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General Information [More Compiled Guides]

Azonic

hello friends
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    ☆ More Compiled Guides

    Written By Cherii

    BATTLE CLAUSES
    Battling is fun, but you have always got to play fair. Certain advantages that the opponent may have might not be as fair. This is why there are Battle Clauses. Battle Clauses are rules that you must abide to to battle. Of course, there are numerous clauses and you don't have to turn every clause on. Just make sure you and your opponent agree on which clauses to follow before the battle begins. The following list consists of the common clauses and the description of the clauses:

    Evasion Clause - This clause prohibits the use of any moves solely used to alter a Pokémon's accuracy or evasion. This means that all moves like Double Team and Sand-Attack will be banned. However, if an offensive move has a side effect of tampering with the opponent's accuracy / evasion, then it may still be used (e.g. Mud Slap is still allowed).

    Freeze Clause - This clause prohibits when two or more Pokémon are frozen at once on the same team. Please note, that if a frozen Pokémon faints when it was frozen, you are able to freeze another Pokémon.

    Sleep Clause - Similar to the Freeze Clause, the Sleep Clause prohibits when two or more Pokémon on the same team are frozen at the same time. Please note, that if a sleeping Pokémon faints when it was sleeping, you are able to induce sleep to another Pokémon. Note, that if the user induces sleep to itself (such as using Rest), it does NOT count as a true sleeping Pokémon, thus making it possible to have more than one Pokémon asleep on the same team at the same time.

    Species Clause - Though rarely violated, this clause prohibits the use of two or more Pokémon of the same species to be put on the same team. For example, when this clause is in effect, two Garchomps are not allowed to be on the same team.

    Items Clause - This clause prohibits when two or more Pokémon are holding the same exact item on the same team. This excludes the use of Trick, Thief, Covet, Recycle, or any other moves that deal with the altering of one's held item.

    Selfdestruct Clause - Neither side is able to use Explosion or Selfdestruct using their last Pokémon.

    CRITICAL HITS
    Have you ever scored a critical hit? Critical hits are somewhat rare occurances within a battle. What critical hits will do is that they will double the amount of damage that you would normally inflict on the opponent. They rely completely on luck to occur, and are decided completely at random using a critical-hit-ratio.

    Critical hits will ignore all defensive stat boosts from the opponent and hit with double the power than normal. Because of the reason that it ignores any defensive stat boosts, it often can be the ending point of a Calm Mind stalling match.

    Critical Hits function in stages, much like your regular stats do. Similar to how Meditate boosts your attack stat, the move Focus Energy will raise your critical-hit-ratio. Critical-hit-ratio is the chance that you have each turn of scoring a critical hit on the opponent. That's right, Critical hits function in stages too. There are ways to boost those stages. What boosting those stages will do is that they will increase your critical-hit-ratio every time you boost a stage. A normal Pokémon with no critical-hit-ratio boosts will have a 6.25% chance of scoring a critical hit every turn. However, some Pokémon can even get to 50% chance of scoring critical hits each turn! 50% is the maximum chance you can get. Here is a chart of each stage and their critical-hit-ratio:

    Stage 1: 6.25%
    Stage 2: 12.5%
    Stage 3: 25%
    Stage 4: 33.3%
    Stage 5: 50%

    Now here's a thought: how exactly do you boost all the way to Critical hit stage 5? There are numerous ways. Some moves already have a critical-hit ratio at stage 12.5 (whenever in the move's description you see "high critical hit ratio", that means the move has an automatic 12.5% chance at the start of each battle instead of the normal 6.25% chance.) Using the Lansat berry will raise your Pokémon's stage by one when the holder's HP is below 25%. Razor Claw and Scope Lens boost all move's critical-hit-ratio by one stage, as does the move of Focus Energy.

    Special abilities that a Pokémon have can effect the critical-hit factor. The ability of Super Luck double's the critical hit ratio stage (e.g. if it normally is 1, it becomes 2, if it normally becomes 2 it becomes 4). The ability of Sniper effects the critical-hit-ratio factor two: whenever a critical hit is scored, the attack's power is tripled instead of doubled.


    WEATHER EFFECTS

    Weather: Sunshine
    - A Fire Type move's Base Power is multiplied by 1.5 (e.g. Fire Blast(120) becomes 180 power in the sun)
    - Water Type moves Base power is multiplied by 0.5 (e.g. Hydropump(120) becomes 60 power in the sun.
    - Solarbeam does not require a turn to charge.
    - Thunder's accuracy is reduced to 50%.
    - Synthesis, Morning Sun, and Moonlight recover 100% of the user's HP.
    - Pokémon with the Chlorophyll Ability have their total speed doubled.
    - Pokémon with the Dry Skin Ability lose HP every turn.
    - Cherrim increases Attack and Special Attack by changing its forme using Flower Gift Ability.
    - Pokémon with the Leaf Guard Ability have protection from status afflictions.
    - Pokémon with the Solar Power Ability have their Special Attack raised by HP decreased every turn.
    - Castform changes into a Fire Pokémon using Forecast Ability.
    - Weather Ball's Power is 100 and becomes a Fire Type.

    Weather: Raining
    - Water Type moves have their base power multiplied by 1.5 (e.g. Hydropump (120) becomes 180 power in the rain).
    - Fire type moves have their base power multiplied by 0.5 (e.g. Fire Blast (120) becomes 60 power in the rain.).
    - Solarbeam requires two turns to charge instead of one.
    - Synthesis, Morning Sun, and Moonlight recover 25% of user's HP.
    - Pokémon with Dry Skin Ability recover HP every turn.
    - Pokémon with the Hydration Ability cannot be afflicted with status (cured from status).
    - Pokémon with the Rain Dish Ability have 1/16 of their maximum HP recovered each turn.
    - Pokémon with the Swift Swim Ability have their Speed doubled.
    - Castform transforms into a Water type Pokémon using Forecast Ability.
    - The attack Weather Ball's poweris 100and becomes a water type move.

    Weather: Hail
    - Pokémon that are not Ice typed are damaged each turn.
    - Blizzard's accuracy is increased to 100% and can break through Protect/Detect 25% of the time (D/P only!).
    - Synthesis, Morning Sun, and Moonlight recover 25% of the user's HP.
    - Pokémon with the Ice Body Ability have 1/16 of their HP recovered each turn.
    - Pokémon with the Snow Cloak ability have their evasion boosted by 20%. When hailing outside of battle, if the Pokémon with the Snow Cloak ability is at the head of the party, wild encounter rate is reduced by 50%
    - Castform transforms into an Ice type Pokémon using Forecast.
    - The attack Weather Ball is Power is 100 and becomes the Ice type.

    Weather: Sandstorm
    - Pokémon that are not Rock, Ground, or Steel have their HP reduced each turn.
    - Rock type Pokémon's Special Defense is multiplied by 1.5. (DP Only!)
    - Solarbeam's power is reduced.
    - Thunder's accuracy is reduced to 50%.
    - Synthesis, Morning Sun, and Moonlight recover 25% of the user's HP.
    - Pokémon with the Sand Veil Abiltiy have their evasion boosted by 20%. When the Pokémon with Sand Veil is in the head of your party in a sandstorm area, the wild encounter rate is decreased by 50%.
    - Weather Ball's attack Power is 100 and becomes a Rock type.

    Fog
    - Fog cannot be activated through a move. It can be cleared using Defog.
    - All Pokémon's accuracy is reduced.

    Shadow Sky
    - Shadow Sky is a weather condition exclusive to Pokémon XD.
    - All non- Shadow Pokémon are damaged each turn.
    - Weather Ball's power is 100 and becomes the ??? type (no weaknesses or resistances).

    STATUS AILMENTS
    So here's a thought: have you ever seen your Pokémon get caught with a status affliction? For instance, your Pokémon becomes paralyzed and it can't move. Has that ever happened to you before? This page will contain a detailed chart about what each status affliction is and what it's effects are.

    Paralysis:
    Pokémon under the paralyze condition will have their speed halved. They also will not be able to attack 25% of the time, which is why you sometimes see Pokémon is paralyzed! It can't move! The paralyze condition is most commonly inflicted through electric attacks and the move Stun Spore. The speed drop of the Paralyze condition is nullified by the ability Quick Feet. The Paralyze condition will activate the ability Guts.

    Poison: Pokémon under the Poison condition will have their HP reduced by 1/8 of the maximum HP every turn. Also outside of the game, it will take down 1HP from your Pokémon for every four steps you take. Poison condition activates guts, and does not affect Pokémon that are of the Steel or Poison type. Pokémon with the Poison Heal ability will have their HP restored by 12% of the maximum HP each turn.

    Badly Poisoned: Pokémon under the badly poisoned condition will have their HP reduced each turn, however there is a twist to it. Badly Poisoned's HP reduction will gradually increase each turn. For example, for the first turn, the Pokémon will take 1/16 of the max HP damage, then it will take 2/16, then 3/16, and so on. After an in-game battle is over, the badly poisoned condition will revert to the normal Poisoned condition. This status ailment is only caused by the moves Toxic, Poison Fang, and two layers of Toxic Spikes.

    Burned: Pokémon under the Burn condition will have their HP reduced by 12% of the maximum each turn. They will also have their Attack stat halved, causing physical-based moves to do less damage. The Attack stat drop is nullified by the ability Guts, which has previously caused a lot of confusion. Fire type and Pokémon with the ability of Water Veil cannot be burned by fire moves, but however CAN in fact be burned by the move Tri Attack.

    Frozen: Pokémon under the freeze condition cannot attack. For each turn, the frozen Pokémon will have a 10% chance of defrosting. When a frozen Pokémon is hit with an offensive Fire type move, the frozen Pokémon will be defrosted. Frozen Pokémon in the sunny weather will not defrost quicker. A frozen Pokémon can only attack if they are using a fire type move, which will defrost themselves and deal damage back to the opponent.

    Sleep: Pokémon under the sleep condition cannot attack unless they are using the moves Snore and/or Sleep Talk. Sleep condition is like a shorter Freeze condition, but it is much easier to inflict. The Sleep condition will always last a minimum of 1 turn and a maximum of 7 turns. Including the initial turn, a Pokémon with Rest can induce sleep to itself for three turns.

    Infatuation: A Pokémon under the infatuation condition cannot attack 50% of the time. A Pokémon can only be under the Infatuation condition if it was inflicted by a Pokémon of the opposite gender. The infatuation condition is not passed through Baton Pass. The Infatuation condition is lost of either of the Pokémon leave the battle field in some way. Pokémon that are genderless or have the Oblivious ability are immune to this ailment.

    Confused: A Pokémon under the Confused condition cannot attack 50% of the time. To make matters worse, when the Pokémon cannot attack it will instead hurt itself. The damage it will take will vary upon the attack stat – the higher the attack, the more damage the attacking Pokémon will take. The confused status condition disappears when the confused Pokémon leaves the field in any way.

    Cursed: A Pokémon under the Cursed condition will have their HP reduced by 1/4 of their max HP every turn. The Cursed status condition disappears whenever the cursed Pokémon leaves the field in any way.

    Immunity Modification: If the defending opponent has raised its evasion stat, using Odor Sleuth / Miracle Eye / Foresight will cause the attacking Pokémon to ignore the evasion boost. In addition, Odor Sleuth and Foresight will allow normal and fighting attacks to connect to ghost Pokémon. Miracle Eye will allow psychic attacks to connect to dark Pokémon, both hitting for neutral damage.

    Flinch: Flinch is a one-turn status affliction that disables the attacking Pokémon from attacking for one turn. A Pokémon can only be flinched if it is hit with a move with a flinch rate or the opponent is holding a King's Rock. Logically, a Pokémon can only be flinched if the opponent attacks first.

    Seeded: Seeded status can be only inflicted through the use of the move Leech Seed. The defending Pokémon will have their HP reduced by 1/8 of their maximum HP amount, while the attacking Pokémon will have their HP restored by however many HP points that Leech Seed inflicted. Grass type Pokémon are immune to this condition. The seeded status disappears when the defending Pokémon leaves the field in any way.

    Nightmare: Nightmare is a status condition that can only be afflicted while the defending Pokémon is asleep. Pokémon under the Nightmare status condition will lose 1/4 of their maximum HP every turn. However, this status effect is lost when the defending Pokémon wakes up or leaves the field in any way.

    STAT BOOSTS
    Ninjasks attack sharply rose! What does that mean? Have you ever wondered? The Pokémon games calculate attack damage using the total attack / special attack of your Pokémon vs. the opponents total defense / special defense. Did you know that moves like Swords Dance can effect the amount of damage that a Pokémon does?

    Pokémon games function in-battle stats in stages. If your game says, Ninjasks Speed rose!, that means Ninjasks Speed stat adds half of its normal speed to the Speed stat (meaning if Ninjask had 100 speed before, Ninjask would have 150 speed after its speed stat rose). These moves can be extremely useful at times. Each stage that a stat gets boosted by adds half of the stat to the stat. That means if Ninjask uses Swords Dance, Ninjask doubles its Attack stat! Moves like these are vital for taking hits and dealing damage. Sweepers use moves like Swords Dance to deal physical damage in harsh blows. Note, that all stat boosts are eliminated after the Pokémon switches out, exits the battle, or is in any way removed from the battle field. The move Haze also eliminates all stat boosts from both sides.

    As said before, each stage that a stat is boosted by means adding half of the stat to the stat. Here is a chart showing how much a stat is boosted:

    6 Stages: x4
    5 Stages: x3.5
    4 Stages: x3
    3 Stages: x2.5
    2 Stages: x2
    1 Stages: x1.5
    0 Stages: x1
    -1 Stages: x0.66
    -2 Stages: x0.5
    -3 Stages: x0.4
    -4 Stages: x0.33
    -5 Stages: x0.29
    -6 Stages: x0.25

    Harshly Fell: -2 Stages
    Sharply Rose: +2 Stages
    Rose: +1 Stage
    Fell: -1 Stage
    Maxed / Maximized: +6 stages

    Six Stages is the maximum you can reach. If you continually try to raise it beyond 6 stages, you will get a message saying (Pokémon A's [stat] cant go any higher!). Which means it didnt do anything.
    PRIORITY MOVES
    Have you ever seen a slower Pokémon strike first? You must be thinking, how in the world can Weavile's Ice Shard strike before my Ninjask!? It all has to do with Speed priority. Some moves have Speed Priority, which makes them strike first. What will happen if two moves of speed priority are used in the same turn – who will strike first? Some have more speed priority than others. There are 13 different stages of Speed Priority. The higher your speed priority is, the more you will strike first. Of course, switching out Pokémon always happens before any field moves happen. When two moves of the exact same speed priority is used on the same turn, the Pokémon with the higher speed stat will strike first. The following is a list of which moves have which speed priority.

    Stage 5
    - Helping Hand

    Stage 4
    - Magic Coat
    - Snatch

    Stage 3

    - Detect
    - Endure
    - Follow Me
    - Protect

    Stage 2
    - Feint

    Stage 1
    - Aqua Jet
    - Bide
    - Bullet Punch

    - Extremespeed
    - Fake Out
    - Ice Shard
    - Mach Punch
    - Quick Attack
    - Shadow Sneak
    - Sucker Punch
    - Trump Card
    - Vacuum Wave

    Stage 0
    Any move that isn't mentioned in this article has Stage 0 priority.

    Stage -1
    - Vital Throw

    Stage -2
    No Attacks are of Stage -2 Priority

    Stage -3
    - Focus Punch

    Stage -4
    - Avalanche
    - Revenge

    Stage -5
    - Counter
    - Mirror Coat

    Stage -6
    - Roar
    - Whirlwind

    Stage -7
    - Trick Room

    ENTRY HAZARDS
    Entry hazards are moves, kind of like traps, that you can set onto the opponents field. Here's how it works, you set some entry hazards onto the opponents team and whenever the opponent switches a Pokémon in, that Pokémon will get injured by the entry hazards and take so much damage. There are different kinds of entry hazards, three to be specific.

    Spikes
    The oldest entry hazard of the three. The user can set up to three layers of Spikes onto the opponent's field. The more layers you put, the more damage the opponent will take in from switching in. One layer is put down each time you use the move Spikes.

    1 Layer - 1 / 8 of the opponent's maximum HP.
    2 Layers - 1 / 6 of the opponent's maximum HP
    3+ Layers - 1 / 4 of the opponent's maximum HP

    But please note, any Pokémon that aren't affected by ground effects will take no damage from Spikes when they switch in. This means that all Pokémon with Levitate, or are of the Flying type, will NOT get effected by Spikes.

    Stealth Rock
    This entry hazard functions a little bit differently. This entry hazard uses type matchups to its advantage, so if the opponent that is switching in and it is weak to rock, it will take more damage. Unlike Spikes, you can only set up 1 layer of Stealth Rock. But you can deal up to 50% damage to the opponent if they are x4 weak to Rock moves.

    x0.25 Resist - 1 / 32 of the opponent's maximum HP
    x0.5 Resist - 1 / 16 of the opponent's maximum HP
    x1 Neutral - 1 / 8 of the opponent's maximum HP
    x2 Weakness - 1 / 4 of the opponent's maximum HP
    x4 Weakness - 1 / 2 of the opponent's maximum HP

    Stealth Rock deals damage to Flying types and Levitaters, which Spikes can't. It's great for downing Pokémon like Ninjask.

    Toxic Spikes
    This is the final entry hazard. Toxic Spikes will not deal direct damage when the opponent switches in. Instead, it will give the Poison condition to whoever switches in. You can set up two layers of Toxic Spikes.
    1 Layer - Poison status condition
    2 Layers - Badly Poison status condition (similar to the move TOXIC)

    Note, that whenever a Poison Pokémon switches in on a field with Toxic Spikes active, the Toxic Spikes will disappear, as if the Pokémon has absorbed them.

    Rapid Spin
    Though this move does not have anything to do with setting up Entry Hazards, it is the only way to get them off of the field. Once the entry hazards are set on your field, you can't get them off without the use of Rapid Spin. When you use Rapid Spin, every single entry hazard on your side of the field will disappear, and the opponent has to set them up all over again. Rapid Spin also removes Leech Seed, the Seeded status, away from the field.

    TYPE MATCHUPS
    Pokemon attacks can be either supereffective, regularly effective, not-very-effective, or can deal no damage at all (immune). Below is a chart to show you which attacks are how much effective against another type.

    [PokeCommunity.com] General Information [More Compiled Guides]

    But wait! There are dual types! How do we calculate those? You would take the effectiveness of both of the defending types and add them together. Sound complicated? Here's an example:

    Example #1
    Seed Bomb [GRASS] on Salamence [DRAGON/FLYING]

    Since Grass moves deal x0.5 to Dragon types, you will throw in x0.5 into your equation.
    Since Grass moves deal x0.5 to Flying types, you will throw in another x0.5 into your equation.
    To avoid confusion, Seed Bomb's base power is 80.

    Your equation: 80 x 0.5 x 0.5 = 20

    As you can see, both the Grass to Dragon matchup and the Grass to Flying matchup is in the equation. In conclusion, Seed Bomb will have a power of 20 when attacking a Salamence. Not very Effective matchup.<br><br>

    Example #2
    Iron Head [STEEL] on Walrein [WATER/ICE]

    Since Steel moves deal x2 to Ice types, you will throw in x2 into your equation.
    Since Steel moves deal x0.5 to Water types, you will throw in x0.5 into your equation.
    To avoid confusion, Iron Head's base power is 80.

    Your equation: 80 x 2 x 0.5 = 80

    As you can see, both the Steel to Ice and the Steel to Water matchup is included in the equation. In conclusion, Iron Head will have a base power of 80 when attacking a Walrein. Regularly effective matchup.

    How do you calculate the exact damage that your move is going to deal to your opponent? Well, of course, there's a formula, but this one is quite complicated. It is much more convenient if you use a online damage calculater. It's easy; you just type in the species, moves, stats, etc. of you and your opponent and calculate the damage! Click Here for a Damage Calculator!
     
    Last edited:
    I believe Rapid Spin also gets rid of Leech Seed. ?_?

    "- Pokemon with the Ice Boxy Abiltiy have 1/16 of their HP recovered each turn."

    It should be "Pokemon with the Ice Body Ability have 1/16 of their HP recovered each turn." x]

    "
    - Castform changes into a Fire Pokemon using Forecast Ability."

    Overall the guide looks pretty good except a few spelling errors.


     
    Definitely include really obvious stuff like natures and maybe type match-ups too. I've only skimmed it since I have to go in a sec but good job so far.
     
    Maybe add the tiers of battling like OU and UU etc?

    I like the guide though, it was a good read
    https://www.pokecommunity.com/threads/159325

    Considering this may be used a reference guide, you may want to put an index at the start, making use of the [a id] and [a link] tags.

    Looks great, though.
    If I get the time... and figure out how to. xD Thanks.

    Definitely include really obvious stuff like natures and maybe type match-ups too. I've only skimmed it since I have to go in a sec but good job so far.
    Added type matchups. I might combine the natures with IVs and EVs, so...
     
    Oh my god, why when I post do they never show up??? This is really annoying. Anyways, I have a question that you might want to put into the guides. How does the power of a move fit into the whole equation of battling? Like is the power the amount of damage it will deal, or what?
     
    Cool guide Kayashi, this would be of great use in the Battle Stadium as well =]

    Maybe you could add a section for commonly used items in competitive play and their effects? =O
     
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