These are notes to the battle system in the Black and White games.
About the Move List
The moves in the list of moves are arranged by effect code. The effect code and the description are separated by a colon.
Columns:
- Name = Name of the move.
- Type = Type of the move.
- Pwr = Power of the move, used in the damage formula. If this value is greater than 0, then the attack deals damage and the attack description will imply this without saying so directly. If this value is 1, the description will specify how the damage is calculated.
- Cat = Move category. Ph = Physical; Sp = Special; St = Status
- Acc = Accuracy. If this value is 101, the attack has no accuracy check and can't be evaded.
- PP = Initial maximum PP of the move. It can be raised using PP Up, and so on.
- Eff = Additional effect chance, a number from 0 through 100. If 0, this move has no additional effect. Otherwise, the attack description will describe the additional effects. Effects that contain the word "may" are considered additional effects. If there is more than one such phrase, it means that the move has more than one additional effect, processed separately. An additional effect won't occur on a target if it has zero HP remaining, but will occur on its user (such as Metal Claw's additional effect) even if the target is defeated.
- Range = Range of the move:
- 0: Single Pokémon in battle except user
- 1: User or adjacent ally
- 2: Single adjacent ally
- 3: Single opposing Pokémon
- 4: All Pokémon in battle except user
- 5: All opposing Pokémon
- 6: User and allies
- 7: User
- 8: All Pokémon in battle
- 9: Single opposing Pokémon selected at random
- 10: Both sides
- 11: Opposing Pokémon's side
- 12: User's side
- 13: No target
- Flags = Flags for the move:
- a: This is a direct attack (contact move).
- b: If this attack targets a Pokémon under the effect of Protect or Detect, this attack has no effect against that Pokémon.
- c: This attack's effect can be redirected if the target had used Magic Coat or it has the Magic Bounce Ability.
- d: This attack's effect can be redirected to the user of Snatch. (Flags c and d are mutually exclusive.)
- e: This move can be used with Mirror Move.
- h: This is a two-turn attack.
- i: If this attack is successful, on the next turn, user can't take any action and pauses during its attack segment. (That move is prevented from being used during that attack segment.)
- j: This move is a punch attack.
- k: This is a sound-based attack.
- l: While Gravity is in effect, this move can't be used or chosen for use by all Pokémon in battle.
- m: If user is frozen and it chose this move for use, it thaws out before this attack is used.
- n: This attack can even target a Pokémon that isn't adjacent to the user.
- o: This is a healing move.
- p: This attack doesn't fail against the target if the target has a substitute.
Meaning of Phrases
Attack stat, Defense stat, and so on
Effects that refer to a Pokémon's Attack stat, Defense stat, Speed stat, Special Attack stat, or Special Defense stat refer to the original stat, unmodified by stat stages or by the effects of moves, Abilities, items, and so on (other than by effects that directly modify those values during battle, such as Power Split, Power Trick, and Transform). A Pokémon's Attack stat and so on will revert to their original values when it leaves the battle or when the battle ends.
However, effects that refer to a Pokémon's current Attack, current Speed, and so on, refer to such stats modified by effects, such as those listed above, and by stat stages. Examples of such effects include Gyro Ball and Electro Ball.
"Effects are not applied"
During Gastro Acid's effect, effects from a Pokémon's Ability are not applied. That means effects that check whether that Pokémon has a specific Ability will always report that the Pokémon has no Ability unless noted otherwise, and effects of Abilities, as given in the Ability list, are ignored unless noted otherwise. Exceptions include those where a Pokémon receives an Ability; things that check whether a Pokémon "actually has" a particular Ability even if effects from its Ability are not applied (this phrase doesn't mean the Pokémon's original Ability); and effects that check whether a Pokémon is holding an item as opposed to holding nothing, rather than holding a specific item or kind of item.
This applies similarly if effects from a Pokémon's item or effects from the weather are not applied, except for weather, the game still keeps track of when the weather effects will end.
Transformed
A Pokémon has "transformed" only if it gained the attributes of a Pokémon by using Transform or Imposter. It doesn't refer to cases where a Pokémon changes to a different form, such as when Darmanitan changes to Zen Mode or when Shaymin changes to Land Forme.
Facing
A Pokémon is "facing" another Pokémon if it is directly across from it. In Single Battles, this always means the Pokémon on the other side. In Rotation Battles, this means the Pokémon that's rotated in, on the other side. In Double Battles and Triple Battles, the Pokémon on the left of a side is facing the Pokémon on the right of the other side, and vice versa (where left and right correspond to the Pokémon's positions in a side when their backs are seen), and the Pokémon in the middle of a side is facing the Pokémon in the middle of the other side.
Adjacent
A Pokémon is "adjacent" to another Pokémon if it is facing that Pokémon or is immediately next to it, even diagonally. In Single Battles and Double Battles, a Pokémon in battle is adjacent to all other Pokémon in battle. In Rotation Battles, a Pokémon that's rotated out is not considered adjacent to any other Pokémon, and a Pokémon that's rotated in is adjacent only to the Pokémon it's facing.
Last item consumed
The last item consumed by a Pokémon is the last item that was consumed during the battle and was held by that Pokémon just before it was consumed (this includes Fling). Each Pokémon has a "last item consumed". The last item consumed for a Pokémon is retained even if the Pokémon leaves the battle and then enters the battle again in the same battle. An Air Balloon that "pops"; an item removed because of Bug Bite, Incinerate, Knock Off, or Pluck; and an item dropped with Item Drop are not considered the last item consumed, and they don't reset the last item consumed.
User "can't take any action"
If a Pokémon "can't take any action", it means it doesn't choose commands during that turn.
No extra PP is spent when Bide continue to, Ice Ball, Outrage, Petal Dance, Rollout, Thrash, and Uproar be used during their effects, or at the second attack segment of a two-turn attack or Hyper Beam and equivalent moves (even if the attacks just mentioned are used by other moves). These situations don't change what move the user "chose for use", even though the user couldn't take any action as the turn began. (Thus, for example, if the move the user chose for use on the last turn is Thrash, it remains Thrash this turn.) Moreover, the user doesn't choose these moves for use as their effect continues. The effects of the attacks continue even when the move has zero PP, unless noted otherwise.
An effect where a Pokémon "can't take any action" is not an effect that prevents that Pokémon from switching out.
Notes on Effects
Species Restrictions
If a Pokémon is an Arceus and hasn't transformed, effects (other than Pickup) can't cause it to gain a Plate, and if it's actually holding a Plate, effects can't cause it to remove its held item.
If a Pokémon is a Giratina and hasn't transformed, effects (other than Pickup) can't cause it to gain a Griseous Orb, and if it's actually holding a Griseous Orb, effects can't cause it to remove its held item.
If a Pokémon is a Genesect and hasn't transformed, effects (other than Pickup) can't cause it to gain a Drive, and if it's actually holding a Drive, effects can't cause it to remove its held item.
If Pickup causes Arceus, Giratina, or Genesect to gain a Plate, a Griseous Orb, or a Drive, respectively, it doesn't change its form.
Pokémon Order
For the purposes of the move Beat Up and the Ability Illusion, the order of Pokémon initially corresponds to how their controller listed the Pokémon as the battle began. When a Pokémon is replaced with another one, both Pokémon swap their positions in the list.
Wild Double Battles
In wild Double Battles, effects of moves and held items can't cause the battle to end. (Red Card won't trigger.) However, the player can still end such battles using a Pok Toy, Fluffy Tail, Pok Doll, or the Run command.
Switching Upon Fainting
A Pokémon is not changed to a different one immediately after it faints, but rather at the very end of the turn, after all end-of-turn effects. Some exceptions are mentioned in the list of moves using wording like "The new Pokémon enters the battle immediately."
{In Single Battles as well as Double Battles, if a Pokémon faints during its attack segment, the other Pokémon can still take their attack segment if they haven't done so already.}
Reducing stat stages
Even a Pokémon under an effect that prevents its stat stages from being reduced can have its stat stages changed by effects that merely change stat stages without necessarily reducing them, such as Clear Smog, Guard Swap, Haze, Heart Swap, Power Swap, and Psych Up.
Stacking Effects
Generally, moves with the same effect code don't stack with each other. For example, the moves Block share the, Mean Look, and Spider Websame effect. Once any of these moves is used, they will fail against the same target until the effect is removed. Multi-turn attacks such as Wrap and Whirlpool also share the same effect for a given target and don't stack with the use of different kinds of multi-turn attacks.
Effects of the same move also don't stack with each other unless noted otherwise. For example, Aqua Ring can't be used multiple times on the same Pokémon. However, Stockpile and Spikes can be used multiple times for a bigger effect. (Spikes says "Can be used up to three times", and Stockpile raises the user's Stockpile count up to a maximum of 3.)
Weather
The weather moves can be used at any time, even during weather. A weather move fails if the weather condition associated with that move is already in effect. For example, Rain Dance fails while the weather is rainy.
The effects of Hail, Rain Dance, Sandstorm, and Sunny Day, are weather effects. (Fog appears not to exist in the generation 5 battle system.) The effects of Gravity and Trick Room are not weather effects.
There can be only one weather condition at a time. If another weather condition comes in effect, the previous condition is canceled.
In some battles, a particular weather condition already comes in effect before the first turn of the battle. This condition lasts indefinitely. If a Pokémon has an Ability that makes the weather change to a different condition, it then takes effect.
Failure
An attack that changes stat stages without necessarily reducing them, such as Psych Up and Haze, won't fail if the change results in the same stat stages as before, unless noted otherwise.
An attack that can't be used because it has no target is considered to "fail", but not considered to be "prevented from being used".
Drives, Plates, and Types
- Flame Plate - Fire
- Splash Plate - Water
- Zap Plate - Electric
- Meadow Plate - Grass
- Icicle Plate - Ice
- Fist Plate - Fighting
- Toxic Plate - Poison
- Earth Plate - Ground
- Sky Plate - Flying
- Mind Plate - Psychic
- Insect Plate - Bug
- Stone Plate - Rock
- Spooky Plate - Ghost
- Draco Plate - Dragon
- Dread Plate - Dark
- Iron Plate - Steel
- Burn Drive - Fire
- Shock Drive - Electric
- Douse Drive - Water
- Chill Drive - Ice
Descriptions of Common Effects
Common effects of attacks include status problems, confusion, and flinch. These effects are described below. A status problem is one of burn, poison, paralysis, sleep, or freeze. Status problems do not go away when the Pokémon leaves the battle, including when a battle ends. (However, a Pokémon will be cured of its status problem, as well as have full HP and PP, when it's taken to a Pokémon Center nurse or placed in a PC storage box.) The status monitor also indicates fainting (FNT), when a Pokémon runs out of HP. Because of this, fainting overwrites other status problems. A status problem can't be inflicted on a Pokémon if it already has a status problem or if it has fainted.
Burn (BRN)
If a Pokémon is burned, the damage from physical attacks it uses is halved, and it loses 1/8 of its maximum HP, rounded down, at the end of each turn. Fire types can't become burned.
Poison (PSN)
If a Pokémon is poisoned, it loses 1/8 of its maximum HP, rounded down, at the end of each turn. Poison and Steel types can't become poisoned. Unlike in previous generations, poison has no effect outside of battle.
Toxic poisoning differs from normal poisoning in the HP loss method during battle. When a Pokémon becomes badly poisoned or a badly poisoned Pokémon enters the battle, a variable, T, is set to 0 for that Pokémon. At the end of each turn, if the Pokémon is badly poisoned, T is raised by 1 (up to a maximum of 15) and the Pokémon loses 1/16 of its maximum HP, rounded down, times T. A badly poisoned Pokémon will remain badly poisoned if it leaves the battle and then enters the battle again in the same battle; however, it will become normally poisoned after the battle ends.
Unless otherwise noted, poison includes being normally poisoned and badly poisoned.
Paralysis (PAR)
If a Pokémon is paralyzed, its Speed is multiplied by 1/4 (see Priority) and there is a 1/4 chance that it will be unable to attack during its attack segment. Ground types can't become paralyzed by Electric type attacks.
Sleep (SLP)
When a Pokémon falls asleep or when a sleeping Pokémon enters the battle for the first time in a battle, it receives a sleep count of 2 to 4. At the beginning of the Pokémon's attack segment, its sleep count is reduced by 1, and then it wakes up if the sleep count is 0 or less. A sleeping Pokémon's sleep count will be reset to the determined sleep count if it leaves the battle and then enters the battle again in the same battle; however, the sleep count is lost after the battle ends, but the Pokémon will remain asleep.
Frozen (FRZ)
If a Pokémon is frozen, it can't attack during its attack segment. Ice types can't become frozen. At the beginning of the Pokémon's attack segment, it will thaw out at a 20% chance. If the Pokémon is damaged by a Fire-type attack (including Hidden Power) against that Pokémon by another Pokémon, it thaws out.
Confusion
When a Pokémon becomes confused, it receives a count of 2 to 5. At the beginning of the Pokémon's attack segment, this count is reduced by 1, then if it is greater than 0, there is a 50% chance that the Pokémon will deal damage to itself rather than use an attack. The self-inflicted confusion attack is a physical attack, has a power of 40, has no type, can't be a critical hit, and ignores the effects of Helping Hand, Huge Power, Hustle, Pure Power, and Reflect. Confusion is removed from the Pokémon when it leaves the battle (except Baton Pass).
Flinch
After a Pokémon uses a move that makes the target flinch in the same turn, the target can flinch when the beginning of its attack segment comes and thus skip its attack this turn. Effects that cause a Pokémon to flinch set a flag on that Pokémon. If the flag is set as the Pokémon begins its attack segment, it will flinch. This flag is cleared at the beginning of a Pokémon's attack segment and at the end of each turn.
Notes on Specific Kinds of Moves
Two-turn attacks
In a two-turn attack, the user prepares for the attack on the first attack segment, and hits target on the second attack segment. The user can't take any action until the user finishes using a two-turn attack. If the user can't use a two-turn attack because it has no target, or if the user is prevented from using the attack, the effect ends.
Two-turn attacks work by checking the last move called by the user. If that move is a two-turn attack, the "second attack segment" of the attack is done. Otherwise, the "first attack segment" of the attack is done. This behavior covers the case of Metronome using a two-turn attack on the first attack segment, then Metronome using the same or a different two-turn attack on the next turn. (The second use of Metronome in this situation is normally only possible if Encore comes in effect for the user after the first use of Metronome.)
A two-turn attack is not a multi-turn attack, and vice versa.
A two-turn attack remains a two-turn attack even if the attack would not take two turns.
For all two-turn attacks, on the first attack segment of the attack's use, no accuracy check is done, no check is made to determine whether the attack will be ineffective against the target or otherwise be avoided by the target. However, for Sky Drop, the target can still use Protect or Detect to protect itself from the attack on the first attack segment of its use.
{For the two-turn attacks Bounce, Dig, Dive, Fly, Shadow Force, and Sky Drop, the user will avoid all attacks other than the exceptions given in the attack descriptions, even those that "can't be evaded" or that have an accuracy value of "101" (meaning that no accuracy check is done), while the user is using any one of these two-turn attacks, unless noted otherwise. The user will avoid even Acupressure} and the returned attack from Future Sight and Doom Desire {this way, since it targets the user of the two-turn attack like any other attack. However, Helping Hand and Memento (but not Sketch or Psych Up) will work normally against it.}
Multi-hit attacks
The multi-hit attacks are labeled "Multi-hit attack" and "Strikes twice" in the attack descriptions, as well as Triple Kick and Beat Up. {For all multi-hit attacks except Triple Kick, an accuracy check is done only once, namely, before the attack hits target multiple times. If the attack is ineffective against the target, no hits of the attack are done.}
If the user is asleep when it would do a second or further hit of a multi-hit attack, the attack stops unless the multi-hit attack was used with Sleep Talk.
{When the target of a multi-hit attack faints, the attack stops.}
Unless noted otherwise, each hit of a multi-hit attack is treated as a separate attack.
Moves that use other moves
In generation 5, the moves Assist, Copycat, Me First, Metronome, Mirror Move, Nature Power, and Sleep Talk can use other moves.
If one of these moves tries to use a move that can't be used because of Heal Block or Gravity, the move will fail to be used (but won't be considered as "prevented from being used").
Move Categories
All moves are categorized as physical, special, and status moves. All damaging moves are either physical or special. All non-damaging moves (those with a power of 0) belong in the Status category. The exception is Me First, which is a status move despite having a power of 1.
Water Pledge, Fire Pledge, and Grass Pledge
If two of these three moves are combined in a single turn and the attack is successful, an extra effect is created as follows:
- Water Pledge + Fire Pledge - A rainbow appears on the user's side. For four turns, including this turn, the chance of additional effects from attacks by any Pokémon in battle on the user's side that isn't rotated out is doubled. (This effect is cumulative with Serene Grace. Secret Power not affected.)
- Water Pledge + Grass Pledge - A swamp appears on the target's side. For four turns, including this turn, the Speed of each Pokémon in battle that isn't rotated out on the target's side is multiplied by 1/4.
- Fire Pledge + Grass Pledge - A sea of fire appears on the target's side. For four turns, including this turn, each Pokémon in battle that isn't rotated out on the target's side, other than Fire types, loses 1/8 of its maximum HP at the end of each turn except the last (this HP loss is not reduced if a Pokémon has Heatproof).
The extra effect is not reset if the same combination of moves is used before the effect ends. The extra effect is not considered an additional effect for the purposes of Sheer Force or Shield Dust.
Notes on Specific Moves
Sky Drop
Because of a bug, if Gravity starts its effect before the user finishes using Sky Drop, the part of Sky Drop's effect providing that "effects of moves and items can't cause the target to be replaced with a different Pokémon not in battle; the target can't take any action not located within the Fight command; and the target skips its attack segment (the target won't shift during its attack segment if that command was chosen)" doesn't end until the user or the target leaves the battle, and the part of its effect providing that "effects of moves and items can't cause user to be replaced with a different Pokémon not in battle" doesn't end until the user leaves the battle. Also, the target can't use Pursuit as a Pokémon is about to switch until the target leaves the battle.
Other than the effects given above, after Gravity starts its effect, the user is not considered to be "using" Sky Drop and the target is not considered to be "under the effect of" Sky Drop.
Substitute
Substitute creates a copy of the user called a "substitute"; to make a substitute, the user loses 1/4 of its maximum HP, but not less than 1 HP. This attack fails if the HP reduced would faint the user or if the user already has a substitute. The substitute has life points equal to the HP lost this way. (The term "life points" is used here to differentiate it from HP, to avoid confusion when describing Substitute's effect.)
If an effect (such as a move, item, or Ability) is absent in this description, it is assumed to work as normal both with and without Substitute's effect.
These are the main effects that happen while the user has a substitute:
- Attacks by other Pokémon can't inflict status problems, confusion, or flinching against the user. (Effects of attacks such as Yawn can still do so. If an item or an Ability causes one of these effects, the description will say whether Substitute prevents it.) Additional effects of attacks by other Pokémon can't inflict such effects if the user had a substitute as the attack began (each hit of a multi-hit attack is treated as a separate attack).
- Abilities from Pokémon other than the user and additional effects of attacks by those Pokémon can't change the user's stat stages if they would normally reduce them and if the user had a substitute as the attack began (each hit of a multi-hit attack is treated as a separate attack).
- Non-damaging attacks by Pokémon in battle other than the user and without flag "p" in the list of moves will fail against the user. (Unless noted otherwise, the user can use such attacks normally.)
- If the user would be hit by a damaging attack by another Pokémon, instead the user's substitute loses life points equal to the HP the user would have lost because of that attack. (Except as noted below, however, this doesn't change whether attacks are successful or not.)
Note that the last effect listed above is a replacement effect. If damage is intercepted to the substitute, Counter, Mirror Coat, Metal Burst, [Bide, and Rage] are not affected by it.
When the substitute has no life points left, it fades and Substitute's effect ends.
Any other effects that affect the user's HP do not involve the substitute in any way. This applies to reductions of the user's HP from poison, Leech Seed, Sandstorm, recoil, and so on; and to effects that recover the user's HP. Moreover, effects that need to know the user's HP (Super Fang, Reversal, Flail, False Swipe, Eruption, and so on) won't use the substitute's life points in place of the user's HP. (This is why "life points" is used instead of HP to describe the substitute's vitality.)
The substitute will be removed, and Substitute's effect will end, when the user leaves the battle (except Baton Pass) or if the user faints before the substitute fades. If the user uses Baton Pass, the substitute retains its current life points.
Other notes regarding Substitute are given below.
- While the user has a substitute, attacks can deal damage equal to or greater than the user's HP even if an effect prevents it from fainting (False Swipe, Endure, Focus Band, Focus Sash, Sturdy).
- If the user uses Baton Pass, the effect of Toxic Spikes can still poison the new Pokémon as normal, and a Poison-type Pokémon will still end the effect of Toxic Spikes as normal.
- The game checks whether a substitute fades after every hit of a multi-hit attack. The multi-hit attack will continue even after the substitute fades.
- Damage from the user's confusion is given to the user.
- Attacks that hit the user's substitute, if used by other Pokémon, can't remove the user's held item. (This includes Bug Bite, Incinerate, Knock Off, and Pluck, but doesn't include Pickpocket. The user can use Bestow normally, Switcheroo, and Trick, and Item Drop can still be used on it.)
- The attack from Future Sight and Doom Desire is passed to the substitute instead of the user.
- Pay Day won't cause the attacker to gain money from the attack if it hits the user's substitute.
- If the user had a substitute when these attacks were successful, Smack Down will fail to end the user's Fly and Bounce attack or do the rest of its effect beyond damage; Clear Smog will fail to reset the user's stat stages; and Circle Throw and Dragon Tail will fail to replace the user with another Pokémon.
- While user has a substitute, the use of SmellingSalt against the user by other Pokémon doesn't increase in power if the user is paralyzed, and won't heal the user's paralysis if the attack is successful.
- While user has a substitute, the use of Wake-Up Slap against the user by other Pokémon doesn't increase in power if the user is asleep, and won't make the user wake up if the attack is successful.
- The item thrown with Fling doesn't take effect if it hits the user.
- If the user has a substitute when another Pokémon begins to use a multi-turn attack against the user, the secondary effect of that attack won't occur. The effect of multi-turn attacks against the user will end when the user creates a substitute.
- When a target uses Absorb, Mega Drain, Leech Life, Giga Drain, Drain Punch, Horn Leech, Dream Eater, or a recoil attack against the user, it loses or recovers HP according to the number of life points lost by the substitute. (For example, if the target uses Absorb on the user and the substitute loses 10 life points, the target gains 5 HP.)
- Sky Drop will fail against the user even on the first attack segment of its use.
- If Defog is used against the user, the user's evasiveness won't be changed but effects such as Spikes, Reflect, and so on will still be removed from the user's side.
- If another Pokémon uses Acupressure against the user, the attack will fail. (The user can use Acupressure normally against itself.)
- The substitute will absorb damage from Pursuit if the user attempts to switch.
Chatter
Each Pokémon in the player's party can have a recorded sound that is 1000 bytes long. The sound's format is 4-bit PCM, where two samples are stored in a single byte (where the first sample is in the low 4 bits, the second sample in the high 4 bits). When the game records a Pokémon's sound, it collects 8,000 8-bit samples of microphone input with a frequency of about 8,000 samples per second, and converts each fourth sample (starting with the first) into a 4-bit sample as follows:
-128 → 0; -127 to -112 → 1; -111 to -96 → 2; -95 to -80 → 3; -79 to -64 → 4; -63 to -48 → 5; -47 to -32 → 6; -31 to -16 → 7; -15 to 15 → 8; 16 to 31 → 9; 32 to 47 → 10; 48 to 63 → 11; 64 to 79 → 12; 80 to 95 → 13; 96 to 111 → 14; 112 to 127 → 15.
The game sets a variable, X, to the "exclusive or" combination of three bytes: the 100th, 500th, and 700th byte (counting from 0) of the recorded sound. If the user is a Chatot and hasn't transformed, Chatter has a certain chance of confusing the target as follows:
- If X is less than 150, the confusion chance is 10%.
- If X is greater than or equal to 100 and less than 150, or if Chatot's cry is the default one, the confusion chance is 0%.
- If X is greater than or equal to 150, the confusion chance is 10%.
The confusion effect is considered an additional effect by Serene Grace, the Pledges, Sheer Force, and Shield Dust.
Fling
Fling fails if the user isn't holding any item listed below (items other than the ones below won't be thrown):
- Power 10
BrightPowder, White Herb, Soothe Bell, Mental Herb, Choice Band, SilverPowder, Focus Band, Leftovers, Soft Sand, Silk Scarf, Sea Incense, Lax Incense, Metal Powder, Red Scarf, Blue Scarf, Pink Scarf, Green Scarf, Yellow Scarf, Wide Lens, Muscle Band, Wise Glasses, Expert Belt, Power Herb, Quick Powder, Focus Sash, Zoom Lens, Lagging Tail, Destiny Knot, Smooth Rock, Choice Scarf, Shed Shell, Big Root, Choice Specs, Odd Incense, Rock Incense, Full Incense, Wave Incense, Rose Incense, Luck Incense, Pure Incense, Reaper Cloth, Air Balloon, Red Card, Ring Target, any Berry
- Power 20
Health Wing, Muscle Wing, Resist Wing, Genius Wing, Clever Wing, Swift Wing, Pretty Wing
- Power 30
Potion, Antidote, Burn Heal, Ice Heal, Awakening, Parlyz Heal, Full Restore, Max Potion, Hyper Potion, Super Potion, Full Heal, Revive, Max Revive, Fresh Water, Soda Pop, Lemonade, Moomoo Milk, EnergyPowder, Energy Root, Heal Powder, Revival Herb, Ether, Max Ether, Elixir, Max Elixir, Lava Cookie, Berry Juice, Sacred Ash, HP Up, Protein, Iron, Carbos, Calcium, Rare Candy, PP Up, Zinc, PP Max, Old Gateau, Guard Spec., Dire Hit, X Attack, X Defend, X Speed, X Accuracy, X Special, X Sp. Def, Poke Doll, Fluffy Tail, Blue Flute, Yellow Flute, Red Flute, Black Flute, White Flute, Shoal Salt, Shoal Shell, Red Shard, Blue Shard, Yellow Shard, Green Shard, Super Repel, Max Repel, Escape Rope, Repel, Sun Stone, Moon Stone, Fire Stone, Thunderstone, Water Stone, Leaf Stone, TinyMushroom, Big Mushroom, Pearl, Big Pearl, Stardust, Star Piece, Nugget, Heart Scale, Honey, Growth Mulch, Damp Mulch, Stable Mulch, Gooey Mulch, Sweet Heart, Exp. Share, King's Rock, Amulet Coin, Cleanse Tag, Soul Dew, DeepSeaScale, Smoke Ball, Everstone, Lucky Egg, Scope Lens, Metal Coat, Dragon Scale, Light Ball, Miracle Seed, BlackGlasses, Black Belt, Magnet, Mystic Water, NeverMeltIce, Spell Tag, TwistedSpoon, Charcoal, Up-Grade, Shell Bell, Light Clay, Life Orb, Toxic Orb, Flame Orb, Metronome, Black Sludge, Razor Fang, RageCandyBar, Prism Scale, Float Stone, Binding Band, Absorb Bulb, Cell Battery, Eject Button, Pass Orb, Poke Toy, BalmMushroom, Big Nugget, Pearl String, Comet Shard, Relic Copper, Relic Silver, Relic Gold, Relic Vase, Relic Band, Relic Statue, Relic Crown, Casteliacone
- Power 40
Lucky Punch, Icy Rock, Eviolite
- Power 50
Sharp Beak, Dubious Disc
- Power 60
Griseous Orb, Adamant Orb, Lustrous Orb, Macho Brace, Stick, Heat Rock, Damp Rock, Rocky Helmet
- Power 70
Douse Drive, Shock Drive, Burn Drive, Chill Drive, Poison Barb, Dragon Fang, Power Bracer, Power Belt, Power Lens, Power Band, Power Anklet, Power Weight
- Power 80
Shiny Stone, Dusk Stone, Dawn Stone, Oval Stone, Odd Keystone, Quick Claw, Sticky Barb, Protector, Electirizer, Magmarizer, Razor Claw
- Power 90
DeepSeaTooth, Thick Club, Grip Claw, any Plate
- Power 100
Root Fossil, Claw Fossil, Helix Fossil, Dome Fossil, Old Amber, Armor Fossil, Skull Fossil, Rare Bone, Hard Stone, Cover Fossil, Plume Fossil
- Power 130
Iron Ball
For some items, Fling has other effects, listed below. They are considered additional effects by Shield Dust, but not Sheer Force. The effect occurs even if Embargo is in effect for the target and even if the target has Klutz.
- Light Ball - Paralyzes the target
- Flame Orb - Burns the target
- Poison Barb - Poisons the target
- Toxic Orb - Badly poisons the target
- King's Rock - The target flinches if this attack strikes first
- Razor Fang - The target flinches if this attack strikes first
If the item thrown is a White Herb, a Mental Herb, or a Berry that triggers when its holder has a certain amount of HP or PP, or has a status problem or confusion (but not Custap Berry or Berry Juice), the target uses that item even if Embargo is in effect for the target, the target has Klutz, or the item's trigger condition doesn't hold. This is considered an additional effect by Shield Dust, but not Sheer Force.
Natural Gift
This is a table of all Berries and their type and power.
| Berry | Type | Power |
|---|---|---|
| Cheri Berry | FIRE | 60 |
| Chesto Berry | WATER | 60 |
| Pecha Berry | ELECTRIC | 60 |
| Rawst Berry | GRASS | 60 |
| Aspear Berry | ICE | 60 |
| Leppa Berry | FIGHTING | 60 |
| Oran Berry | POISON | 60 |
| Persim Berry | GROUND | 60 |
| Lum Berry | FLYING | 60 |
| Sitrus Berry | PSYCHIC | 60 |
| Figy Berry | BUG | 60 |
| Wiki Berry | ROCK | 60 |
| Mago Berry | GHOST | 60 |
| Aguav Berry | DRAGON | 60 |
| Iapapa Berry | DARK | 60 |
| Razz Berry | STEEL | 60 |
| Bluk Berry | FIRE | 70 |
| Nanab Berry | WATER | 70 |
| Wepear Berry | ELECTRIC | 70 |
| Pinap Berry | GRASS | 70 |
| Pomeg Berry | ICE | 70 |
| Kelpsy Berry | FIGHTING | 70 |
| Qualot Berry | POISON | 70 |
| Hondew Berry | GROUND | 70 |
| Grepa Berry | FLYING | 70 |
| Tamato Berry | PSYCHIC | 70 |
| Cornn Berry | BUG | 70 |
| Magost Berry | ROCK | 70 |
| Rabuta Berry | GHOST | 70 |
| Nomel Berry | DRAGON | 70 |
| Spelon Berry | DARK | 70 |
| Pamtre Berry | STEEL | 70 |
| Watmel Berry | FIRE | 80 |
| Durin Berry | WATER | 80 |
| Belue Berry | ELECTRIC | 80 |
| Occa Berry | FIRE | 60 |
| Passho Berry | WATER | 60 |
| Wacan Berry | ELECTRIC | 60 |
| Rindo Berry | GRASS | 60 |
| Yache Berry | ICE | 60 |
| Chople Berry | FIGHTING | 60 |
| Kebia Berry | POISON | 60 |
| Shuca Berry | GROUND | 60 |
| Coba Berry | FLYING | 60 |
| Payapa Berry | PSYCHIC | 60 |
| Tanga Berry | BUG | 60 |
| Charti Berry | ROCK | 60 |
| Kasib Berry | GHOST | 60 |
| Haban Berry | DRAGON | 60 |
| Colbur Berry | DARK | 60 |
| Babiri Berry | STEEL | 60 |
| Chilan Berry | NORMAL | 60 |
| Liechi Berry | GRASS | 80 |
| Ganlon Berry | ICE | 80 |
| Salac Berry | FIGHTING | 80 |
| Petaya Berry | POISON | 80 |
| Apicot Berry | GROUND | 80 |
| Lansat Berry | FLYING | 80 |
| Starf Berry | PSYCHIC | 80 |
| Enigma Berry | BUG | 80 |
| Micle Berry | ROCK | 80 |
| Custap Berry | GHOST | 80 |
| Jaboca Berry | DRAGON | 80 |
| Rowap Berry | DARK | 80 |
Miscellaneous
PP
Whenever a Pokémon starts to use a move, that move is reduced by 1 PP. If the PP can't be reduced this way, the Pokémon doesn't use that move instead. (A move that can't be used because it has zero PP is not considered to fail {and is not "prevented from being used"}.) {(If the move is taken with Snatch or Magic Coat, the new user doesn't lose PP for that use, even if it also has that move.)} A move with zero PP can't be chosen for use until its PP is restored. The PP check is done after all other checks before a move is used.
PP Up raises the maximum PP of a move (up to 3 times). A move's maximum PP is equal to X+int(X*Y/5), where X is the move's original maximum PP and Y is the number of uses of PP Up on that move. (PP Max raises a move's Y variable to 3, the highest possible.) PP Up and PP Max won't have any effect if the move's maximum PP wouldn't be raised by at least 1 through a single use.
Weight
Weight is specified in tenths of a kilogram. The weight is modified by applying the weight reductions from Autotomize, then all other weight modifications. Such other effects are combined in a single multiplier. This multiplier is multiplied to the weight and rounded half-down to the nearest tenth of a kilogram to get the Pokémon's current weight. However, the weight can't be less than 0.1 kg.