Welcome to Gaia! ::

POKEMON: Eᴛᴇʀɴᴀʟ Rᴇᴠᴏʟᴜᴛɪᴏɴ

Back to Guilds

A Pokemon Roleplaying guild focused on fun and entertainment! We try to keep our members in mind in everything we do! 

Tags: Pokemon, Roleplay, RPing, Gaming, Revolution 

Reply POKEMON: Eᴛᴇʀɴᴀʟ Rᴇᴠᴏʟᴜᴛɪᴏɴ
Battle Info

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50
PostPosted: Tue Feb 10, 2015 12:35 pm
Battle Information

Level Bonuses

The guild will have a fairly simple system to compensate for stats, as described below, but it has adjustments to compensate for level differences. This is still in the works, but here's the basics.

Below level 20, pokemon do the base damage of the attacks, however, starting there, for every ten levels they earn, they gain 10 to their base attack. This means that at level 20 their attacks will do base damage +10, at level 30, +20, and so on, until they reach level 100, giving +90.

So, say your pokemon has the move Tackle, doing 50 damage. At level 20, it will do 60 damage, at 30, 70, and so on, with it ultimately doing 140 damage for a level 100 pokemon, appropriately enough to take out several lower level pokemon, but not enough to KO the slightly stronger ones.

Similarly, so that higher level pokemon can't be easily wiped out by lower leveled ones (ie a level 100 Charizard getting creamed by a level 15 Squirtle with the right movesets), pokemon will get a corresponding defense buff as well. This will equal out so that pokemon at the same level don't have an upper hand on one another, and will require on tactics and the usual to win.

If a pokemon's defense buff completely nullifies the damage done (ie, if it is greater than the damage, resulting in 0 damage), it does a minimum of 5 damage to the opponent.

Stat. Increases/Decreases

Attack, Defense, Special Attack, and Special Defense can be increased or decreased by corresponding moves that they influence. Attack and Defense stat boosts only apply to Physical attacks. When a pokemon boosts its defense, it will take less damage from physical attacks. When it boosts its attack, only that pokemon's physical attacks will get the stat boost.

Special Attack and Special Defense are similar, in that they only apply to attacks categorized as special attacks. So for instance, moves like Psychic, or Boomburst. If there's a moment of question, please check Bulbapedia, or contact a mod : ) We'll be happy to look into it, and clarify (and note) any particularly ambiguous examples.

Just like in the games, Attack, Defense, Sp Attk, Sp Df, and Speed can be raised or lowered through moves and abilities. Just like in the games, though, there is a cap on how high or low these stats can go.

There is a six stage cap, positive and negative each, for every stat. Each 'stage' removes or adds 1/10 the move's damage (base power + level buff). So if a pokemon with no level buff raises it's attack and uses Earthquake, which originally does 100 damage, the move will now do 110 base damage. If they raise their attack again, it will add 2/10 of the base power, so the move will do 120 damage, and so on. Similarly, if a level 20 pokemon increases it's attack by one stage and uses Earthquake, it will do 1/10 more of 110 [100 +10 level buff], so 121. And again, this will cap at 6, so the attack can only be increased 6 times before the pokemon's 'attack can't go any higher'. If the total damage isn't a whole number, round the decimals down to make it a whole number. Note that Mega Stones do contribute to this cap. We recognize this is not how the games work, but with our current system, allowing stat boosts to go above 1.6 just due to megastones (which can give up to 1.5 boost to a single stat) could potentially break the system by creating over powered moves.

Additionally, Attack boosts, both Special and regular, are included in type effectiveness, as they are a boost to the pokemon's core attack strength. Both Defense and Special Defense relate to the damage the pokemon takes, so they are calculated after the effectiveness is taken into consideration. So if Geodude's attack is increased by 1/10 and it uses Earthquake on Pikachu, the move will do 100 [earthquake's base attack] + 10 [1/10 of 100 from raised attack] = 110 x 2 [type effectiveness] = 220. However, if Geodude's attack had not been altered, and Pikachu's defense had been lowered instead, earthquake's 1/10 bonus to attack would be added after effectiveness; 100 [earthquake's base attack] x 2 [effectiveness] = 200 + 20 [1/10 of 200 [lowered defense stat]] = 220. If a level buff is involved, say, +10 again for a level 20-29 geodude, it would be 100 [earthquake's base attack] + 10 [level attack boost] = 110 x 2 [effectiveness] = 220 + [1/10 of 220 = 22 for lowered defense stat] = 242 total damage.

Stat changes such as these are reset to normal when a pokemon is swapped out, however they can be passed on to the pokemon next sent out when using certain moves such as baton pass.

Speed, Accuracy, and Evasiveness

Speed is simple to determine in the guild-- the higher level pokemon goes first. If the pokemon are the same level, or their speed stat has been adjusted to be the same, then the player(s) must roll a die to see who goes first. An even roll means you go first, odd roll means the opponent moves first. This doesn't need to be done for every round, it sets a precedent of who will be going first in that matchup for the rest of the battle until the speed stat has been altered.

If a pokemon uses a move to increase it's speed, it gives them the speed of a pokemon ten levels higher than it's current level i.e. Pansear is level 15, Rattata is level 12. Pansear is a higher level, so it goes first, but Rattata uses agility. Rattata now goes first the next round because it has the speed of a level 22 pokemon. Like attack and defense stat alterations, Speed also has a six stage cap in both directions.

Accuracy and Evasiveness are not commonly used in the guild, but they can be. As a baseline, all moves that are used will hit the opposing pokemon unless the target pokemon is in a semi-invulnerable state (up in the air, under the ground, using protective moves, etc.). There are certain moves that allow pokemon to be hit in these states, but all other moves will hit automatically unless a pokemon's accuracy or evasiveness has been altered.

If accuracy has been lowered via a move such as Sand Attack, the target pokemon will now have a 1/10 chance to miss when attacking. A raised accuracy doesn't give any benefits, however it does make it harder for an opponent to lower that pokemon's accuracy to the point where it's attacks would start missing, A pokemon's accuracy can be raised or lowered up to six stages, each stage increasing or decreasing the accuracy by 1/10.

Evasion works similarly, with a six stage cap in both directions. Raising evasiveness means that all attacks at this pokemon have a 1/10 chance to miss, adding another 1/10 chance for each stage of evasiveness raised. Lowering evasiveness will prevent a pokemon from raising their evasiveness past the point of having attacks miss, but otherwise has no effect.

As with attack and defense stat, changes to speed, accuracy, and evasiveness are reset to normal when a pokemon is swapped out, however they can be passed on to the pokemon next sent out when using certain moves such as baton pass.

Critical Hit

Critical Hits. Some moves have an increased chance to critically hit, this is implemented in the guild by giving them a 1/10 chance to critically hit. If a move is successful in the critical hit, their attack will double in damage.

For multi-hit moves: Each attack has the chance to hit critically, however, unlike most calculations, this critical hit does not go in the middle with effectiveness. Instead the hit that hits critically is equivalent to two hits for damage purposes, but not for effect triggers.

So say a pokemon does a multi-hit attack that does 25 damage each hit. It hits three times, and the middle hit hits critically. The base damage would be 25 + 50 (two hits, or 25 + 25) + 25 = 100. Calculations including attack level buffs, attack stat boosts, hold items, and abilities, would then follow, along with the other applicable calculations.

If a move is used to increase the chance of a critical hit, it will increase to 2/10, then 3/10, and so un, until 5/10 is reached, and then it will max out.

Z-Moves

With the Alola region came Z-moves, and with them, a new mechanic.

Z-moves can only be used once per battle. The pokemon must be holding a Z-Crystal, and, like in the games, they must have a move of the same type. Z-moves can either effect stats, deal damage, or add an additional effect to a move. The effect they have is dependent on the move your pokemon has in its moveset. To determine the damage, you can use Serebii. Simply click on the move corresponding to type of z-move that will be used (which must match the crystal), and you can check what the damage is for the move your pokemon has. If the move effects stats, or does not deal damage, you can search the page for that attack, and see what it's corresponding effect is.

If your pokemon has more than one move of the same type matching the z-crystal it's holding, you can choose which you will be using.

Some Z-crystals are pokemon specific, and must be held by a certain pokemon, with a certain move, to be used in battle.

Z-moves attack through protect, however their damage is reduced by 25%.  
PostPosted: Tue Feb 10, 2015 12:36 pm
Status Ailments

Status Ailments can be inflicted by attacks, abilities, and even some items. There are two different kinds of Status Ailments; Major and Minor. A pokemon can only be affected by one major status ailment at a time, meaning if a pokemon is already afflicted by a burn, it cannot also be frozen. Minor status ailments can all be in effect at once on top of a major status ailment however. That means that a pokemon can be burned, confused, infatuated, and flinch all at the same time.

    Major Status Ailments:

      Paralysis: The pokemon is paralyzed until cured by going to a pokemon center, a Shed Skin Ability, using an Paralyze Heal, Cheri Berry, or any other multi status healing medicinal items that can heal Paralysis (Full Heal, Sacred Ash, etc). The pokemon has 1/4 chance of being unable to move. Roll a 4 sided dice. If 1, the pokemon is unable to move. Electric type pokemon cannot be paralyzed, and ground type pokemon can be paralyzed by abilities such as static, but not electric attacks such as thunder wave or side effects from thunderbolt.

      Poison: The pokemon is poisoned until cured by going to a pokemon center, a Shed Skin Ability, using an Antidote, Pecha Berry, or any other multi status healing medicinal items that can heal Poison (Full Heal, Sacred Ash, etc). Otherwise, the poisoned pokemon loses 1/16 of its max HP at the end of the round. Pokemon that are Badly Poisoned take damage that increases by 1/16 each round. (1/16, 1/8 (2/16), 3/16, 1/4 (4/16), and so on). Poison and Steel types cannot be poisoned or badly poisoned.

      Burn: The pokemon is burned until cured by going to a pokemon center, a Shed Skin Ability, using a Burn Heal, Rawst Berry, or any other multi status healing medicinal items that can heal burns (Full Heal, Sacred Ash, etc). Otherwise, burned pokemon will lose 1/16 their health at the end of their turn. Fire types cannot be burned.

      Sleep: The pokemon falls asleep for 2-5 turns. On the second turn on, the player may roll for their pokemon to wake up. Roll a six sided die; 1-4 the pokemon remains sleeping, 5 or 6 they wake up and can attack. On the sixth turn, the pokemon automatically wakes up and can attack. Sleep can be cured via a Chesto berry, Awakening, and other multi status healing medicinal items (Full Heal, Sacred Ash, etc), however if the sleeping pokemon is switched out, it's sleeping duration will be "paused" until it is sent back out into battle again, the duration does not continue to run.

      Freeze: The pokemon is frozen and unable to attack. 1/5 chance of of thawing each time the pokemon is supposed to attack. If the frozen pokemon successfully thaws, it may attack on the same turn. Frozen pokemon can be thawed with an Ice Heal, Aspear berry, and other multi status healing medicinal items, but Frozen pokemon are also able to use the moves Fusion Flare, Flame Wheel, Sacred Fire, Flare Blitz, Scald, and Burn Up to thaw themselves and deal damage. Ice type pokemon cannot be frozen.


    Minor Status Ailments:

      Confusion: When the pokemon is confused, roll a 4 sided dice, the number it comes to is the number of turns the pokemon will be confused for. When a pokemon is attacking, roll a dice or generate a number; evens the pokemon attacks, odds it hurts itself. The damage done, regardless of the attack, is 40 non-type damage. Please keep in mind, though, that this will include any attack boosts your pokemon has received. That means if your pokemon has had their attack increased by 1 stage, the move will do an extra 1/10 damage (40 x 1.10 = 44 total damage) if they hurt themselves, two stages will do 2/10 extra damage (40 x 1.20 = 48 total damage), and so on. There are a few ways to cure confusion, via certain berries such as Lum or Persim, or medical/healing items such as a Full Heal, however if a confused pokemon is switched out of battle it's confusion is also cured.

      Infatuation: Infatuation can only be terminated if either one of the pokemon involved faint or are switched out. The infatuated pokemon's player must roll to see if their pokemon is able to attack each round by rolling a dice or generating an even set of numbers. Rolling or generating an odd number means the infatuated pokemon cannot attack, but rolling or generating an even number means they can. Genderless pokemon cannot be infatuated, and pokemon of the same gender cannot be infatuated.

      Flinch: Flinch results in the pokemon being unable to move. Pokemon with the ability Inner Focus are immune to this. Although the way the games work with battling results with flinch not being applicable by the pokemon going second, that does not apply here. Flinch can be inflicted by either pokemon, since rounds don't 'reset' like in the games.


Weather Conditions

Unless a move is used to effect the weather, or a region is specified to have a condition like heavy rain or sandstorms, the weather has no effect on a battle. Should either of these conditions be satisfied, however, clarification for each possible Weather is listed below.

    Intense Sunlight: Increases the damage of fire moves by +40 base damage, decreases water moves by -30 base damage, and allows solarbeam to be used instantly. Pokemon cannot be frozen in intense sunlight.

    Rain: Increases the damage of water moves by +40 base damage and decreases fire by -30 base damage. Halves the damage/effect of sun-based moves (ie Solarbeam, synthesis, etc).

    Sandstorm: Deals 1/16 (of max HP) damage. Ground, steel, and rock not effected, but their special defense increases a stage.

    Hail: Deals 1/16 (of max HP). Ice types are not effected

    Extremely Harsh Sunlight: Causes damage-dealing Water-type moves to fail (unless a Pokémon on the field has the Air Lock or Cloud Nine Ability). Additionally, extremely harsh sunlight causes the weather modifying moves Sunny Day, Rain Dance, Sandstorm, and Hail to fail if used, and causes the Abilities Drought, Drizzle, Sand Stream, and Snow Warning to fail to activate. The extremely harsh sunlight will fade if the Pokémon is removed from the field (and no other Pokémon with Desolate Land remain on the field), if the Pokémon is rotated out in a Rotation Battle, if the Pokémon has its Ability suppressed or replaced, or if the Primordial Sea or Delta Stream Ability activates.

    Strong Winds: Causes moves that would be super effective against pure Flying-type Pokémon to instead deal neutral damage to all Flying-type Pokémon (unless a Pokémon on the field has the Air Lock or Cloud Nine Ability). This causes Electric-, Ice-, and Rock-type moves to deal neutral damage to Flying-type Pokémon. Strong winds have no effect on Stealth Rock or Anticipation.
    Additionally, strong winds cause the weather modifying moves Sunny Day, Rain Dance, Sandstorm, and Hail to fail if used, and cause the Abilities Drought, Drizzle, Sand Stream, and Snow Warning to fail to activate.
    The strong winds will dissipate if the Pokémon is removed from the field (and no other Pokémon with Delta Stream remain on the field), if the Pokémon is rotated out in a Rotation Battle, if the Pokémon has its Ability suppressed or replaced, or if the Desolate Land or Primordial Sea Ability activates.

    Heavy Rain: Along with the usual effects of rain (See Rain weather effects above), heavy rain causes damage-dealing Fire-type moves to fail (unless a Pokémon on the field has the Air Lock or Cloud Nine Ability). Additionally, heavy rain causes the weather modifying moves Sunny Day, Rain Dance, Sandstorm, and Hail to fail if used, and causes the Abilities Drought, Drizzle, Sand Stream, and Snow Warning to fail to activate.
    The heavy rain will lift if the Pokémon is removed from the field (and no other Pokémon with Primordial Sea remain on the field), if the Pokémon is rotated out in a Rotation Battle, if the Pokémon has its Ability suppressed or replaced, or if the Desolate Land or Delta Stream Ability activates.


Terrains

Alongside weather conditions, there are a number of moves and abilities that change the Terrain of the battlefield. Terrains only effect pokemon that are on the ground and not in the semi-invulnerable state of moves like fly, dig, or dive.


    Electric Terrain: Increases the power of Electric-type moves used by Pokémon on the ground by 30%. Prevents Pokémon on the ground from falling asleep and being afflicted by Yawn.

    Grassy Terrain: Increases the power of Grass-type moves used by Pokémon on the ground by 30%. Restores 1/16 HP to all Pokémon on the ground each turn. Halves the damage taken from Bulldoze, Earthquake, and Magnitude.

    Misty Terrain: Halves the damage taken by Pokémon on the ground from Dragon-type moves. Prevents Pokémon on the ground from being afflicted with status conditions; also protects from confusion.

    Psychic Terrain: Increases the power of Psychic-type moves used by Pokémon on the ground by 30%. Prevents Pokémon on the ground from being hit by moves with increased priority (including moves boosted by Prankster, Gale Wings, or Triage).


Trapping and Switching Moves, Items, and Abilities

    There are a variety of moves and abilities that trap pokemon into battle, as well as moves and abilities and items that allow pokemon to free themselves of these situations. All trapping and binding moves are listed here in bulbapedia. All of these moves prevent pokemon from switching out under normal circumstances. Similarly, there are trapping abilities that have the same effect.

    Ghost pokemon have a natural immunity to trap moves and abilities, but otherwise, there are still a variety of ways to remove traps. There are specific moves that switch the user out and bypass all traps. The abilities Wimp Out and Emergency Exit also allow pokemon to switch out when their health falls below half, regardless of whether or not it is in a trap. If a trapped pokemon attacks a pokemon holding a Red Card, they will be forced to switch out. Holding a Shed Shell allows pokemon to switch out even if they are in a trap, and holding the Eject Button allows the holder to swap out in spite of of trap moves when hit. Getting hit by hit by Whirlwind, Roar, Dragon Tail, or Circle Throw also allows trapped pokemon to be swapped out.
 

Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50

Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50
PostPosted: Tue Feb 10, 2015 12:37 pm

Type Effectiveness Chart

This link leads to a type effective chart that is rather easy to read.

Priority Chart

Switching and trainers using items on pokemon will always fundamentally happen before any moves can be performed. Pursuit is a special exception because it will automatically take priority over everything if used on a pokemon switching out.

User Image
 
PostPosted: Sat Mar 28, 2015 8:41 pm
GENERIC BATTLE O1



User Image - Blocked by "Display Image" Settings. Click to show.______________________________________________User Image - Blocked by "Display Image" Settings. Click to show.
lv. 50________________________________________________________lv. 60
500/500HP____________________________________________________600/600HP


[Battle Information]

Quilava

Level 50
Ability:
Blaze - When HP is below 1/3rd, fire type attacks do x1.5 damage
Holding: Charcoal- Increases fire type attack damage x1.2
Moveset:
-Flare Blitz: 120, 4/10 Chance of Burn, Recoil is 1/4 Damage Dealt
-Defense Curl: Raises user's defense by one stage, doubles the power of rollout and ice ball as long as the user remains in battle
-Quick Attack: 40 damage (Priority +1)
-Leer: Lowers target's defense by one stage

Wartortle

Level 60
Ability:
Rain Dish - When the weather is Rain, this pokemon gains 1/16 of its HP every round.
Holding: Damp Rock- Adds 3 more turns to the effects of Rain Dance and Drizzle
Moveset:
-Rain Dance: Makes the weather change to Rain For 5 Turns
-Hydro Pump: 110 Damage
-Iron Defense: Raises User's Defense Two Stages
-Protect: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)

[Battle Synopsis]

Round O1

Wartortle used Rain Dance!
The Weather Became Rain!

Quilava used Leer!
Warortle's Defense was Lowered by One Stage!

Rain Effect: Increases the damage of water moves by +40 base damage and decreases fire by -30 base damage. Halves the damage/effect of sun-based moves (ie Solarbeam, synthesis, etc).

[Intermission]

Wartortle's Damp Rock activated!
Rain Dance's effects will last 8 Rounds

Round O2

Warortle's used Iron Defense!
Warortle's Defense Rose Two Stages!

Quilava used Flare Blitz!
It's not very effective...

Explanation of Battle Calculations


Welcome to the Battle Simulations!

For the sake of explaining with visuals on how calculations in a battle work, I'm going to pick out a type match up, fire versus water, or in our case, Quilava vs Wartortle.

Battles are broken up into Rounds and Turns. A Turn is when a pokemon attacks, and a Round encompasses each pokemon's Turn. For the first Round, Wartortle will move first because it is at level 60, which is higher level than Quilava. The first round was more of a setup for the second round, there were no calculations to be made. However, in the second round, after Wartortle used Iron Defense, Quilava used Flare Blitz, so now let's break down the calculations one part at a time.

Order of operations is:

Item usage and swapping out pokemon take priority.

If the trainer plans to attack, they:

Roll to see if their pokemon can Wake Up, Move with Paralysis, Thaw from Freezing. If they fail to move, their turn is skipped, and their countdowns (for Sleep or Freeze) are decreased by one round.

User rolls to see if their pokemon hurts itself in confusion or can attack, if it hurts itself in confusion, the turn is skipped and their countdown are decreased by one round.

If User Can Attack:

Base Attack
Level Attack Bonus
Positive/Negative Attack Stat Changes (Megastone boosts are included)
Weather Attack Boosts/Debuffs
Terrain Attack Boosts/Debuffs
Ability Attack Boost
Held Item Attack Boost
Effectiveness
Critical Hit
Opponent Positive/Negative Defense Stat Changes (Megastone boosts are included)
Opponent Ability Defense Boost
Opponent Held Item Defense Boost
Opponent Level Defense Bonus

After Opponent takes total calculated damage:

Opponent's Stats are lowered (If Applicable)
Opponent gets a status affliction (If Applicable)
User Takes Recoil Damage (If Any)
User Takes damage from Poison, Burn, or Curse (If Applicable)

In Between Rounds:

Weather Damage is taken to all applicable pokemon
End of Round Abilities take place if applicable
Other Countdowns such as Perish Song or Weather effects decrease by 1 Round


So now for the calculations!

First off, Flare Blitz has a base power of 120. You can find that information straight off of the Attacks Page located Here. Easy!

Secondly, we add the level attack bonus. Quilava is at level 50, which means they get a level attack bonus of +40, so the total damage would be 120 + 40 = 160.

Pretty simple right? Next on our list is the weather effects. Rain Dance is active, which means a fire attack like Flare Blitz gets it's base damage reduced by 30.

120 + 40 (Level attack boost) = 160 - 30 (Rain Dance) = 130

Now we look at Quilava's Ability. Blaze would increase this attack if Quilava were at 1/3 its total HP or less, but seeing that Quilava is nice and healthily at maximum HP, Blaze will not activate this time, so we can disregard that step for now. However, for the next step of held item buffs, we see that Quilava is holding a Charcoal, so it's fire type attack gets a x1.2 boost, so we'll add that to our equation.

120 + 40 (Level attack boost) = 160 - 30 (Rain Dance) = 130 x 1.2 (Charcoal) = 156 total damage

Now it's time to add in the effectiveness! Fire is not very effective against water, so our calculated damage is going to do half as much as it would have normally done.

120 + 40 (Level attack boost) = 160 - 30 (Rain Dance) = 130 x 1.2 (Charcoal) = 156 / 2 = 78 total damage

Almost done! Now that effectiveness has been applied, we add in the changes in Wartortle's defense stat due to Quilava's Leer attack and it's own Iron Defense boost. Since Leer lowered Wartortle's defense 1 stage and Iron Defense raised it two stages, the net gain is Wartortle's Defense is boosted one stage. For the defense boost, the damage will be reduced by 1/10 of 78, so 7.8.

120 + 40 (Level attack boost) = 160 - 30 (Rain Dance) = 130 x 1.2 (Charcoal) = 156 / 2 = 78 - 7.8 = 70.2 total damage

Lastly, we can add in Wartortle's level defense bonus because defense reductions must be applied after effectiveness and defense buffs, so we're doing it later in the equation. Wartortle is level 60, so it gets a defense reduction of -50.

120 + 40 (Level attack boost) = 160 - 30 (Rain Dance) = 130 x 1.2 (Charcoal) = 156 / 2 = 78 - 7.8 = 70.2 - 50 = 20.2 total damage

Now because the total is 20.2, we rounded down, just to keep things simple. This would be the damage if there were no more calculations. If there were other things that still needed to be calculated, we would continue using 20.2, and round for the final damage, meaning the pokemon would take 20 damage : )

Now Flare Blitz has a 4/10 chance of inflicting a burn. That means that if I rolled a d10 in the RNG thread, a 1, 2, 3, or 4 would mean Wortortle would be successfully burned, but anything higher than a 4 meant no burn was inflicted. For the sake of this example, let's say that Wartortle was successfully burned.

Burn: Burned pokemon will lose 1/16 their total health at the end of it's turn each round until cured.

The burn would start affecting Wartortle the round it was inflicted, so after being hit with Flare Blitz, Wartortle would take 1/16 of it's total health, or 1/16 of 600, which is 37.5, rounded down to 37 damage. So in total, 20 + 37 = 57 total damage for Wartortle this round, and Wartortle would be at 543/600HP.

Flare Blitz also causes recoil damage equal to 1/3 of the damage it deals, so Quilava dealt a total of 20 damage to Wartortle. 20 / 3 = 6 (rounded down from 6.67). So Quilava will take 6 damage of recoil and be at 494/500HP.

Then, now that the round has ended, Wartortle's Rain Dish will activate, restoring 1/16 of it's Max Health. Wartortle is at level 60, so it's max health is 600. 600 / 16 = 37 (37.5 rounded down), so Wartortle will heal back 37 of the 57 damage it took, leaving it at 580/600HP.

Rain Dance's counter will go to 1/8 rounds after Wartortle's next attack due to it's Damp Rock increasing the amount of turns Rain Dance will last.

 


SpectralEternity

Crew

Angelic Guardian

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100


SpectralEternity

Crew

Angelic Guardian

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100
PostPosted: Wed May 24, 2017 11:30 pm
Reserved  
Reply
POKEMON: Eᴛᴇʀɴᴀʟ Rᴇᴠᴏʟᴜᴛɪᴏɴ

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum