Ditto
/me huggles
Battle Mechanics at Level 50
By Ditto
Introduction
While we often strive to have our Pokemon at their peak condition at level 100, there are certain styles of play that require us to go beneath that, such as the Video Game Championships and the Battle Tower. While you may think that level 50 is just half of level 100, many slight differences exist between the two.
Types of Level 50 Battling
Free Level 50 - Pokemon below level 50 remain at their current level. In DPP, no Pokemon above level 50 can be used, making moves obtained after level 50 impossible to use. In HGSS, Pokemon above 50 are brought down to level 50 and retain the moves they know. This allows for moves obtained above level 50 to be used.
Forced Level 50 - The levels of all Pokemon are changed to level 50 (whether they are lower or higher than level 50) with their stats changed accordingly. Pokemon will retain the moves and EVs that they had previously, allowing moves that are obtained after level 50 possible.
Damage at Level 50
Damage = [((11 BP x BOOSTa x [NATa x (BSTa + 0.5 IVa + 0.125 EVa + 5)]) ÷ (25 x BOOSTd [NATd x (BSTd + 0.5 IVd + 0.125 EVd + 5)]) x Mod1 + 2) x STAB x RESIST x R x CH x Mod2 ÷ 100]
Above is a modified version of both the Stat and Damage formulas for easy use at level 50. Whenever you get to a pair of [], you must round down your current total to the nearest integer.
Stats at Level 50
HP = [BST + 0.5 IV + 0.125 EV + 60]
Stat = [(BST + 0.5 IV + 0.125 EV + 5) x NAT]
The above formulas are modified versions of the Stat and Damage formulas for easy use at level 50. Whenever you get to a pair of [], you must round down your current total to the nearest integer.
Example;
Modest Kyogre
Level 50
30/22/30/30/30/31
Proposed Spread: 4 HP / 252 SpA / 252 Spe
HP = [BST + 0.5 IV + 0.125 EV + 60]
HP = [100 + 0.5 x 30 + 0.125 x 4 + 60]
HP = [100 + 15 + 0.5 + 60]
HP = [175.5]
HP = 175
Special Attack = [(BST + 0.5 IV + 0.125 EV + 5) x NAT]
Special Attack = [(150 + 0.5 x 30 + 0.125 x 252 + 5) x 1.1]
Special Attack = [(150 + 15 + 31.5 + 5) x 1.1]
Special Attack = [(201.5) x 1.1]
Special Attack = [221.65]
Special Attack = 221
Speed = [(BST + 0.5 IV + 0.125 EV + 5) x NAT]
Speed = [(90 + 0.5 x 31 + 0.125 x 252 + 5) x 1.0]
Speed = [(90 + 15.5 + 31.5 + 5) x 1.0]
Speed = [(142) x 1.0]
Speed = [142]
Speed = 142
However, you are wasting good EVs in both HP and Special Attack, as shown below.
HP = [BST + 0.5 IV + 0.125 EV + 60]
HP = [100 + 0.5 x 30 + 0.125 x 0 + 60]
HP = [100 + 15 + 0 + 60]
HP = [175]
HP = 175
Special Attack = [(BST + 0.5 IV + 0.125 EV + 5) x NAT]
Special Attack = [(150 + 0.5 x 30 + 0.125 x 248 + 5) x 1.1]
Special Attack = [(150 + 15 + 31 + 5) x 1.1]
Special Attack = [(201) x 1.1]
Special Attack = [221.1]
Special Attack = 221
Therefore, to remedy this situation, you simply place the 4 leftover EVs from Special Attack and place them into HP.
HP = [BST + 0.5 IV + 0.125 EV + 60]
HP = [100 + 0.5 x 30 + 0.125 x 8 + 60]
HP = [100 + 15 + 1 + 60]
HP = [176]
HP = 176
And now you have the optimum stat distribution for a speedy sweeper Kyogre: 176/116/110/221/160/142.
A Pokemon's difference in ratio between its level 50 stats and level 100 stats increases as its base stats get lower. A Pokemon with a base 230 stat and a boosting nature only has 50.48% of its total potential, whereas a Pokemon with a base 5 stat and a boosting nature has 52.10% of its total potential. Because of this, a Pokemon's stats seem more balanced at level 50 than they do at level 100. While this does not make too much of a difference overall, it can give frail Pokemon a slightly better chance of surviving attacks or give weaker Pokemon a chance to do a little more damage.
By Ditto
Introduction
While we often strive to have our Pokemon at their peak condition at level 100, there are certain styles of play that require us to go beneath that, such as the Video Game Championships and the Battle Tower. While you may think that level 50 is just half of level 100, many slight differences exist between the two.
Types of Level 50 Battling
Free Level 50 - Pokemon below level 50 remain at their current level. In DPP, no Pokemon above level 50 can be used, making moves obtained after level 50 impossible to use. In HGSS, Pokemon above 50 are brought down to level 50 and retain the moves they know. This allows for moves obtained above level 50 to be used.
Forced Level 50 - The levels of all Pokemon are changed to level 50 (whether they are lower or higher than level 50) with their stats changed accordingly. Pokemon will retain the moves and EVs that they had previously, allowing moves that are obtained after level 50 possible.
Damage at Level 50
Damage = [((11 BP x BOOSTa x [NATa x (BSTa + 0.5 IVa + 0.125 EVa + 5)]) ÷ (25 x BOOSTd [NATd x (BSTd + 0.5 IVd + 0.125 EVd + 5)]) x Mod1 + 2) x STAB x RESIST x R x CH x Mod2 ÷ 100]
Above is a modified version of both the Stat and Damage formulas for easy use at level 50. Whenever you get to a pair of [], you must round down your current total to the nearest integer.
- a: Attacking Pokemon
- d: Defending Pokemon
- BP: The move's Base Power
- NAT: The Nature Multiplier (either 0.9, 1.0, or 1.1)
- BST: The Base Stat
- IV: The Individual Value of the stat (0 - 31)
- EV: The amount of Effort Values in the Stats (0 - 255)
- BOOST: Any boost in stats, such as the boost from Swords Dance
- +0 / -0 = 1.0
- +1 / -1 = 1.5 / 0.667
- +2 / -2 = 2.0 / 0.5
- +3 / -3 = 2.5 / 0.4
- +4 / -4 = 3.0 / 0.333
- +5 / -5 = 3.5 / 0.286
- +6 / -6 = 4.0 / 0.25
- Mod1: The first modifier which consists of multiplying all of the following together:
- Burn: 0.5 if the Pokemon is using a physical attack and burned, otherwise 1.0
- Screens: 0.5 in a single battle (0.66 in a double battle) if Reflect or Light Screen is up, otherwise 1.0
- Multiple Targets: 0.75 if the move has more than one target in a double battle, otherwise 1.0
- If a move that hits both of your opponent's Pokemon and the first target faints as a result of the move, the second Pokemon will receive the usual 1.0 multiplier for damage.
- Weather: In rain, 0.5 for all Fire moves and 2.0 for all Water moves. In sun, 0.5 for all Water moves and 2.0 for all Fire moves. 1.0 if neither sun nor rain is up.
- STAB: Same Type Attack Boost (either 1.0 or 1.5)
- If the attacking Pokemon has the ability Adaptability, STAB is 2.0.
- RESIST: The resistance that the defending Pokemon has to the move, based on the typing of both the move and the defending Pokemon. Either 0.0, 0.25, 0.5, 1.0, 2.0, or 4.0.
- R: The damage roll that is randomly selected by the game (85 - 100).
- 85, 87, 89, 90, 92, 94, 96 and 98 each have a 7.69% chance of being chosen.
- 86, 88, 91, 93, 95, 97 and 99 each have a 5.13% chance of being chosen.
- 100 only has a 2.56% chance of being chosen.
- CH: The critical hit modifier (1.0 if there is not a critical hit and 2.0 if there is)
- If the attacking Pokemon has the ability Sniper, CH is 3.0 if there is a critical hit
- Mod2: The second modifier which consists of multiplying all of the following together:
- Life Orb = 1.3 if the user is holding a Life Orb, otherwise 1.0
- Metronome = 1, 1.1, 1.2, 1.3, ..., 2 if the user is holding the item Metronome and has used the same move several times consecutively
- Me First = 1.5 if the attack is Me First, otherwise 1.0.
- Solid Rock/Filter = 0.75 if the defending Pokemon's ability is Solid Rock or Filter and the move used is super effective against it, otherwise 1.0
- Expert Belt = 1.2 if the user is holding the item Expert Belt and the move used is super effective against the defending Pokemon, otherwise 1.0
- Tinted Lens = 2.0 if the user's ability is Tinted Lens and the move used is not very effective against the foe, otherwise 1.0
- Berries = 0.5 if the type resisting berry activates, otherwise 1.0
Stats at Level 50
HP = [BST + 0.5 IV + 0.125 EV + 60]
Stat = [(BST + 0.5 IV + 0.125 EV + 5) x NAT]
The above formulas are modified versions of the Stat and Damage formulas for easy use at level 50. Whenever you get to a pair of [], you must round down your current total to the nearest integer.
- NAT: The Nature Multiplier. Either 0.9, 1.0, or 1.1.
- BST: The Base Stat.
- IV: The Individual Value of the Stat. 0 - 31.
- EV: The amount of Effort Values in the Stats. 0 - 255.
Example;
Modest Kyogre
Level 50
30/22/30/30/30/31
Proposed Spread: 4 HP / 252 SpA / 252 Spe
HP = [BST + 0.5 IV + 0.125 EV + 60]
HP = [100 + 0.5 x 30 + 0.125 x 4 + 60]
HP = [100 + 15 + 0.5 + 60]
HP = [175.5]
HP = 175
Special Attack = [(BST + 0.5 IV + 0.125 EV + 5) x NAT]
Special Attack = [(150 + 0.5 x 30 + 0.125 x 252 + 5) x 1.1]
Special Attack = [(150 + 15 + 31.5 + 5) x 1.1]
Special Attack = [(201.5) x 1.1]
Special Attack = [221.65]
Special Attack = 221
Speed = [(BST + 0.5 IV + 0.125 EV + 5) x NAT]
Speed = [(90 + 0.5 x 31 + 0.125 x 252 + 5) x 1.0]
Speed = [(90 + 15.5 + 31.5 + 5) x 1.0]
Speed = [(142) x 1.0]
Speed = [142]
Speed = 142
However, you are wasting good EVs in both HP and Special Attack, as shown below.
HP = [BST + 0.5 IV + 0.125 EV + 60]
HP = [100 + 0.5 x 30 + 0.125 x 0 + 60]
HP = [100 + 15 + 0 + 60]
HP = [175]
HP = 175
Special Attack = [(BST + 0.5 IV + 0.125 EV + 5) x NAT]
Special Attack = [(150 + 0.5 x 30 + 0.125 x 248 + 5) x 1.1]
Special Attack = [(150 + 15 + 31 + 5) x 1.1]
Special Attack = [(201) x 1.1]
Special Attack = [221.1]
Special Attack = 221
Therefore, to remedy this situation, you simply place the 4 leftover EVs from Special Attack and place them into HP.
HP = [BST + 0.5 IV + 0.125 EV + 60]
HP = [100 + 0.5 x 30 + 0.125 x 8 + 60]
HP = [100 + 15 + 1 + 60]
HP = [176]
HP = 176
And now you have the optimum stat distribution for a speedy sweeper Kyogre: 176/116/110/221/160/142.
A Pokemon's difference in ratio between its level 50 stats and level 100 stats increases as its base stats get lower. A Pokemon with a base 230 stat and a boosting nature only has 50.48% of its total potential, whereas a Pokemon with a base 5 stat and a boosting nature has 52.10% of its total potential. Because of this, a Pokemon's stats seem more balanced at level 50 than they do at level 100. While this does not make too much of a difference overall, it can give frail Pokemon a slightly better chance of surviving attacks or give weaker Pokemon a chance to do a little more damage.