Random Pokemon

Real Accuracy

The accuracy of moves as presented in a Pokémon's stat pages in the game or our Attack Database is slightly different that the real accuracy of the move; perhaps you have already noticed by yourself that even moves with 100% accuracy can miss sometimes. Any move with an accuracy of 0, such as Swift can never miss but moves with an accuracy of 100, such as Bite have a real accuracy of 99,6% and therefore there's 1 chance in 250 that they will miss. In order to find a move's real accuracy just multiply with 254 and divide with 255.

Weather Effects

Clear Skies (Sunny Day, Drought)

  • FIRE type moves deal 50% more damage.
  • WATER type moves deal 50% less damage.
  • Thunder's accuracy drops to 50%.
  • Solarbeam attacks in one turn.
  • Cannot be induced with FREEZE (FRZ) status. Already frozen Pokémon get defrosted.
  • Healing by Moonlight, Morning Sun and Synthesis is doubled.
  • Weather Ball becomes FIRE type, base power 100.

Hailstorm (Hail)

  • Weather Ball becomes ICE type, base power 100.

Heavy Rain (Rain Dance, Drizzle)

  • WATER type moves deal 50% more damage.
  • FIRE type moves deal 50% less damage.
  • Thunder's accuracy raises to 100%.
  • Solarbeam's base power is halved.
  • Healing by Moonlight, Morning Sun and Synthesis is halved.
  • Weather Ball becomes WATER type, base power 100.

Sandstorm (Sandstorm, Sand Stream)

  • Each turn, Pokémon take damage equal to 1/16 of their maximum Hit Points.
  • Rock, Ground, and Steel-type Pokémon are immune to Sandstorm.
  • Pokémon with a Substitute do take damage during a Sandstorm.
  • Healing by Moonlight, Morning Sun and Synthesis is halved.

Flail/Reversal

Inflicts more damage when the user's HP is down.

x = current HP * 48 / maximum HP
xBase Power
0-1200
2-4150
5-9100
10-1680
17-3240
33-4820

Hidden Power

Power

  • If Hit Point's Individual Value divided by 4 has the remainder of 2 or 3, then P1 = 1, else P1 = 0
  • If Attack's Individual Value divided by 4 has the remainder of 2 or 3, then P2 = 2, else P2 = 0
  • If Defense's Individual Value divided by 4 has the remainder of 2 or 3, then P3 = 4, else P3 = 0
  • If Speed's Individual Value divided by 4 has the remainder of 2 or 3, then P4 = 8, else P4 = 0
  • If Special Attack's Individual Value divided by 4 has the remainder of 2 or 3, then P5 = 16, else P5 = 0
  • If Special Defense's Individual Value divided by 4 has the remainder of 2 or 3, then P6 = 32, else P6 = 0
  • The qualifying Individual Values for a remainder of 2 or 3 when divided by 4 are: 2, 3, 6, 7, 10, 11, 14, 15, 18, 19, 22, 23, 26, 27, 30, and 31.
  • Power = (P1 + P2 + P3 + P4 + P5 + P6) * 40 / 63 + 30
  • Power will be a value of 30 to 70.
ValueType
0Fighting
1Flying
2Poison
3Ground
4Rock
5Bug
6Ghost
7Steel
8Fire
9Water
10Grass
11Electric
12Psychic
13Ice
14Dragon
15Dark

Type

Although Hidden Power is listed as a Normal type move, its true type will be a type other than Normal.

  • If Hit Point's Individual Value is Odd, then T1 = 1, else T1 = 0
  • If Attack's Individual Value is Odd, then T2 = 2, else T2 = 0
  • If Defense's Individual Value is Odd, then T3 = 4, else T3 = 0
  • If Speed's Individual Value is Odd, then T4 = 8, else T4 = 0
  • If Special Attack's Individual Value is Odd, then T5 = 16, else T5 = 0
  • If Special Defense's Individual Value is Odd, then T6 = 32, else T6 = 0
  • Type's Value = (T1 + T2 + T3 + T4 + T5 + T6) * 15 / 63

Low Kick

Power depends on the opponent Pokémon's weight.

WeightPower
<= 10kg20
10.1kg - 25.0kg40
25.1kg - 50.0kg60
50.1kg - 100.0kg80
100.1kg - 200.0kg100
200.1kg >=120

Magnitude

MagnitudeBase PowerChance
4105.5%
5309.8%
65019.9%
77030.1%
89019.9%
91109.8%
101505%

Reflect/Light Screen

  • Reflect raises user's side's Defense for five turns.
  • Light Screen raises user's side's Special Defense for five turns.
  • Damage dealt to user in a Single Battle is 1/2.
  • Damage dealt to a user or partner in a Double Battle is 2/3.
  • Critical Hits ignore the defense.

Rollout/Ice Ball

Attacks for 5 turns. Power doubles every turn. Power returns to normal is an attack misses, or after the 5th attack. Rollout's power is doubled if the user has previously used Defense Curl.

TurnPower
130
260
3120
4240
5480

Secret Power, Nature Power, Camouflage

These moves' effects depend on the battlefield's environment.

Field Type Secret Power Nature Power Camouflage
Grass Poison Stun Spore Poison
Tall Grass Sleep Razor Leaf Poison
Ocean Attack lowers one stage. Surf Water
Underwater Defense lowers one stage. Hydro Pump Water
Pond Speed lowers one stage. Bubblebeam Water
Sand Accuracy lowers one stage. Earthquake Ground
Cave Flinch Shadow Ball Rock
Rocks Confuse Rock Slide Rock
Elsewhere Paralyze Swift Normal

Some information in this page comes from Pokémon Forever.

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