability is Levitate.
  • Ralts's evolution family is only in the Amorphous egg group.
  • Trapinch's evolution family is only in the Bug egg group.
  • Magnezone evolves through leveling up in a magnetic field.
  • Leafeon evolves through leveling up near a Moss Rock.
  • Glaceon evolves trough leveling up near an Ice Rock.
  • Aegislash has 150 Defense and 150 Special Defense.
  • Aegislash-Blade has 150 Attack and 150 Special Attack.
  • Hawlucha is only in the Human-Like egg group.
  • Bergmite's evolution family is only in the Monster egg group.
  • Noibat's evolution family is only in the Flying egg group.
  • Vikavolt evolves through leveling up in a magnetic field.
  • Lycanroc evolves through reaching level 25 in Pokemon Sun/Ultra Sun.
  • Lycanroc evolves through reaching level 25 in Pokemon Moon/Ultra Moon.
 
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The move Transform across generations?

Not sure if this is the right place for this, but this is something I noticed while playing in-game Crystal:
Turn 1: your mon paralyzes opposing Ditto as Ditto uses Transform
Subsequent turns: Transformed-Ditto ignores Paralysis speed drop and will continue to speed tie your mon

I don't know if in GSC whether switching in and out the para'd Ditto, would have the speed drop applied or not.

But I'm like 85% sure that Transform mechanic changed in some later generation (which gen idk), where Ditto experiences speed drop as soon as you paralyze it, and even if it transforms it will continue to experience the drop.

So my question is which gen did the Transform mechanic change regarding paralysis?

Or am I missing some things here?

Thanks for any insight
 

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