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
| x | Base Power |
|---|---|
| 0-1 | 200 |
| 2-4 | 150 |
| 5-9 | 100 |
| 10-16 | 80 |
| 17-32 | 40 |
| 33-48 | 20 |
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.
| Value | Type |
|---|---|
| 0 | Fighting |
| 1 | Flying |
| 2 | Poison |
| 3 | Ground |
| 4 | Rock |
| 5 | Bug |
| 6 | Ghost |
| 7 | Steel |
| 8 | Fire |
| 9 | Water |
| 10 | Grass |
| 11 | Electric |
| 12 | Psychic |
| 13 | Ice |
| 14 | Dragon |
| 15 | Dark |
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.
| Weight | Power |
|---|---|
| <= 10kg | 20 |
| 10.1kg - 25.0kg | 40 |
| 25.1kg - 50.0kg | 60 |
| 50.1kg - 100.0kg | 80 |
| 100.1kg - 200.0kg | 100 |
| 200.1kg >= | 120 |
Magnitude
| Magnitude | Base Power | Chance |
|---|---|---|
| 4 | 10 | 5.5% |
| 5 | 30 | 9.8% |
| 6 | 50 | 19.9% |
| 7 | 70 | 30.1% |
| 8 | 90 | 19.9% |
| 9 | 110 | 9.8% |
| 10 | 150 | 5% |
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.
| Turn | Power |
|---|---|
| 1 | 30 |
| 2 | 60 |
| 3 | 120 |
| 4 | 240 |
| 5 | 480 |
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.
