This page is intended as a supplement to the attack list.
"Stadium 1", as used in the list of moves and these explanations, means Pokémon Stadium 2 in Japan, and Pokémon Stadium in the rest of the world.
Last damage dealt
The "last damage dealt" variable begins at zero. It is set whenever the attack process determines the HP to reduce to an opposing Pokémon, usually by applying the damage formula. It is not reset by switching out. If an attack that would affect an opposing Pokémon (including a non-damaging attack) misses, fails, becomes ineffective, or otherwise doesn't deal damage, this variable is set to zero. This variable is set before damage is passed to a substitute (therefore, Bide and Counter are affected by damage dealt to a substitute). Because each hit of a multi-hit attack deals damage separately, only the final hit of multi-hit attacks can count as the "last damage dealt" for the purposes of Bide and Counter. Recoil damage doesn't count as "damage dealt". Damage from confusion, and HP loss because of a miss from Jump Kick and Hi Jump Kick, can count as the "last damage dealt".
The "last damage dealt" variable is shared among all Pokémon in battle.
Damage dealt is adjusted to the opposing Pokémon's current HP, but not when the opposing Pokémon is a substitute.
When Metronome or Mirror Move is used, the "last damage dealt" is reset before that move uses the move it calls.
In Stadium 1, this variable is reset when switching out, being unable to move because of paralysis, or beginning to use a two-turn attack.
In the Game Boy games, this variable is not reset when a battle starts or ends, or when an item is used.
Last move chosen for use
The "last move chosen for use" changes when the player moves the cursor on the list of moves. The "last move chosen for use" is retained when a Pokémon leaves the battle. Each Pokémon in battle has a different "last move chosen for use" variable.
In Stadium 1, the controller of a frozen or sleeping Pokémon or a Pokémon that's using a multi-turn attack can still select a move.
If a Pokémon was somehow forced not to choose a move for use in a turn, (for instance, when that Pokémon is asleep or is the opposing Pokémon of a multi-turn attack), then it simply doesn't use any moves in that turn (unless the attack is Thrash, Petal Dance, Rage, Bide, a multi-turn attack, a two-turn attack, or Hyper Beam, and that Pokémon is continuing the attack). If a Pokémon can't choose a move for use at the beginning of a turn, it chooses Struggle for use instead.
Type of last move chosen for use
Changes with the "last move chosen for use" variable, except it is reset to zero (Normal) when the Pokémon leaves the battle.
Last move used
Each Pokémon in battle has a "last move used", which is the last move that the Pokémon chose for use and was not prevented from being used. Mirror Move, for example, depends on the "last move the opposing Pokémon used." When a Pokémon leaves the battle, the "last move the opposing Pokémon used" and "last move user used" are reset to zero.
Except in Stadium 1, for two-turn attacks, the move is considered the "last used" only when it is used on its second attack segment.
A move that can't be used or chosen for use because of an effect can be successfully used by use of Mirror Move.
User "can't take any action"
No extra PP is spent when Thrash, Petal Dance, Rage, Bide, and multi-turn attacks continue to be used during their effects, or at the second attack segment of Hyper Beam (even if the attacks just mentioned are used by other moves). Moreover, the user doesn't choose these moves for use as their effect continues. Their effect continues even if the move has zero PP, unless noted otherwise.
Notes on Effects
Additional effects begin with the word "may" in the attack descriptions. For example, Psybeam's description reads "May confuse the opposing Pokémon (26/256 chance)." In the generation 1 games, if an additional effect causes a status problem, it can't occur against an opposing Pokémon if it shares a type with the attack's type.
In Stadium 1, the effect chance for Acid is 52/256, the effect chance for Aurora Beam is 77/256, and the effect chance for Bubblebeam is 77/256.
Fainting and Switching Out
If a Pokémon faints at any time during its attack segment, including the end of its attack segment, any end-of-attack effects are applied to the Pokémon before it faints if the opposing Pokémon hasn't fainted and the fainting by the Pokémon occurred before the end of its attack segment and didn't occur as part of the use of Selfdestruct or Explosion (the end-of-attack effects are poison, burn, and Leech Seed); no end-of-attack effects are applied to the new Pokémon; and if the Pokémon struck first, the opposing Pokémon's attack segment is skipped. (If the opposing Pokémon used Hyper Beam on the previous turn, it "must recharge" on the next possible attack segment.)
If a Pokémon faints before the end of an opposing Pokémon's attack segment, usually as the result of an attack, no end-of-attack effects are applied to the opposing Pokémon.
When a Pokémon switches out, the Pokémon that replaces it does nothing during its attack segment but any end-of-attack effects are still applied to that Pokémon.
Stat stages refer to levels that raise or lower stats during a battle. Each stat stage has 13 different levels.
|Stat Stage (except Evade)||-6||-5||-4||-3||-2||-1||0||1||2||3||4||5||6|
|Evade Stat Stage||6||5||4||3||2||1||0||-1||-2||-3||-4||-5||-6|
The term "stat stages" refers to those for Attack, Defense, Speed, Special, Evade and Accuracy.
At the start of a battle, each Pokémon's stat stages begin at 0. The stat stages for a Pokémon are reset to 0 when the Pokémon leaves the battle,. Each stat stage can't go lower than -6 or higher than 6.
To apply stat stages, multiply the stat by the stat multiplier for the corresponding stat stage.
An attack's accuracy is multiplied by its user's Accuracy multiplier, as shown in the table above, and multiplied by its the opposing Pokémon's Evade multiplier, as shown in the table above. If the accuracy is 0, it becomes 1. If it's greater than 255, it becomes 255. The attack will hit if a random number from 0 through 255 is less than its accuracy. The moves Bide and Swift, however, ignore accuracy checks and will always hit.
- An effect that raises Attack, Defense, Special, or Speed will do nothing if the stat stage for the corresponding stat is +6, or if the corresponding stat is 999.
- An effect that lowers Attack, Defense, Special, or Speed will do nothing if the stat stage for the corresponding stat is -6, or if the corresponding stat is 1.
- When an effect reduces a Pokémon's Accuracy, Attack, Defense, Evade, Special, or Speed stat stage, the new value of the stat being reduced is the original stat modified by stat stages, badges, paralysis, and burns, but not less than 1 or greater than 999; and the new value of other stats is the current stat modified by badges, paralysis, and burns, but not less than 1 or greater than 999. (Evade and Accuracy are not stats.)
- When an effect raises a Pokémon's Attack, Defense, Special, or Speed stat stage, the new value of the stat being raised is the original stat modified by stat stages and badges, but not greater than 999; and other stats remain unchanged.
- When a Pokémon enters the battle, the value of each of its stats is the original stat modified by badges, paralysis, and burns, but not less than 1 or greater than 999.
- When an effect paralyzes or burns a Pokémon, the current Speed or Attack, respectively, is reduced to 1/4 of its previous value, rounded down, but not less than 1, and other stats remain unchanged.
- When Transform is used, the opposing Pokémon's Attack, Defense, Special, and Speed stats, as determined in the preceding sentences, are copied and the user's current stats become equal to those values, and the opposing Pokémon's original Attack, Defense, Special, and Speed stats are copied and the user's original stats become equal to those values until Transform's effect ends.
- Using Haze (by either Pokémon in battle), using an item to cure a status problem (even poison, sleep, and freezing), and gaining a level (after calculating new stats) each reset the stats to their original unmodified values.
- Using Rest doesn't recalculate stats.
Descriptions of Common Effects
Common effects of attacks include status problems, confusion, and flinching. 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 Pokťmon 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, but not when it's 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.
If a Pokémon is poisoned, it loses 1/16 of its maximum HP at the end of its attack segment. Poison types can't become poisoned, not even by Twineedle. Outside of battle, a poisoned Pokémon loses 1 HP every four steps the player walks. (The effect of Toxic is similar to poison, see "Toxic".)
When a Pokémon becomes paralyzed, its Speed is recalculated so that it is reduced to 25% (see the section "Stat Stages"). If a Pokémon is paralyzed, there is a 25% chance that it will lose its chance to attack.
When a Pokémon becomes burned, its Attack is recalculated so that it is halved (see the section "Stat Stages"). If a Pokémon is burned, it loses 1/16 of its maximum HP at the end of its attack segment. Fire types can't become burned.
A sleeping Pokémon can't choose any moves. When a Pokémon becomes asleep, it receives a count of 1 to 7 (or 1 to 3 in Stadium 1). At a sleep check, this count is reduced by 1. If the count reaches zero, the Pokémon wakes up, but can't attack on the same attack segment. The game stores the current duration of a Pokémon who is asleep, in case the Pokémon leaves battle and enters the battle in another one.
A frozen Pokémon can't choose any moves. Use of Haze or Fire-type moves by the opposing Pokémon will cure this status problem. Ice types can't become frozen. If the Pokémon didn't strike first and was defrosted by fire, it will use the last move chosen for use if possible, even if its current PP is zero.
In Stadium 1, it is possible to choose a move while the Pokémon is frozen.
When a Pokémon becomes confused, it receives a count of 2 to 8. 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, is not varied with a random number, and ignores the effect of Reflect. (The attack can be a critical hit.) Confusion is removed from the Pokémon when it leaves the battle.
In Stadium 1, messages concerning confusion are displayed after the message concerning the move to be used.
After another Pokémon uses a move that causes a Pokémon to flinch in the same turn, it skips its attack this turn. A Pokémon can't flinch if it is asleep or frozen.
During each turn of the battle:
- Each player chooses a command for each Pokémon, at the same time. Each player can choose one of the following
have his or her Pokémon in battle use one of its moves;
use an item from the Bag (in battles that allow it); run from the battle (in battles that allow it); or switch it out for another Pokémon (that Pokémon must
be an unfainted Pokémon not in battle, controlled by that player).
- If a player chooses an item, it is used immediately, at that point.
- Pokémon that chose to switch out do so (the order is not relevant, since in link battles, the Pokémon switches out without waiting for the other player to finish choosing commands).
- Attacks are used.
If an AI-controlled opposing Pokémon chooses an item, it uses it during its usual attack segment.
All attacks are categorized in three priority levels. The attack chosen for use with the higher priority level strikes first. When two attacks are of the same priority level, the Pokémon with the higher Speed strikes first. If both Pokémon have the same Speed, the one who goes first is randomly determined.
Quick Attack -> All other attacks -> Counter
The attacks last chosen for use for both players determine the priority of attacks in a turn. If a Pokémon becomes asleep or frozen, its "attack last chosen for use" won't be reset. It becomes reset when the Pokémon leaves the battle,.
Whenever Speed is calculated, it is calculated in this order:
- The Speed is multiplied by the multiplier for the current Speed stat stage.
- In battles in which Exp. Points can be gained, if the Pokémon is controlled by the player and the player has the Thunder Badge, the Speed is raised by 1/8 of its previous value.
- If the Pokémon is paralyzed, the Speed is multiplied by 1/4.
The effects just mentioned are calculated in advance, rather than at the time turn order is determined.
Here are all the steps taken during a Pokémon's attack segment.
- Sleep check
- Freeze check
- If the opposing Pokémon is under effect of a multi-turn attack, it doesn't use an attack
- Hyper Beam check
- Disable check
- Confusion check
- Paralysis check
- Obedience check (see below)
- Attack is used
- Deduct PP
- Accuracy check (see "Stat stages")
- Damage calculation (see below)
- Perform effect of attack
- Critical hit message; "super effective" message; "not very effective" message
- Additional effect if the opposing Pokémon hasn't fainted
- Check if the opposing Pokémon faints
- Rage check (treats each hit of a multi-hit attack separately)
- Defrost check
- End of attack segment
- HP loss because of poison/burn
- HP loss because of Leech Seed
- Flinch check (for the opposing Pokémon if attacker struck first)
No flinch check is done if the opposing Pokémon is asleep or frozen, or if the opposing Pokémon is an AI-controlled opposing Pokémon that's about to use an item.
If the Pokémon used Hyper Beam on its previous attack segment, it "must recharge" and skips its attack. (If the Pokémon also flinches, the "X must recharge!" message isn't shown but Hyper Beam's effect will still end.)
In battles in which Exp. Points can be gained, the opposing side uses an item at the same time it would use the attack; that is, the item is used after the player's attack if the opposing side strikes second.
In battles in which Exp. Points can be gained, only after choosing an attack, the game checks to see if the Pokémon is of a different ID from that of the player. (The OT name is not considered.) If so, the following process is used:
- The badge level (B) is determined based on the player's Badges.
- If the player has no Badges, B is 10.
- If the player has the Cascade Badge, B is 30.
- If the player has the Rainbow Badge, B is 50.
- If the player has the Marsh Badge, B is 70.
- If the player has the Earth Badge, B is 101.
- If the Pokémon's level (L) is greater than B and a random number
from 0 through (L + B - 1) is greater than or equal to B and the Pokémon
is attempting to use a move, the Pokémon becomes disobedient.
When disobedient, the Pokémon no longer has a move it last used (but still has
a move it last chose for use), and one of the following happens:
- If another random number from 0 through (L + B - 1)
is greater than or equal to B:
- C is set to N - (L - B), where N is a random number from 0 through 255.
- If C is 0 or greater and is greater than or equal to L minus B, one of the following messages is used: "X is loafing around", "X ignored orders!", "X turned away!", "X won't obey!"
- If C is 0 or greater and is less than L minus B, the message shown is "X won't obey!" and the Pokémon deals confusion damage to itself.
- If C is less than 0, the message shown is "X began to nap!" and the Pokémon goes to sleep. (Not prevented by Substitute.)
- Otherwise, the Pokémon will attempt to use a different move if possible, even if that move has zero PP. (It could not use a different move while asleep or during the effect of Disable.) If it can't, one of the following messages is used: "X is loafing around", "X ignored orders!", "X turned away!", "X won't obey!" If the Pokémon uses a different move, the last move it used and last move it chose for use are set to that different move, and PP is reduced from the move ordered instead of from that different move.
- If another random number from 0 through (L + B - 1) is greater than or equal to B:
No obedience check is done while Thrash, Petal Dance, Bide, Rage, multi-turn attacks, or two-turn attacks are continuing for the Pokémon.
Damage Calculation Process
- Stat stage modifying attacks modify the appropriate stat (Attack, Defense, or Special). (This effect is calculated in advance, rather than during damage calculation.)
- In battles in which Exp. Points can be gained, the badges have the appropriate stat multiplied by 9 and divided by 8 for Pokémon controlled by the player. The badges that increase a Pokémon's stats in battles in which Exp. Points can be gained are the Boulder Badge (Attack), the Thunder Badge (Speed), the Soul Badge (Defense), and the Volcano Badge (Special). (This effect is calculated in advance, rather than during damage calculation.)
- If the attacker is burned, halve the Attack value. (This effect is calculated in advance, rather than during damage calculation.)
- If the attack is a critical hit, the steps above are ignored and the level is doubled. (See "Critical Hits", below.)
- Selfdestruct and Explosion halve the opposing Pokémon's Defense.
- If the Attack or Defense stat exceeds 255, both stats are equal to ((((X/2)%255)/2)%255). (The "%" means "modulo," or remainder. X means Attack or Defense.)
- If Reflect is in effect for the opposing Pokémon and the attack isn't a critical hit, the Defense equals ((Orig. value*2)/4) and Attack equals (Orig. value/4).
- If Light Screen is in effect for the opposing Pokémon and the attack isn't a critical hit, the opposing Pokémon's Special equals ((Orig. value*2)/4) and attacker's Special equals (Orig. value/4).
- If the Attack, Defense, or both is 0, it becomes 1.
- The damage becomes equal to
int(int(int(2×L ÷ 5+2)×A×P ÷ D)/50)where L is the attacker's level, A is the attacker's Attack/Special value, P is the attack's power, and D is the opposing Pokémon's Defense/Special value. For physical attack types (Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost), use the Attack and Defense values. For special attack types (Fire, Water, Electric, Grass, Ice, Psychic, Dragon), use the Special value.
- The damage calculated can't exceed 997. If it does, the damage becomes 997.
- Add 2 to the calculated damage.
- If the attack type shares a type with one of the user's types, then the damage is multiplied by 1.5. (This is called Same Type Attack Bonus.)
- The damage calculated is multiplied by the number that depends on the attacker's and the opposing Pokémon's types (see the Type Matchup Chart, below).
- Finally, in a process called "damage variance", unless the damage is 768 or more, a random number from 217 through 255 is multiplied in the currently calculated damage, and divided by 255.
X = max(255,int(int(S/2)*N))
- S = Pokémon's Race Value for Speed
- N = Modifier: N starts at 1. If the attacker has used Focus Energy, divide N by 4.* If the attacker is using Crabhammer, Karate Chop, Razor Leaf, or Slash, multiply N by 8.
If a random number, from 0 to 255, is less than X, the attack is a critical hit.
Pokémon Gold and Silver uses a different Critical Hit formula.
* It is known that Focus Energy reduces the chances of a critical hit. This problem has been fixed in Stadium 1 (in which N should be multiplied, instead of divided, by 4).
Type Matchup Chart
Attack types are the rows; Pokémon types are the columns. If a Pokémon has two types, the type matchups from both types are multiplied.
Chance of Running in Wild Battles
In a wild battle, if the current Speed of the Pokémon trying to run is equal to or greater than the opposing Pokémon's, running is successful. Otherwise, the formula below is used.
- A = Current Speed of Pokémon trying to run
- B = Remainder of (D / 4) divided by 256 where D is the current Speed of the opposing Pokémon. If B equals 0, running is successful.
- C = Number of times the player already tried to run this battle, not counting the current attempt. Doesn't count attempts to run when an effect (such as Mean Look) prevents the Pokémon from running. This variable is reset to 0 when the player chooses the Fight command, but doesn't change when the player's Pokémon changes.
If X is greater than 255, running is successful. Otherwise, if a random number from 0 through 255 is less than or equal to X, running is successful. Otherwise, running fails.
Notes on Specific Kinds of Moves
In a two-turn attack, the user prepares for the attack on the first attack segment, and hits the opposing Pokémon on the next attack segment. The user can't take any action during the two-turn attack's effect. The two-turn attack ends on the next possible attack segment in which the user doesn't flinch and isn't asleep, frozen, or under the effect of a multi-turn attack. If none of those events happen on that attack segment, and the attack isn't otherwise prevented from being used, the last move chosen for use is used on that attack segment and is considered the "last move used" by the user, and PP is deducted from the two-turn attack's move.
No PP is deducted from a two-turn attack on the first attack segment of its use.
A two-turn attack is not a multi-turn attack, and vice versa.
For all two-turn attacks, on the first attack segment of the attack's use, no accuracy check is done and no check is made to determine whether the attack will be ineffective against the opposing Pokémon or otherwise be avoided by the opposing Pokémon.
In Red/Green/Blue, if the user can't move because of paralysis after the effect began, the effect of Dig or Fly will also continue. This is no longer the case in Yellow/Stadium 1.
In Stadium 1, Bide will miss when used when the user is using Dig or Fly.
In Stadium 1, a two-turn attack is considered the "last move used" by the user on the attack segment that the effect began.
In battles in which Exp. Points can be gained, the AI-controlled opposing Pokémon chooses a move for use and will use it instead of the multi-turn attack if the player decides to switch out before the effect ends.
On the last attack segment of the multi-turn attack's effect, if the user attacks, the effect ends at the end of the turn (the opposing Pokémon "can't move" during that turn.) Otherwise (for example if the user uses an item), the effect ends before each Pokémon's attack segment begins.
Notes on Specific Moves
Twineedle's additional effect occurs after all hits of the attack have resolved. The additional effect can affect even Bug-type opponents.
In Japanese language versions of Blue, Green, Red, or Yellow (other than in Colosseum Mode), Blizzard's chance of freezing the opposing Pokémon is 77/256 instead.
If the last move the user used on the previous turn is not set, Haze resets the last move chosen for use to the invalid 0xFF, which causes erroneous behavior if Hyper Beam was used immediately before it became frozen: the Pokémon can't make a move until it faints, even after being defrosted by the opposing Pokémon's Haze.
Substitute creates a copy of the user called a substitute; to make a substitute, the user loses 1/4 of its maximum HP. This attack fails if the if the user has less than that amount (or in Stadium 1, less than or equal to that amount). The substitute has life points equal to 1 plus 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 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:
- Confusion as a primary effect, paralysis as an additional effect, poison, freezing, flinching, burns, and effects that reduce the user's stat stages can't be inflicted by the opposing Pok√©mon against the user, and confusion as an additional effect can't be inflicted by the opposing Pok√©mon against the user if the attack causes the substitute to break. In addition, in Stadium 1, all effects of confusion, all effects of paralysis, as well as sleep, can't be inflicted by the opposing Pok√©mon against the user. Effects mentioned above that are additional effects are prevented even if the attack causes the substitute to break.
- If the user would lose HP because of a damaging attack by the opposing Pok√©mon, the user's substitute loses that many life points instead.
Note that the last effect listed above is a replacement effect.
When the substitute has no life points left, it breaks 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, recoil, and so on; and to effects that recover the user's HP. Moreover, effects that need to know the user's HP (user's substitute) 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 or if the user faints before the substitute breaks.
Other notes regarding Substitute are given below.
- Recoil damage from a user's recoil attack is given to the user. HP loss because of a miss from Jump Kick and Hi Jump Kick is also given to the user.
- While the user has a substitute, damage from the user's confusion is erroneously directed to the opposing Pok√©mon's substitute, even if the opposing Pok√©mon doesn't have a substitute.
- Bide and Counter are affected by damage dealt to a substitute as normal (both moves use the "last damage dealt" variable). Rage is also affected by damage dealt to a substitute.
- The opposing Pok√©mon can use Disable, Leech Seed, and Transform normally. Damage from multi-turn attacks is given to the substitute, as the continuous attack is an attack by the opposing Pok√©mon.
- The opposing Pok√©mon can use a recoil move and receives recoil damage according to the number of life points lost by the substitute, but doesn't receive recoil damage after breaking a substitute.
- Pay Day won't cause the attacker to gain money from that attack if the attack breaks a substitute.
- The effects of multi-hit attacks end after the attack breaks a substitute.
- Haze is unaffected by Substitute.
- Except in Stadium 1, if the opposing Pok√©mon uses Selfdestruct or Explosion to break the substitute, it won't faint.
- Absorb, Dream Eater, Leech Life, or Mega Drain, when it hits a substitute, cause their user to gain HP according to the number of life points lost by the substitute. Except in Stadium 1, if such a move breaks a substitute, no HP is restored to its user. In Stadium 1, such moves will fail for the opposing Pok√©mon while the user has a substitute.
Toxic uses a value called T to calculate how much HP to remove from the opposing Pok√©mon. When Toxic is used, T is set to 0. At the end of the opposing Pok√©mon's attack segment every turn, including the current one, T is raised by 1 and the opposing Pok√©mon's HP is reduced by int(maximum HP/16)*T, as long as the opposing Pok√©mon remains poisoned. This is also the amount of HP lost by an opposing Pok√©mon that's under the effect of Leech Seed, and is also the amount of HP the user of Leech Seed gains from that effect. T will stop increasing and its effect will end when the battle ends or the opposing Pok√©mon leaves the battle, upon which all poisoning on the opposing Pok√©mon's side reverts to normal poison. Curing the poison will, of course, also end the effect.
Toxic's effect causes poison like other effects. It will fail, however, if the opposing Pok√©mon already has a status problem.
Rest has no effect on T, except in Stadium 1.
Haze resets T to zero and ends the effect of Toxic.
After using Hyper Beam, if the user tries to use an attack, it "must recharge" instead. If the user becomes asleep or frozen, it flinches, or it comes under the effect of a multi-turn attack, these events end the effect of Hyper Beam.
After a successful use, on the second attack segment, if the user strikes second and the opposing Pokémon either uses a multi-turn attack and misses (except in Stadium 1); or defrosts the user with fire, the user will use Hyper Beam without recharging for the previous use, even if Hyper Beam now has zero PP. (This behavior is covered in the "Freeze" section, below.)
In Stadium 1, a "recharge" attack segment is required every time it is used.
If a wild Pok√©mon has the effect of Transform and it is caught, its species becomes Ditto, regardless of its original species. After it is caught, its stats and moves become those of a wild Ditto at the same level, except current HP.
Even if Transform is in effect for the user, its stats are recalculated according to its level when it levels up.
In battles in which Exp. Points can be gained, the player's Pok√©mon gain Exp. Points based on the original species of the enemy Pok√©mon under Transform.
Disable causes a random move of the opposing Pok√©mon (with at least 1 PP) to be prevented from being used or chosen for use. When Disable is used, the opposing Pok√©mon receives a count of 1 to 8 (random). Every turn, including the current turn, during the effect, this count is reduced by 1 when the opposing Pok√©mon tries to use the move (upon reaching the Disable check). When the count is reduced to zero or the opposing Pok√©mon leaves the battle, the opposing Pok√©mon's Disable effect ends. During the effect, Disable will fail for the user. If the opposing Pok√©mon uses Transform, the moves located where the affected moves were, become affected by Disable until Disable's effect ends.
In the unusual case that the opposing Pok√©mon has more than one copy of the attack, the first copy will be prevented from being chosen, and the other copies will be prevented from being used.
Apparently, using Disable against the opposing Pok√©mon (even if in Red/Blue/Green/Yellow it fails) counts as a hit for the purposes of Rage.
If the Pok√©mon can't choose a move for use and one of its moves is affected by Disable, the Pok√©mon won't automatically choose Struggle for use instead unless all its moves have zero 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 with zero PP can't be chosen for use until its PP is restored.
PP Up raises the maximum PP of a move (up to 3 times). PP is stored as a byte whose bottom 6 bits contain the base PP and whose top 2 bits contain the number of PP Ups used. Maximum PP of a move equals (Base PP)+((Base PP)/5)*(PP Ups Used).
In certain situations when the game automatically uses a move, it is possible to use a move even if it has zero PP. In these cases, the game erroneously subtracts 0 by 1, ending with the result 0xFF, or 63 PP (bottom 6 bits) with three PP Ups applied (top 2 bits).
Except in Stadium 1, no PP is reduced from a move if an opposing Pokémon controlled by the AI uses it.
Some Pokémon can evolve:
- At the end of any battle (except battles the player lost) in which the Pokémon levels up or after a Rare Candy is used on it and takes effect;
- When a certain item is used on it; or
- When the Pokémon is traded to another game.
Those are the three basic ways that Pokémon can evolve. Here is a more detailed list.
- Case 1 (The Pokémon levels up). The evolution can be canceled by pressing B while the Pokémon evolves.
- The Pokémon is at or above a certain level (most Pokémon).
- Case 2 (The Pokémon is traded). An example is Machoke. The evolution can't be canceled.
- Case 3 (A certain item is used on the Pokémon). An example is Pikachu. The evolution can't be canceled.
- Day-Care: A Pokémon placed in the Day-Care won't evolve, even if it gains enough Exp. Points for its level to go up.
- Name Change: If a Pokémon whose nickname is the same as its old species's name in a game in a certain language evolves in that game, or is traded to another game and evolves in that game, then the Pokémon's name changes to the name of the new species in the language of the game where the Pokémon evolves. (Pokémon names are in upper-case letters, so upper-case letters are distinct from lower-case letters.) No other case can make a Pokémon's name change upon evolution.
With the Old Rod, fishing will always succeed. With the Good Rod and Super Rod, fishing will succeed at a 1/3 chance.
Trainer ID and OT Name
The trainer ID is 16 bits long. The player as well as each Pokémon can have a trainer ID. A Pokémon's trainer ID is set to the player's as the Pokémon is created, if it's owned by that player. A player's trainer ID is set when a new game is started.
Each Pokémon also comes with an Original Trainer name ("OT name"). This value, like the Trainer ID, is set to that of the player as a Pokémon owned by that player is created.
A Pokémon's trainer ID and OT name must match those of the player in order to rename it with the Name Rater.
A Pokémon can disobey if, in addition to the player not having the appropriate badges, the Pokémon's trainer ID is different from that of the player (see "Obedience check").
A Pokémon will gain extra Exp. Points (see the page "Experience") if its trainer ID is different from that of the player.
Mr. Mime is called MR.MIME (with no space) in the generation 1 and 2 games.
Tag Team Battles
In Stadium 1, two players can team up on a single side. Each player on a side enters six Pokémon, then chooses three of them before a battle begins. Each player on a side with two players can choose only a Pokémon he or she controls when it switches out. If all Pokémon on a single side faint, that side loses.
Things such as same-species and same-item restrictions are enforced only for each player's team individually, not for the combined team when a battle begins.
Notes on items
Repel, Super Repel, and Max Repel prevent wild encounters with Pokémon whose level is at or less than the level of the first Pokémon in the player's party, even if it has fainted, for 100, 200, and 250 steps, respectively, after use.
The HP of the chosen Pok√©mon controlled by its owner is half of its maximum HP, rounded down, if it has fainted.
- Max Revive
The chosen Pok√©mon controlled by its owner has all HP if it has fainted.
If this item is in the pack, all Pok√©mon earn experience and stat experience in a battle, even if it didn't participate in that battle (See experience).
- Pok Flute
In battle, awakens all Pok√©mon (both in battle and not in battle) on both sides; outside of battle, awakens all Pok√©mon in the player's party.
- Guard Spec.
Begins the effect of Mist for the current Pok√©mon controlled by its owner (unless it's already in effect).
- Dire Hit
Begins the effect of Focus Energy for the current Pok√©mon controlled by its owner (unless it's already in effect).
- X Attack
Raises the Attack of the current Pok√©mon controlled by its owner by 1 stage.
- X Defend
Raises the Defense of the current Pok√©mon controlled by its owner by 1 stage.
- X Speed
Raises the Speed of the current Pok√©mon controlled by its owner by 1 stage.
- X Special
Raises the Special Attack of the current Pok√©mon controlled by its owner by 1 stage.
- X Accuracy
Raises the Accuracy of the current Pok√©mon controlled by its owner by 1 stage.
The chosen Pok√©mon controlled by its owner gains 20 HP.
- Max Potion
The chosen Pok√©mon controlled by its owner gains all HP.
- Hyper Potion
The chosen Pok√©mon controlled by its owner gains 200 HP.
- Super Potion
The chosen Pok√©mon controlled by its owner gains 50 HP.
- Fresh Water
The chosen Pok√©mon controlled by its owner gains 50 HP.
- Soda Pop
The chosen Pok√©mon controlled by its owner gains 60 HP.
The chosen Pok√©mon controlled by its owner gains 80 HP.
- Full Restore
The chosen Pok√©mon controlled by its owner gains all HP and is cured of all status problems and confusion.
- Full Heal
The chosen Pok√©mon controlled by its owner is cured of all status problems and confusion.
Restores 10 PP to a single original move of the chosen Pok√©mon controlled by its owner. (If the current move at the chosen position was learned with Mimic or Transform, that move's current PP is changed to the original move's new current PP, adjusting for original but not current maximum PP.)
- Max Ether
Restores all PP to a single original move of the chosen Pok√©mon controlled by its owner. (If the current move at the chosen position was learned with Mimic or Transform, that move's current PP is changed to the original move's new current PP, adjusting for original but not current maximum PP.)
Restores 10 PP to all original moves of the chosen Pok√©mon controlled by its owner. (If a move at a given position for that Pok√©mon was learned with Mimic or Transform, that move's current PP is changed to the original move's new current PP, adjusting for original but not current maximum PP.)
- Max Elixir
Restores all PP to all original moves of the chosen Pok√©mon controlled by its owner. (If a move at a given position for that Pok√©mon was learned with Mimic or Transform, that move's current PP is changed to the original move's new current PP, adjusting for original but not current maximum PP.)
- Ice Heal
The chosen Pok√©mon controlled by its owner is defrosted.
- Burn Heal
The chosen Pok√©mon controlled by its owner is cured of burns.
The chosen Pok√©mon controlled by its owner wakes up.
The chosen Pok√©mon controlled by its owner is cured of poison.
- Parlyz Heal
The chosen Pok√©mon controlled by its owner is cured of paralysis.