Advanced Mechanics - A Guide by Desch

While Pokémon is a game that usually focuses on teambuilding, coverage, advanced game plans, and many other strategies, the game is still made up by some fundamental rules that make the game work the ways it does. Many chooses to not go deep into the mechanics of the game and find out how to optimize some small things, while others choose to do so and share their observations with others. After doing a couple of experiments and finding some interesting patterns, as well as looking at common mistakes, neat strategies and the probability of certain things occurring, I have made a list of all the relevant things that every veteran player of this game, in this generation, should know about Pokémon. But that doesn’t mean less experienced players should not take note from this guide. Everything is not of the same importance, and is more often than not only meant to expand your current knowledge of how things work in this game. After all, “It is the small differences that makes the big changes.”Natures

- Spoiler:
- Natures are very important in competitive Pokémon. They give you a universal 10% boost in one stat and lowers another one with 10%. Note that these 10%’s can be used to its full potential if you know how things work. If you need some investment in 2 stats and does not know if you want to boost the one or the other with your nature, then use it one the stat you need to raise the most. Take Arceus for example. You want to outspeed +natured base 100s and to have the rest defense. You find out you either need to invest 224 EVs in speed with 32+ in Defense or 96+ with 168 in defense, what do you do? You chose the latter option as the amount of EVs invested in both stats are much closer to each other (96 and 168 are closer to each other than 224 and 32).

- Spoiler:
- Factors that adds HP
- Spoiler:
- + 1/16

Leftovers/ Aqua Ring/ Ingrain/ Rain Dish/ Black Sludge/ Ice Body

+ 1/8

Poison Heal/ Dry Skin/ Berries that may confuse

+ 1/4

Water Absorb/ Volt Absorb/ Dry Skin/ Sitrus Berry/ Enigma berry

+ 1/3

Regenerator/ Cheek Pouch

+ 1/2

Recover/ Roost/ Wish/ Soft-Boiled/ Slack Off/ Milk Drink/ Heal Order/ Heal Pulse/ Moonlight/ Morning Sun

+ 3/4

Moonlight/Morning Sun

- Spoiler:
- - 1/32

SR x0.25

- 1/16

SR x0.5/ Weather damage/ Trap damage/ Badly Poison stage 1/ Black Sludge/ Heatproof Burn

- 1/8

SR x1/ 1 Spike/ Iron Barbs/ Rough Skin/ Burn/ Leech Seed/ Dry Skin/ Solar Power/ Black Sludge/ Toxic Poison/ Badly Poison stage 2/ Jaboca Berry/ Sticky Barb/ Bad Dreams/ Nightmare/ Spiky Shield

- 1/6

Rocky Helmet/ Trap damage + Binding Band

- 3/16

Badly Poison stage 3 /2 Spikes

- 1/4

SR x2/Substitute/Badly Poison stage 4/ 3 Spikes/ Curse/ Aftermath/ Struggle Recoil/ Powder

- 5/16

Badly Poison stage 5

- 3/8

Badly Poison stage 6

- 1/2

SR x4/ Belly Drum/ Curse/ Badly Poison stage 8/ Crash Damage/ Super Fang

- 7/16

Badly Poison stage 7

- 9/16

Badly Poison stage 9

- 5/8

Badly Poison stage 10

- 11/16

Badly Poison stage 11

- 3/4

Badly Poison stage 12

- 13/16

Badly Poison stage 13

- 7/8

Badly Poison stage 14

- 15/16

Badly Poison stage 15

- 1/1

Destiny Bond/ Perish Song/ Badly Poison stage 16

- Spoiler:
- Oran Berry (+10 HP)

Berry Juice (+20 HP)

Sonic Boom (-20 HP)

Dragon Rage (-40 HP)

Seismic Toss (-100 HP)*

Night Shade (-100 HP)*

*At Level 100

- Spoiler:
- Leftovers Number (+ Recover):
- Spoiler:
- Any number divisible by 16. Gives any poke with a Leftover-like item an advantage when healing every turn, as it maximizes the amount of HP you get every turn. It will completely heal neutral Stealth Rock damage in 2 turns.

- Spoiler:
- Any number that is 1 less than anything divisible by 4. Any number higher than 404 is optimal (can’t be broken by Seismic Toss or Night Shade in one hit). This gives the strongest subs possible whilst being able to use 5 of them in a row in succession with 1 HP left.

- Spoiler:
- Any number divisible by 4. It activates the berry at 25% HP left instead of at 1% (at 50% and not 25% if the poke has Gluttony)

- Spoiler:
- Any number not divisible by 10, most optimal when it is 1 minus any number divisible by 10 (When the HP number ends with a “9”). 19 is the best Life Orb number, the higher it gets, the less relevant this number becomes.

- Spoiler:
- Any number that is either 1, 2 or 3 more than a number divisible by 8. (8k+1), (8k+2) or (8k+3). Can be paired with Protect to heal all damage lost from the sub.

- Spoiler:
- Any number that is either 2 more than a number divisible by 8. (8k+2). Can be paired with Protect to heal all damage lost from the sub.

- Spoiler:
- Any even number

- Spoiler:
- Any number divisible by 2

- Spoiler:
- Any number divisible by 4. Should only be used with Unburden strategies, if anything.

- Spoiler:
- Any number divisible by 3. Usually better as an odd number (if so, it also becomes a Stealth Rock number as well).

- Spoiler:
- Any odd number divisible by 3 and is 1 less than any number divisible by 8.

- Spoiler:
- Any number divisible by 48.

- Spoiler:
- Any number that is 1 less than a product of 10 and is dividable by 3.

- Spoiler:
- Any number 3 more than anything divisible by 12. (12k+3)

- Spoiler:
- Any number that is 1 less than a product of 10, is dividable by 3 and is 1 more than any number dividable by 4

- Spoiler:
- If the pokes is x4 weak to SR, then give them any odd number as their HP. This also applies if it is a Pokémon without Leftovers.

- Spoiler:
- Maximized Bulk in either Def or SpD
- Spoiler:
- With 508 EVs:

252 HP / 252 Def or 252 SpD

With less than 508 EVs:

Def ≈ HP or SpD ≈ HP

Theoretically max HP with max investment in both defenses, which need to be as close to each other as possible. Otherwise, the formula below can be used, which also gives us some versatile answers:- Spoiler:
- ((-x/.4+MaxHP/10)(x/.4+MinDef/10)*MaxSpD/10)

((-x/.4+MaxDef/10)(x/.4+MinSpD/10)*MaxHP/10)

((-x/.4+MaxSpD/10)(x/.4+MinHP/10)*MaxDef/10)

Note that “MinDef” means no investment, and not i.e. no less IVs. MaxDef means the highest Def the poke can get with in any given scenario, with a neutral nature.

Fill in the blanks and put it into GeoGebra (or something similar), find the highest point on the graph (between x=0 and x=(the total amount of EVs you are using to invest in bulk, divided by 10)(The numbers is at most 252/10), and use that for reference to find a new x. Multiply x by 10 and round it up to the closest number dividable by 4. This will be one of the numbers of EVs the optimal set will have. There will be 2 other numbers, you need, one of them is just 252 (max investment) while the other one is 508-x-252 and then you have your 3 numbers. It is up to you where you want to place these three numbers. It is usually HP gets most, then the worst defense, and then the best defense with worst investment of the three. Note that this is not always the best, and the higher HP you poke has, the less likely it is to be true. Chansey and Blissey do not have to follow this rule and can be given 252 EVs in Physical Defense, because sometimes, that is where you want it.

Also note that since you have to round it up to the closest number divisible by 4, it can be off by 1 sometimes, which means if you follow the standard procedure, you might end up with max investment in HP and i.e. a Def stat of 232 with a SpD stat of 230, which is not optimal (both should be at 231, instead). The last thing I should say is that this does not include any natures other than the neutral ones.

- Spoiler:
- Def ≥ SpD --> SpA Boost

Def < SpD --> Atk Boost

This means that you can force any potential opposing Download users to gain a “bad” boost and give you an advantage. In Ubers, you should manipulate a SpA Boost. In any other tiers an Atk boost should be manipulated.

- Spoiler:
- Eviolite Universal 50% boost in Def and SpD for pokes that can evolve

Assault Vest Universal 50% boost to SpD

Soul Dew Lati’s gets a universal 50% boost SpD (and SpA)

Metal Powder Ditto’s Defense Doubles (Pre-Transformed)

DeepSeaScale Universal doubling of CLamperl’s SpD

Resist Berries One Universal halving of any damage once

Marvel Scale boosts physical defense when under a status condition

Fur Coat doubles your physical defense

Filter makes suppereffective hits only deal x 0.75 damage

Thick Fat halves damage from Fire- and Ice-Type attacks

Plus raises SpD by 50% when in the same battle as another poke with the Minus Ability

Multiscale doubles both defences when at full health

Heatproof halves damage from Fire-Type attacks

increases the user's Defense stat by 50% when Grassy Terrain is active in battle

- Spoiler:
- Other than maximizing this on an attacker, there is not much to say about it. What could be said, though, is that when you are not running any physical moves (or only something like Rapid Spin), you should use 0 IVs in Attack to reduce damage from Foul Play and Confusion.

Also, remember how much STAB and other effects (like weather, abilities, etc.) effect the power of your moves. You don't want to use moves that are weaker than others. Look at a damage calculator if you're in doubt.

Items and Abilities that boost attack:- Spoiler:
- Choice Band Universal 50% boost in Attack

Choice Specs Universal 50% boost in Sp. Attack

Life Orb Universal 30% boost to SpA and Atk

Expert Belt Universal 20% boost to all super-effective attacks

Silk Scarf/Plates Universal 20% boost in their respective types

Muscle Band Universal 10% boost to all physical attacks

Wise Glasses Universal 10% boost to all special attacks

Soul Dew Universal 50% boost to SpA (and SpD) to Latias and Latios

Lustrous Orb Universal 20% boost in Dragon and Water moves on Palkia

Adamant Orb Universal 20% boost in Dragon and Steel moves on Dialga

Griseous Orb Universal 20% boost in Dragon and Ghost moves on Giratina

Light Ball Universal doubling of Pikachu’s SpA and Atk

Thick Club Universal doubling of Attack stat of Marowak/Cubone

DeepSeaTooth Universal doubling of Clamperl’s SpA

Adaptability Universal x1.33 boost to users STAB attacks

Aerialte/Refrigerate/Pixilate Changes the type of Normal-Type attacks and multiply them by x 1.3

Analytic Boosts users attacks if moving after its opponent

Blaze/Torrent/Overgrow/Swarm 50% boost to their respective type

Fairy/Dark Aura boost all Dark/Fairy-Types by 33.3%

Defeatist halves Atk and SpA when under 50% health

Flare Boost boosts SpA by x 1.5 when burned

Guts boost Atk by 50% when under a status condition, ignore burn Atk drop

Huge/Pure Power doubles the Atk of the user

Hustle boost physical attacks by 50%, but lowers accuracy by 20%

Iron Fist boost punching moves by 20%

Mega Launcher boost pulse-moves by 50%

Minus boost SpA by 50% when in the same battle as someone with the Plus ability

Parental Bond makes you attack an extra time with half damage

Reckless boost recoil-moves by 20%

Rivalry ± 25% in Atk, depending the gender of the defending Pokémon

Sand Force boost Rock, Ground- and Steel types by 30% under Sandstorm

Sheer Force boost moves with side effects by 30% and ignore Life Orb recoil on those attacks

Slow Start temporarily halves Attack (and Speed)

Solar Power boosts SpA by 50% under sunlight

Strong Jaw boosts biting moves by 50%

Technician boosts all moves with 60 base power or lower by 50%

Tinted Lens doubles the power of "not very effective" attacks

Tough Claws boost contact moves by 1/3

Toxic Boost increases Attack by 30% when Poisoned

- Spoiler:
- Speed is obviously very important in this game, and it is important to know how to use it well. Most of you knows the common rules; use 0 Speed IVs when using Trick Room based Pokémons or something with Gyro Ball. While those are obvious, there are still some other things that should be thought about when talking about Speed and turn order.

Out-slowing- Spoiler:
- While outspeeding other pokes are very often important, sometimes you’d actually like to out-slow them instead. Examples of scenarios where this is beneficial are for bulky clerics who would enjoy getting statused before using Heal Bell/aromatherapy. This is also especially important if the does not have any strong moves and maybe even if they only have Wish as their recovery. Another good example is against Aegislash. Because of the way Aegislash changes its form, it will be most optimal to move after he’s done so.

- Spoiler:
- Choice Scarf – Universal 50% boost to holders’ speed

Quick Claw – Every turn the holder have a 20% chance of moving first in its priority bracket

Custap Berry – Lets you move first in your priority bracket in a pinch

Quick Powder – Doubles Ditto’s speed pre-transformed

Iron Ball – Halves your Speed

Lagging Tail – Makes you move last in the priority bracket Unburden – Doubles speed after consuming an held item

Stall – Moves last in the priority Bracket

Prankster – Gives every non-attacking move +1 priority

Sand Rush/Swift Swim/Chlorophyl doubles Speed in their respective weathers

Quick Feet increases the user's Speed stat by 50% when the user is inflicted with a status condition. The speed drop of paralysis does not occur.

- Spoiler:
- Speedcreeping, giving your poke some speed so it might outspeed other pokes who run similar sets and get an advantage.

To find out how much speed you need on a poke with Scarf or how much speed it needs if it goes to +2 speed, simply divide the speed of the poke you want to outspeed by 1.5 if scarf and by 2 if you are going to +2.

Faster Poison Heal + Sub + Protect, allows you to negate all damage you lose from sub while stalling your opponent.

Trick Room + Destiny Bond , if your opponent does not have any way to take you down without getting dragged down by Destiny Bond, they will never be able to beat down your poke on the turn Trick Room will end.

Mega-Evolution, may change your speed. Note that turn order is determined before the turn starts, which means a Swampert in rain mega evolving will still only have the speed of a regular Swampert on the turn he mega evolves. An Ampharos will keep the regular form’s speed until the end of the turn.

Unburden + consumable item (+ sub), let’s you activate item to get faster

Slow U-Turn / Volt Switch, gives you a free switch-in if you are slower.

Quick Claw, gives you a 20% chance to move first in your priority bracket. Can change a game drastically in one turn.

Encore after Protect, if the opponent uses Protect, and you are faster, you can lock them into Encore for free, if less they have other moves with priority.

Fast Sub + Brightpowder, gives you the option to fish for hax (misses) for free.

Fast Destiny Bond + Focus Punch/Revenge/Vital Throw/Avalanche, will always win or tie against something that does not carry any status-like moves or any slower priority moves.

Ditto vs Ditto, The slower Ditto will win (Ditto can’t transformed into an already transformed Pokémon).

- Spoiler:
- Priority Moves

+8 Quick Claw/Custap Berry/O-Power trigger message

+7 Pursuit (when target switches out)

+6 Switching out, rotating, using items, (escaping), charging of Focus Punch, Mega Evolution

+5 Helping Hand

+4 Detect, King's Shield, Magic Coat, Protect, Spiky Shield, Snatch

+3 Endure, Fake Out, Quick Guard, Wide Guard, Crafty Shield

+2 Extreme Speed, Feint, Follow Me, Rage Powder

+1 Ally Switch, Aqua Jet, Baby-Doll Eyes, Bide, Bullet Punch, Ice Shard, Ion Deluge, Mach Punch,

Powder, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave, Water Shuriken

0 All other moves, shifting

-1 Vital Throw

-2 None

-3 Focus Punch

-4 Avalanche, Revenge

-5 Counter, Mirror Coat

-6 Circle Throw, Dragon Tail, Roar, Whirlwind

-7 Trick Room

-8 None

- Spoiler:
- As you hopefully know, it is possible to boost and lower stats in this game. You can do this up and down 6 stages, but you should know how these stats rise, sometimes in conjunction with other factors and use the knowledge to your favor. We can divide all stats into 2 categories; The normal and the not-normal, the first one being every measurable stat (excluding HP), and the latter being the remaining ones (Accuracy and Evasion).

The normal ones all go work the same way. The numbers to the right shows how much it increases/decreases when the stat gets boosted (the positive boosts)/lowered (the negative boosts) by 1.- Spoiler:
- -6 = 15% (x0.75)

-5 = 20% (x 0.75)

-4 = 25% (x 0.6)

-3 = 33% (x 0.67)

-2 = 50% (x 0.67)

-1 = 75% (x 0.75)

+0 = 100% (x 1)

+1 = 150% (x 1.5)

+2 = 200% (x 1.3)

+3 = 250% (x 1.25

+4 = 300% (x 1.2)

+5 = 350% (x 0.167)

+6 = 400% (x 0.115)

Some helpful information:

2 Hits at -1 is equal to 1 hit at +1, the latter gives you a higher chance to get a crit, whilst the latter is the better option if you're trying to sweep with Swords Dance

2 Hits at +2 is 50% stronger than 1 hit at +3, meaning it is usually better to attack right off the bat whilst boosting up if you fear getting KO'ed.

[hide]I earlier mentioned something about “universal boosts” and this is where that comes in. The boost gathered by those items (or abilities) are constant, and will always apply the same way, no matter what. i.e. Soul Dew is the same as 1 Calm Mind, but only when at +0. At +1, another Calm Mind would get you at x 2.0, while at +1 with Soul Dew, you will be at x 2.25 and when you are at -1 and use Calm Mind, you will be at x 112.5 instead of only at neutral. That is very important to remember.

This shows the stats when they are boosted/lowered by 2- Spoiler:
- -6 = 15% (x0.6)

-4 = 25% (x 0.5)

-2 = 50% (x0.5)

+0 = 100% (x 0)

+2 = 200% (x 2)

+4 = 300% (x 1.5)

+6 = 400% (x 0.3)

The things you should note is that 2 hits at neutral is the same as 1 hit at +2. But 2 hits at +2 is better than 1 hit at +4. Use this knowledge to your advantage when considering if you should continue to set up or just attack, it often depends on the situation you are in, though. Another important thing to know here is that the first 2 times you use i.e. Draco Meteor, your SpA is cut in half.

-1 = 75% (x 0.75)

+1 = 150% (x 2)

+3 = 250% (x 1.67)

+5 = 350% (x 1.71)

This shows how your stats will increase by 2, after a stat has been lowered by 1. This is most relevant with a Swords Dance user against an Intimidate user. 2 attacks a -1 is the same as 1 attack at +1. One crit at -1 + another hit at -1 is also equal to one crit at +1, interestingly enough. If you SD a second time, your stats will increase by 2/3. This is just some examples. Use these numbers when you are in the right scenario and know what will give you the best odds at winning.

- Spoiler:
- It gets higher in a different way than the other stats:
- Spoiler:
- -6 = 33%

-5 = 38%

-4 = 43%

-3 = 50%

-2 = 60%

-1 = 75%

+0 = 100%

+1 = 133%

+2 = 167%

+3 = 200%

+4 = 233%

+5 = 267%

+6 = 300%

Evasion and Chance to Hit

How to calculate it- Spoiler:
- The probability that a move will hit is calculated as follows:

P = Abase * Accuracy / Evasion

Where:

Abase is the base accuracy of the move (in percent - e.g. a base accuracy of 95 is counted as 0.95),

Accuracy is the current accuracy stat of the user (in percent - e.g. raising accuracy by three stages raises this number to 2), and

Evasion is the current evasion stat of the target (in percent - e.g. lowering evasion by two stages lowers this number to 0.6).

If P is greater than 1, the move will surely hit. In a 2-on-2 battle, it is possible for a move that hits two or three targets to miss some of the targets and hit others - the probabilities are calculated individually for each target.

- Spoiler:
- 100% vs. Brightpowder = 90.00%

100% vs. +1 evasion = 75.19%

100% vs. +2 evasion = 59.88%

100% vs. +3 evasion = 50.00%

100% vs. +4 evasion = 42.91%

100% vs. +5 evasion = 37.45%

100% vs. +6 evasion = 33.33%

100% vs. +6 evasion with Brightpowder = 30.00%

100% vs. +6 evasion + Sand Veil / Snow Cloak + Brightpowder = 24.00%

- Spoiler:
- 95% vs. Brightpowder = 85.50%

95% vs. +1 evasion = 71.42%

95% vs. +2 evasion = 56.88%

95% vs. +3 evasion = 47.50%

95% vs. +4 evasion = 40.77%

95% vs. +5 evasion = 35.58%

95% vs. +6 evasion = 31.66%

95% vs. +6 evasion with Brightpowder = 28.5%

- Spoiler:
- 90% vs. Brightpowder = 81.00%

90% vs. +1 evasion = 67.66%

90% vs. +2 evasion = 53.89%

90% vs. +3 evasion = 45.00%

90% vs. +4 evasion = 38.62%

90% vs. +5 evasion = 33.70%

90% vs. +6 evasion = 30.00%

90% vs. +6 evasion with Brightpowder = 27.00%

- Spoiler:
- 85% vs. Brightpowder = 76.50%

85% vs. +1 evasion = 63.90%

85% vs. +2 evasion = 50.89%

85% vs. +3 evasion = 42.5%

85% vs. +4 evasion = 36.48%

85% vs. +5 evasion = 31.83%

85% vs. +6 evasion = 28.33%

85% vs. +6 evasion with Brightpowder = 25.50%

- Spoiler:

80% vs. Brightpowder = 72.00%

80% vs. +1 evasion = 60.15%

80% vs. +2 evasion = 47.90%

80% vs. +3 evasion = 40.00%

80% vs. +4 evasion = 34.33%

80% vs. +5 evasion = 29.96%

80% vs. +6 evasion = 26.66%

80% vs. +6 evasion with Brightpowder = 24.00%

- Spoiler:
- 70% vs. Brightpowder = 63.00%

70% vs. +1 evasion = 52.63%

70% vs. +2 evasion = 41.91%

70% vs. +3 evasion = 35.00%

70% vs. +4 evasion = 30.04%

70% vs. +5 evasion = 26.21%

70% vs. +6 evasion = 23.33%

70% vs. +6 evasion with Brightpowder = 21.00%

Chance to Hit

Example: Moving 0/1

The first number represents the number of successes, while the second is the number of attempts. In this case the probability represents the likelihood of NOT moving with a single attempt under these parameters.

30% Flinch + Paralysis- Spoiler:
- Moving 0/1

[(0.3) + (0.7)(0.25)](100) = 47.5%

Moving 1/1

(0.7)(0.75)(100) = 52.5%

Moving 0/2

(.475^2)(100) = 22.5625%

Moving 1/2

[(.475)(.525) + (.475)(.525)](100) = 49.875%

Moving 2/2

(.525^2)(100) = 27.5625%

- Spoiler:
- Moving 0/1

[(0.6) + (0.4)(0.25)](100) = 70%

Moving 1/1

(0.4)(0.75)(100) = 30%

Moving 0/2

[(0.6) + (0.4)(0.25)][(0.6) + (0.4)(0.25)](100) = 49%

Moving 1/2

[(0.7)(0.3) + (0.3)(0.7)](100) = 42%

Moving 2/2

(0.4)(0.75)(0.4)(0.75)(100) = 9%

Moving 0/3

(0.7^3)(100) = 34.3%

Moving 1/3

(0.3)(0.7)(0.7)(3)(100) = 44.1%

Moving 2/3

(0.3)(0.3)(0.7)(3)(100) = 18.9%

Moving 3/3

(0.3^3)(100) = 2.7%

Moving 0/4

(0.7^4)(100) = 24.01%

Moving 1/4

(0.3)(0.7)(0.7)(0.7)(4)(100) = 41.16%

Moving 2/4

(0.3)(0.3)(0.7)(0.7)(6)(100) = 26.46%

Moving 3/4

(0.3)(0.3)(0.3)(0.7)(4)(100) = 7.56%

Moving 4/4

(0.3^4)(100) = 0.81%

- Spoiler:
- Hit 0/2

(0.3^2)(100) = 9%

Hit 1/2

(0.3)(0.7)(2)(100) = 42%

Hit 2/2

(0.7^2)(100) = 49%

Hit 0/3

(0.3^3)(100) = 2.7%

Hit 1/3

(0.3)(0.3)(0.7)(3)(100) = 18.9%

Hit 2/3

(0.3)(0.7)(0.7)(3)(100) = 44.1%

Hit 3/3

(0.7^3)(100) = 34.3%

Hit 0/4

(0.3^4)(100) = 0.81%

Hit 1/4

(0.3^3)(0.7)(4)(100) = 7.56%

Hit 2/4

(0.7)(0.7)(0.3)(0.3)(6)(100) = 26.46%

Hit 3/4

(0.3)(0.7^3)(4)(100) = 41.16%

Hit 4/4

(0.7^4)(100) = 24.01%

King’s Rock + 5 hit move

Hit 0/1 = 41%

Hit 0/2 = 17%

Hit 1/2 = 48.38%

King’s Rock + 6 hit move

Hit 0/1 = 47%

Hit 0/2 = 22.09%

Hit 1/2 = 49.82%

- Spoiler:
- Victory Star raises all allies’ accuracy by 10%

Wide Lens raises holders accuracy by 10%

Zoom Lens raises holders accuracy by 20% is moving after its opponent

Compound Eyes raises users accuracy by 30%

No Guard gives every move used by and against the holder perfect accuracy (can’t miss)

These moves have “infinite” accuracy:

Aerial Ace

Aura Sphere

Blizzard (in hail)

Disarming voice

Feint Attack

Magical Leaf

Magnet Bomb

Shadow Punch

Shock Wave

Swift

Thunder (in rain)

Vital Throw

- Spoiler:
- +0 = 6.25%

+1 = 12.5%

+2 = 50%

+3 = 100%

This is maybe the most unusual and less known modifier of “stats”. Basically, when you are at +3, you will always get a critical hit, if less you are up against something with Shell Armor. The things that boost the critical hit rate stacks. Here is a list of the things that all raise the ratio (either by 1 or 2). The ones in the same class cannot be stacked together, including itself.

Moves with natural high critical hit rate (+1):- Spoiler:
- Aeroblast

Air Cutter

Attack Order

Blaze Kick

Crabhammer

Cross Chop

Cross Poison

Drill Run

Karate Chop

Leaf Blade

Night Slash

Poison Tail

Psycho Cut

Razor Leaf

Razor Wind

(Shadow Blast)

Shadow Claw

Sky Attack

Slash

Spacial Rend

Stone Edge

- Spoiler:
- Super Luck ability (+1)

- Spoiler:
- Razor Claw / Scope Lens (+1)

Stick (Farfetch’d only) (+2)

Lucky Punch (Chansey Only) (+2)

- Spoiler:
- Focus Energy (+2)

Consuming Lansat berry (+2)

- Spoiler:
- Frost Breath (+3)

Storm Throw (+3)

- Spoiler:
- The only way to lower the crit ratio is by using Haze or if the user with the boost(s) switches out, by any means other than Baton Pass.

In gen VI a crit will ignore all the defensive benefits another poke has and any stat disadvantages you are at, while it will keep everything that is beneficial for the user. A critical hit hits for 1.5 damage, but with the Ability Sniper, it hits for an additional 1.5 multiplier (x 2.25).

- Spoiler:
- Double Crit

(.0625^2)(100) = 0.390625%

Triple Crit

(.0625^3)(100) = 0.0244140625%

At Least One Crit in Five Turns

(.9375^5)(100) – 100 = 27.5803566%

At Least One Crit in Ten Turns

(.9375^10)(100) – 100 = 47.5539525%

At Least One Crit in Twenty Turns

(.9375^20)(100) – 100 = 72.49412101%

At Least One Crit in Thirty Turns

(.9375^30)(100) – 100 = 85.57425364%

- Spoiler:
- General Theory
- Spoiler:
- Ghost-Types can’t be trapped by any means, other than losing their type.

Pokémon with the Shadow Tag ability can be trapped, but not by other Shadow Tag users. The Arena Trap or Magnet ability does not enable others with the same ability to escape if they are affected by it.

All trapping effects are removed once the one trapping switches out. One exception is in gen IV and earlier, where you could Baton Pass the effects of Mean Look and Block.

- Spoiler:
- Bind

Clamp

Fire Spin

Infestation

Magma Storm

Sand Tomb

Block

Mean Look

Spider Web

- Spoiler:
- Item Dependent attacks
- Spoiler:
- Fling
- Spoiler:
- Is a move that can usually only be used one time per Pokémon (can be used more if you have Harvest or Recycle). You lose your item if you use Fling against Protect.

List of most relevant fling items:

Iron Ball – 130 Base Power, (but halves your speed)

Hard Stone – 100 Base Power, boosts Rock-Type moves by x1.2

Flame Orb - Burns the target, 30 Base Power

King's Rock - Causes the target to flinch, 30 Base Power

Light Ball - Paralyzes the target, 30 Base Power

Mental Herb - Cures infatuation from the target, 10 Base Power

Poison Barb - Poisons the target, 70 Base Power

Razor Fang - Causes the target, to flinch 30 Base Power

Toxic Orb - Badly poisons the target, 30 Base Power

White Herb - Restores lowered stats of the target, 10 Base Power

- Spoiler:
- Is a Normal-Type move whose power and type is dependent on the berry the user has. If the user does not hold a berry, or can’t use it (Knock Off, Klutz, Embargo, Unnerve, Magi Room) the move will fail. It is not affected by Pixilate/Refigerate/Aerialte, but is affected by Ion Deluge, if the attack itself is of the Norma-Type.

List of all Berries and their corresponding types and base power:- Spoiler:
- Cheri Berry, Fire-Type, 80 Base Power

Chesto Berry, Water-Type, 80 Base Power

Pecha Berry, Electric-Type, 80 Base Power

Rawst Berry, Grass-Type, 80 Base Power

Aspear Berry, Ice-Type, 80 Base Power

Leppa Berry, Fighting-Type, 80 Base Power

Oran Berry, Poison-Type, 80 Base Power

Persim Berry, Ground-Type, 80 Base Power

Lum Berry, Flying-Type, 80 Base Power

Sitrus Berry, Psychic-Type, 80 Base Power

Figy Berry, Bug-Type, 80 Base Power

Wiki Berry, Rock-Type, 80 Base Power

Mago Berry, Ghost-Type, 80 Base Power

Aguav Berry, Dragon-Type, 80 Base Power

Iapapa Berry, Dark-Type, 60 Base Power

Razz Berry, Steel, 80 Base Power

Bluk Berry, Fire, 90 Base Power

Nanab Berry, Water, 90 Base Power

Wepear Berry, Electric, 90 Base Power

Pinap Berry, Grass, 90 Base Power

Pomeg Berry, Ice, 90 Base Power

Kelpsy Berry, Fighting, 90 Base Power

Qualot Berry, Poison, 90 Base Power

Hondew Berry, Ground, 90 Base Power

Grepa Berry, Flying, 90 Base Power

Tamato Berry, Psychic, 90 Base Power

Cornn Berry, Bug, 90 Base Power

Magost Berry, Rock, 90 Base Power

Rabuta Berry, Ghost, 90 Base Power

Nomel Berry, Dragon, 90 Base Power

Spelon Berry, Dark, 90 Base Power

Pamtre Berry, Steel, 90 Base Power

Watmel Berry, Fire, 100 Base Power

Durin Berry, Water, 100 Base Power

Belue Berry, Electric, 100 Base Power

Occa Berry, Fire, 80 Base Power

Passho Berry, Water, 80 Base Power

Wacan Berry, Electric, 80 Base Power

Rindo Berry, Grass, 80 Base Power

Yache Berry, Ice, 80 Base Power

Chople Berry, Fighting, 80 Base Power

Kebia Berry, Poison, 80 Base Power

Shuca Berry, Ground, 80 Base Power

Coba Berry, Flying, 80 Base Power

Payapa Berry, Psychic, 80 Base Power

Tanga Berry, Bug, 80 Base Power

Charti Berry, Rock, 80 Base Power

Kasib Berry, Ghost, 80 Base Power

Haban Berry, Dragon, 80 Base Power

Colbur Berry, Dark, 80 Base Power

Babiri Berry, Steel, 80 Base Power

Chilan Berry, Normal, 80 Base Power

Liechi Berry, Grass, 100 Base Power

Ganlon Berry, Ice, 100 Base Power

Salac Berry, Fighting, 100 Base Power

Petaya Berry, Poison, 100 Base Power

Apicot Berry, Ground, 100 Base Power

Lansat Berry, Flying, 100 Base Power

Starf Berry, Psychic, 100 Base Power

Enigma Berry, Bug, 100 Base Power

Micle Berry, Rock, 100 Base Power

Custap Berry, Ghost, 100 Base Power

Jaboca Berry, Dragon, 100 Base Power

Rowap Berry, Dark, 100 Base Power

Roseli Berry, Fairy, 80 Base Power

Kee Berry, Fairy, 100 Base Power

Maranga Berry, Dark, 100 Base Power

- Spoiler:
- Is a powerful Poison-Type move that can be used as much as you would like (even after switching out) after you have successfully consumed and received an effect from a berry, whether this be from naturally using it, Bug Bite, Fling or Pluck. It works as long as the berry activates something. Using a berry through Natural Gift or Fling will not enable you to use Belch.

- Spoiler:
- These are all special moves that are based off the attacker's SpA and the defending poke's Def. In other words, a special move that hits the defence stat. Other things to note from these attacks is that it is still Mirror Coat that reflects them back, and Light Screen that lowers their power. There is no physical equivalent of these moves.

- Spoiler:
- It is very little to say about these moves, as the first two are rarely used and the latter one is well known in this generation. However, every poison-type should use Black Sludge instead of Leftovers just in order to cripple pokes with Trick or Switcheroo. Additionally, Arceus can’t receive a plate by tricking, thus making the plates better than the other similar items that boost one type each by 1.2 in the Ubers tier. Additionally, any Item that changes a Pokémon's form cannot be tricked or knocked off. The same goes for any Pokémon with the Sticky Hold Ability and a Pokémon behind a substitute. Note that Knock Off's power will get its power increased by 50% as long as the opposing Pokémon does have an item, regardless if it gets knocked off or not.

If you get tricked a choice item before you move, you get locked into that move, if you get the item after you have moved, you can still change your move the following turn, if wanted.

- Spoiler:
- Shadow Force, Phantom Force and Feint break through Protect, Detect, Spiky Shield and King’s Shield

- Spoiler:
- This moves changes its type depending on which plate is being wielded by its user. If no plat is held, it will have be Normal-Type. If a Ditto copies a pokemon with this attack, Ditto's Judgment will still be Normal-Type, as long as Ditto does not hold any Plates, despite what item the opposing Pokémon have.

- Spoiler:
- Chart of EVs needed to boost stats
- Spoiler:
- Base Stats that end in a "0": 36 EVs (+1), 116 EVs (+2), 196 EVs (+3)

Base Stats that end in a "1": 28 EVs (+1), 108 EVs (+2), 188 EVs (+3)

Base Stats that end in a "2": 20 EVs (+1), 100 EVs (+2), 180 EVs (+3)

Base Stats that end in a "3": 12 EVs (+1), 92 EVs (+2), 172 EVs (+3), 252 EVs (+4)

Base Stats that end in a "4": 4 EVs (+1), 84 EVs (+2), 164 EVs (+3), 244 EVs (+4)

Base Stats that end in a "5": 76 EVs (+1), 156 EVs (+2), 236 EVs (+3)

Base Stats that end in a "6": 68 EVs (+1), 148 EVs (+2), 228 EVs (+3)

Base Stats that end in a "7": 60 EVs (+1), 140 EVs (+2), 220 EVs (+3)

Base Stats that end in a "8": 52 EVs (+1), 132 EVs (+2), 212 EVs (+3)

Base Stats that end in a "9": 44 EVs (+1), 124 EVs (+2), 204 EVs (+3)

- Spoiler:
- The above chart is a pattern. After the first x EVs are invested to raise a stat by 1, 80 EVs are added to x to increase the stat by 2, 160 for an increase of 3, and 240 for an increase of 4. 8 EVs differentiates the starting number x (EVs needed to raise a stat by 1) from each base stat ending.

Lower IVs can be negated by adding an extra 4 EVs for each lowered IV. Example: a Murkrow with anAtk IV of 31 need 236 EVs for max atk. A Murkrow with an Atk IV of 30 needs 240 EVs for max atk. Remember this when using Hidden Power.

When using Eviolite, having even numbered defense stats gives a better net gain stats overall. Example: A Mienfoo with 116 EVs in Def (w/ a positive nature) and 36 EVs will have 21 Def and 18 SDef with Eviolite factored in. A Mienfoo with 36 Def (w/ a positive nature) and 116 SDef EVs will have 19 Def and 19 SDef with Eviolite factored in. Mienfoo 1 will have higher overall stats than Mienfoo 2 because its Defenses pre-eviolite are even numbers. Obviously, this has its uses, but think before applying it. You might need Mienfoo 2's extra 1 SDef point in some key calcs.

Life Orb recoil is reduced to 1 if the user's HP is less than 20, so lowering a Pokémon using LO's IVs can help increase its longevity. Example: LO Bunnelby w/ 31 HP IVs has 20 HP and takes 2 damage in recoil per attack. LO Bunnelby w/ 23 HP IVs has 19 HP and take 1 damage in recoil per attack.

- Spoiler:
- Minority Suspect for a lot of probability calculations

ZoroarkForever for the guide of EV’ing in Little Cup

Bulbapedia for a lot of data and various lists

Last edited by Desch on Sun 16 Oct - 14:04; edited 24 times in total