Pokemon Terra The Terra Region is Heavily forest with dense fields and rolling plains it is a paradise that nevertheless poses a challenge for most trainers. |
| | In Battle Guide | |
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Admin Admin
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| Subject: In Battle Guide Tue May 26, 2009 4:29 pm | |
| Currently we do not have a good capture method. We are trusting you all to weaken then capture your pokemon fairly! This goes for EXP as well. I mind you there will be people watching you!
A Battle is Broken down into Five Sections
Start Battle Fainting Blow Switch Victory
Start: This is the Begging of the battle To Determine who goes First you Get a Ref To Decide. Then You each Throw out one of your pokemon. (In Case of Tie Edit your Post and Roll Again)
Battle: In Battle you go back and forth each post consisting of 2-3 Moves, your goal is to gain the ability to engage in the Fainting Blow, and to make sure your opponent does not gain said ability. Your Possible Moves are Attack Moves, Set Up Moves, Or Defend Moves, Use them in a way that will help you get closer to the Fainting Blow Stage.
Fainting Blow: In the case you gain a Fainting Blow, The Ref will Decide if the attack was worthy of Fainting. If the Ref Declares the Pokemon Defeated then that is how it is.
Switch Pokemon: When your Pokemon is knocked out, the battle is either over and you move on to the next phaze, or you throw out another Pokemon. (If you have no Pokemon Left Skip this stage)
Victory: Once All Opponent, or Your Pokemon in the Battle Have been Defeated, The Winner is declared and he gains The Exp of the Match for his Pokemon. Where he will Distribute it to his Pokemon.
Last edited by Admin on Fri May 29, 2009 8:02 pm; edited 1 time in total | |
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| Subject: Re: In Battle Guide Fri May 29, 2009 5:13 pm | |
| Non-volatile status
Non-volatile status ailments are status ailments that will remain until a Pokémon is healed at a Pokémon Center, or a specific curative item is used. A Pokémon inflicted with a non-volatile status will still be affected after being pulled out of battle (unless they have the Natural Cure ability), and after a battle is over. It is only possible for a Pokémon to be afflicted by one of these at a time.
Burn The burn condition reduces a Pokémon's Attack power by half. Additionally, at the end of a turn, the Pokémon loses Health. Fire-type Pokémon and Pokémon with the Water Veil ability cannot be burned. All moves which can cause burn are Fire-type except for Tri Attack and Fling when the Flame Orb is held.
Freeze The freeze condition causes a Pokémon to be unable to make a move. Most Fire-type moves used on a frozen Pokémon will remove the freeze status. As of Generation II, freeze has a random, ~10% chance to be cured on its own on the frozen Pokémon's turn. Because of this, the frozen Pokémon may thaw out on the very turn of freezing, however, in Generation I, a frozen Pokémon never thaws. Contrary to popular belief, sunny weather does not cause a quicker thawing, but it can prevent a Pokémon from freezing in the first place.
Ice-type Pokémon cannot be frozen by Ice-type moves except in Generation I; however, they can be frozen by Tri Attack. A frozen Pokémon can still use the moves Flame Wheel and Sacred Fire; when used while frozen, these moves will thaw the user, thaw the opponent if possible, and deal damage to the opponent. All moves which cause freezing are Ice-type except Tri Attack. It is also the only Non-volatile status which has no attack that will freeze the opponent directly. Also, there is no move that has more than a 10% chance of freezing.
A frozen Sky Forme Shaymin will revert to its Land Forme.
Paralysis A Pokémon inflicted with paralysis will be unable to attack ("fully paralyzed") a quarter of the time. Additionally, its Speed is reduced to 25% of its previous value. Many moves that cause paralysis are of the Electric type.
Poison A poisoned Pokémon loses 1/8 of its maximum hit points every turn (in Generation I, it loses 1/16). Poison-type Pokémon cannot be poisoned. Steel-type Pokémon cannot be poisoned in Generation III and beyond (in Generation II, Poison-type moves can't affect Steel-types, but they can otherwise be poisoned by Twineedle).
A poisoned Pokémon also loses 1 hit point for every four steps taken while not in battle. In Generation IV, a Pokémon whose HP is reduced to 1 via poison outside of battle will have the poison status removed. All moves that can poison are of the Poison-type except Twineedle and Secret Power.
Badly poisoned The status ailment caused by Toxic and Poison Fang, as well as by Toxic Spikes after it is used twice, is the same as Poison except its damage begins at 1/16 and grows an additional 1/16 every turn, taking 2/16 max hit points the second turn, then 3/16 the third turn, and 4/16 the fourth, and so on. In Generation I and Generation II, switching a Pokémon out of active battle would change the badly poisoned condition to normal poison. In Generation III and beyond, the "badly poisoned" effect will remain even after switching a Pokémon out of battle and back in, but the damage counter will be reset. After a battle is over, the "badly poisoned" status will become a normal poison. All moves which can badly poison are of the Poison-type.
Sleep A Pokémon that is asleep is unable to use any moves (in a situation almost identical to the Freeze condition), except for two special moves which may be used while asleep (Snore and Sleep Talk). Sleep lasts for a randomly chosen duration of 1 to 7 turns (1 to 3 in Stadium). Sleep may be self-induced for 3 turns (inclusive of the initial turn) using the move Rest, which will remove any other non-volatile status ailment. There are currently no moves that cause sleep as well as damage, though Secret Power is capable of doing so if it is used in long grass. | |
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| Subject: Re: In Battle Guide Fri May 29, 2009 5:15 pm | |
| Volatile statusA volatile status will wear off when a Pokémon is taken out of battle or a battle is over. Many of these will also wear off after a number of turns pass. All of these conditions may be passed to another Pokémon by using Baton Pass unless stated otherwise. AttractA Pokémon that is attracted to its foe cannot attack it 50% of the time. A Pokémon can only successfully use Attracton opponents of the opposite gender; genderless Pokémon are both immune to this condition and unable to inflict it on others. Pokémon with the Obliviousability are also immune to this. Attract status cannot be passed with Baton Pass. Attraction will end as soon as the Pokémon that used it or the Pokémon that it is used on leaves the battle. ConfusionA Pokémon will hurt itself in its confusion 50% of the time. The damage is done as if the Pokémon attacked itself with a 40-power typeless attack. Confusion wears off after 1-4 attacking turns. This means that turns recharging, such as after using Hyper Beam, and turns unable to attack, such as from paralysis, will not lower the remaining number of turns of confusion. However, a sleeping Pokémon may hurt itself in confusion if using a move such as Snore or Sleep Talk. Multi-turn attacks such as Fly and Dive require that confusion be checked both turns, further reducing the chance of successful attack. Pokémon with the Own Tempo ability are also immune to moves that cause confusion. Confusion is transferred by Baton Pass. CurseIf a Ghost-type Pokémon uses Curse, the Pokémon it is used on loses 1/4 its maximum hit points every turn, and the user immediately loses half of their hit points in exchange. If any non- Ghost type Pokémon uses Curse, their Attack and Defense go up one stage, and their Speed drops one stage. If the victim of a Ghost-type Curse uses Baton Pass, the health-sapping effect is transferred to its replacement. If a Pokémon that has been afflicted by curse is switched out of battle, the effect is lifted. FlinchThe flinch status is a one-turn status that prevents a Pokémon from attacking. A Pokémon can only be flinched if the opponent attacks first. Pokémon with the Inner Focus ability are also immune to this. Most moves that cause flinching are physical moves. It is known as cringing in Pokémon Mystery Dungeon. Foresight/Odor Sleuth/Miracle EyeThe opponent's evasion modification will not affect the accuracy of a Pokémon that uses Foresight, Odor Sleuth, or Miracle Eye. In addition, a Normal- or Fighting-type move used by a Pokémon that has used Foresight or Odor Sleuth will affect Ghost-type Pokémon, and Psychic-type moves used by a Pokémon that has used Miracle Eye will affect Dark-type Pokémon. Leech SeedEach turn, a Pokémon hit by Leech Seed loses 1/8 (1/16 in Generation I) of its maximum hit points. The opponent is healed by the same amount. Grass-type Pokémon are immune to Leech Seed. If a Pokémon affected by Leech Seed uses Baton Pass, Leech Seed is transferred to its replacement, even if it is a Grass-type. Even if the affected Pokémon switches again within the battle, if sent out again, the effects still remain. If the user of Leech Seed switches out, the health granted by the affect is applied to the new replacement. There is no requirement for the Pokémon to use the move again, or even to know it. Mind Reader/Lock-OnWhen a Pokémon uses Mind Reader or Lock-On, the next damage-dealing move will hit the opponent without fail, even if the opponent uses a move that offers a turn of invulnerability, such as Fly. This effect can be Baton Passed. NightmareNightmareonly affects a sleeping Pokémon. The sleeping Pokémon loses 1/4 of its maximum hit points every turn. If the sleeping Pokémon awakens, then the nightmare will no longer be in effect. If Baton Pass switches out a Pokémon that is not asleep, then the nightmare will no longer be in effect. Perish SongAfter three turns, all Pokémon who heard the Perish Song will faint, excluding Pokémon with the Soundproof ability. Any Pokémon who heard it can avoid the effect of fainting if it is switched out before the 3-turn count finishes. Baton Pass transfers the Perish Song countdown. TauntTauntprevents the Pokémon from using any non-damaging moves. This effect will wear off after two to four turns, or if one switches out. Pokémon using Substitute can still be afflicted with this status ailment. TormentTormentrenders the Pokémon incapable of using the same move twice in a row. If the Pokémon is holding a Choice item, it is forced to use Struggle every other turn. | |
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| Subject: Re: In Battle Guide Mon Jun 08, 2009 11:03 pm | |
| This thread is to clear the air on specific moves used by pokemon that remove them from a certain point of the field, such as fly.
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Substitute
Takes 1/4 the user's max HP to create a Substitute that takes damage and blocks non-damaging moves until it's broken or the user switches. If Substitute "blocks" something, it means that if a Substitute is up, whatever is blocked will fail if targeted at the Pokémon behind the Substitute. Unless specifically noted, all moves work normally when used by a Pokémon that has a Substitute up.
Substitute blocks all status effects. Synchronize can still inflict status on a Substituted Pokémon. Doom Desire and Future Sight do damage to the Substitute. All other end-of-turn damage is done to the Pokémon, not the Substitute. Substitute blocks flinching.
Substitute blocks Acupressure, Block, Ghost's Curse, Dream Eater, Embargo, Gastro Acid, Grudge, Heal Block, Leech Seed, Lock-On, Mean Look, Mimic, Mind Reader, Nightmare, Pain Split, Psycho Shift, Spider Web, Sketch, Switcheroo, Trick, Worry Seed, and Yawn.
If Yawn is used on a Pokémon who then uses Substitute, however, it will still go to sleep.
Substitute does not block Attract, Destiny Bond, Disable, Encore, Foresight, Guard Swap, Haze, Heart Swap, Imprison, Miracle Eye, Odor Sleuth, Perish Song, Power Swap, Psych Up, Roar, Role Play, Skill Swap, Spite, Taunt, Torment, Transform, or Whirlwind.
Electric-type moves (including Thunder Wave) used against a Pokémon with Volt Absorb and Substitute up will heal the Pokémon behind the Substitute. The same is true for Flash Fire, Motor Drive, and Water Absorb when the Pokémon behind the Substitute is targeted with the appropriate type of attack. Will-O-Wisp activates Flash Fire through a Substitute. Present damages the Substitute if it rolls damage, but heals the Pokémon if it rolls healing.
Rage does not boost Attack when a Substitute is hit.
If a Pokémon has a Substitute up and switches or U-turns out, the Substitute will take the damage from Pursuit.
Moves that leech damage still leech when used on a Substitute.
If a multi-hit move breaks the Substitute, successive hits will damage the Pokémon that was formerly behind the Substitute.
When Baton Passed, Substitute keeps its HP but uses the types and defenses of the new Pokémon. The Substitute does not take damage from Spikes or Stealth Rock; the Pokémon receiving the Substitute does. Baton Passing a Substitute prevents Toxic Spikes from Poisoning the recipient.
Partial-trapping moves (Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, and Wrap) do their single-hit damage, but do not do any end-of-turn damage, nor do they trap for 2-5 turns.
Damage due to a Pokémon hitting itself in its confusion goes straight to the Pokémon, not to the Substitute. Recoil goes to the user, not the Substitute. Substitute blocks both the stat boost and the confusion of Flatter and Swagger.
Pokémon cannot Counter, Metal Burst, or Mirror Coat damage done to Substitutes. Pokémon cannot store energy via Bide with damage done to a Substitute. Pokémon can reflect moves with Magic Coat while behind a Substitute, even if the move would fail on the Substitute. Avalanche and Revenge are not boosted if the Substitute takes damage but the Pokémon does not.
Life Orb's 10% max HP recoil does not activate when attacking a Substitute, but the 30% damage boost does. Enigma Berry, Jaboca Berry, and Rowap Berry do not activate on a Substituted Pokémon. Confusion-inducing berries heal, but do not induce confusion on a Substituted Pokémon.
Endeavor does damage based on the HP of the Pokémon behind the Substitute, not the remaining HP of the Substitute. Super Fang does damage based on the Pokémon's HP, not the Substitute's. False Swipe can break Substitutes.
Substitute blocks the item-removing aspect of Knock Off. Substitute does not block the secondary effects of Rapid Spin. Smellingsalt does not get double power against, nor does it cure the paralysis of a paralyzed Pokémon behind a Substitute. Wake-up Slap does not get double power against, nor does it cure the sleep of a sleeping Pokémon behind a Substitute.
Substitute blocks Intimidate, but aside from that, all abilities ignore Substitute completely.
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Fly
User is made invulnerable for one turn, then hits the next turn. Sky Uppercut and Thunder have regular accuracy and base power against a Pokémon in the middle of Fly. The base power of Gust and Twister doubles against a Pokémon in the charge up stage of Fly.
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Dig
User is made invulnerable for one turn, then hits the next turn. Earthquake and Magnitude hit Pokémon on the charge-up turn with double base power, but still miss if the user is immune to Ground-type moves.
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Bounce
User is made invulnerable for one turn, then hits the next turn. Has a 30% chance to paralyze the target. Sky Uppercut and Thunder have regular accuracy and base power against a Pokémon in the middle of Bounce. The base power of Gust and Twister doubles against a Pokémon in the charge up stage of Bounce.
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Shadow Force
User becomes invulnerable, then attacks the next turn. Cannot be stopped by Detect or Protect.
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