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Equation-------------------
[(A*P*.84)/D]+2 *S*E*.925
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Explanation-------------------
A= Attack/Special Attack of Pokémon attacking.
P= Power of attack being used.
D= Defense/Special Defense of Pokémon receiving attack.
S= STAB (Same Type Attack Bonus) [x1.5]
E= Effectiveness (.25x, .5x, 1x, 2x, 4x)
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How to Use the Equation-------------------
After calculating, you will get a raw number. (ex. 193) Look at the defending Pokémon's HP and divide the raw number over the HP. (ex. 193/323) This will give the amount of damage done to the Pokémon. (.597... round to .60) Subtract that number from 10 and you get the HP left from the Pokémon. (4/10HP)
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Example-------------------
Charmander uses Flamethrower on Bulbasaur. Flamethrower has a Power of 95. Charmander’s Special Attack is 218 and Bulbasaur’s Special Defense is 228. Flamethrower is Super Effective and Charmander gains STAB.
[(218*95*.84)/228]+2 *1.5*2*.925
Work it out for yourself, starting from the inside brackets out. Select => {
Bulbasaur 3.7/10} to see if you get the same answer.
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Two Important Aspects-------------------
1- ALL reffing will be done with MAX stats.
2- You will check for PP usages. If the PP runs out, the move can’t be used.
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Rolling Dice-------------------
This is for AIM Messengers only.
To Roll a die, type in the chatroom (without quotation marks) "//roll-sidesX-diceY" or "//roll-diceY-sidesX". Rolling Dice is optional.
-------------
Type Chart-------------
This is a chart for which Pokémon types are strongest/weakest against other types.
Icons (top to bottom): Normal-Fire-Water-Electric-Grass-Ice-Fighting-Poison-Ground-Flying-Psychic-Bug-Rock-Ghost-Dragon-Dark-Steel
-Physical Attacks: Rock, Ground, Normal, Fighting, Ghost, Bug, Flying, Steel, and Poison.
-Special Attacks: Ice, Fire, Dark, Water, Electric, Grass, Psychic, and Dragon.
-Normal and Fighting don't affect Ghost.
-Electric doesn't affect Ground.
-Ground doesn't affect Flying.
-Poison doesn't affect Steel.
-Psychic doesn't affect Dark.
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Status Conditions-------------------
GSC: The afflicted Pokémon takes the damage right after it's turn to attack, (Also applies if it fails to attack that turn,
RS: All indirect damages take place after both mons have made their moves.
BurnWill deal 1.2 damage each turn. Attack power is also divided by 2. A Fire type Pokémon can NEVER be burned by a fire attack. They CAN be burned by Tri-Attack.
FrozenA Frozen Pokémon has a 10% chance to thaw out. You may still call attacks but they will fail. Only Sacred Fire and Flame Wheel can thaw the Pokémon out. An Ice type Pokémon can NEVER be frozen by an ice attack. They CAN be frozen by Tri-Attack.
ParalyzeA paralyzed Pokémon has a 25% chance of not being able to attack each turn. As well, a Paralyzed Pokémon's speed is lowered to 25% of its current value. This speed reduction stays in play until the Pokémon is no longer Paralyzed.
PoisonA Poisoned Pokémon takes 1.2 damage each turn. A Poison type Pokémon can Never be Poisoned except by Twin Needle.
ToxicA Poison type Pokémon can Never be Toxic'd. A Toxic'd Pokémon takes .6 damage first turn and increases by .6 each turn after that [.6, 1.2, 1.8, ...]
*GSC:: When a Pokémon who is Toxic'd switches out, the Toxic becomes normal POISON and follows the rules for poison. (see above). When a Toxic'd Pokémon Baton passes to a normal poisoned Pokémon, the normal poisoned Pokémon will become TOXIC. (Eg: Umbreon takes toxic, passes to a PSN Charizard. Charizard is now toxic'd)
*RS:: A Pokémon who switches out has the toxic counter reset to turn 1, where it takes .6 damage. The Poison does not turn back to normal Poison. Baton passing a Toxic'd Pokémon onto a normal Poisoned Pokémon will not pass the TOXIC status.
SleepThe Duration of Sleep is 1-7 turns. A turn is only counted as a turn slept if the Pokémon used SNORE, SLEEP TALK, or had a "Pokémon is fast asleep!" message. A sleeping Pokémon's owner MUST call an attack due to the chance of waking up. A sleeping Pokémon may use the moves SNORE and SLEEP TALK successfully.
ConfuseA Confused Pokémon has a 50% chance of hitting itself. Confusion lasts 1-4 turns. Each turn passes as the Confused Pokémon makes a move, be it attacking normally or hitting self, until it reaches the snap out turn. The damage done to the Confused Pokémon by whacking itself is equal to a 40 powered, No-STAB, 1x effective attack. Note: Reflect does not halve Confusion damage.
AttractAn attracted Pokémon has a 50% chance of being immobilized by love and will not attack. Attraction does not cause self damage, and will only disappear if either the user of Attract or the affected Pokémon leaves the field. Attract only works on opposite Genders and fails on non-gender specific Pokémon.
*A Pokémon can be Confused, Attracted and either Frozen, Sleep, Burn, Poison, Toxic, or Paralyzed. A Pokémon can only be affected by Frozen, Sleep, Burn, Poison, Toxic, and Paralyze one at a time. You can’t Sleep and Poison a Pokémon- only one. If you try to Poison a Sleeping Pokémon, the Poison will fail.
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Other Conditions-------------------
CurseEach turn, Curse deals the Pokémon 2.5 damage. Curse will only leave once affected Pokémon is switched out.
FaintThe Pokémon is out of the battle and can’t be brought back in.
FlinchThe Pokémon skips its turn. Flinching only works on slower Pokémon.
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Statistics-------------------
Attack- Uses Rock, Ground, Normal, Fighting, Ghost, Bug, Flying, Steel, and Poison.
Special Attack- Uses Ice, Fire, Dark, Water, Electric, Grass, Psychic, and Dragon.
Defense- Defend against Rock, Ground, Normal, Fighting, Ghost, Bug, Flying, Steel, and Poison.
Special Defense- Defend against Ice, Fire, Dark, Water, Electric, Grass, Psychic, and Dragon.
Speed- How fast the Pokémon can move.
Evasion- How well the Pokémon can dodge attacks.
Accuracy- How well the Pokémon can aim attacks.
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Statistic Changes-------------------
| -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 ||.25
| 2.8
|.33
| .4
| .5
|.66
|1x
| 1.5
| 2x
| 2.5
| 3x
|3.5
| 4x
|The middle is what all Pokémon start at. If Sandshrew uses Defense Curl, Defense will be raised 1.5x {268 x 1.5 = 402 Defense}-------------------
Evasion Growth Chart-------------------
| -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 ||3x
|2.6x
|2.3x
| 2x
|1.6
|1.3
|1x
|.75x
| .6x
| .5x
|.43x
|.36x
|.33x
|-------------------
Accuracy Growth Chart-------------------
| -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 ||.3x
| .36
|.43
| .5x
|.66
|.75
|1x
|1.3x
|1.6x
| 2x
|2.3x
|2.6x
| 3x
|-------------------
Determining Evasion/Accuracy
-------------------
Say Jynx wants to use Blizzard, which has an accuracy of 70%, against Shroomish. Shroomish has been affected with 2 Double Team attacks and Jynx has been affected by 1 Flash. Jynx is -1 Accuracy so --> .70 x .75 = 52% Accuracy. Then Shroomish has +2 Evasion so --> .52 x .6 = 31% Accuracy. So Blizzard will have a 31% chance to hit Shroomish.
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Critical Hits
-------------------
The following moves have a Critical Hit chance of 25%. Critical Hits double the attack damage that turn.
Aeroblast, Air Cutter, Blaze Kick, Crabhammer, Cross Chop, Karate Chop, Leaf Blade, Poison Tail, Razor Leaf, Razor Wind, Slash.
*Focus Energy*
Using this move will grant any move you use to have a 12% chance for Critical Hit. For the moves listed above, it raises to 33% chance.