Battling at Level 50

Ditto

/me huggles
is a Tournament Director Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
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.

  • 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
Attacks at level 50 often deal a higher percentage (1 - 2% more) and have a wider range (6 - 7% wider) than the same attack with the same spread would yield at level 100. This is because the same EV spreads at Level 100 are only 48.5% - 49.5% greater than the spreads at level 50, giving them higher stats in the broad scheme of things.

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.
The important part to notice about this formula is "0.5 IV + 0.125 EV". This also means "[(IV + (EV ÷ 4)) ÷ 2]". As you can see, it is important for the sum of every IV and four EVs to be an even number, otherwise you are wasting EVs. This will change your EV spreads somewhat, especially if you are using Hidden Power. However, if you do not wish to place EVs into a stat that is being lowered by one in order to get a specific Hidden Power, then the stats will not even show the lowered IV. Without any EV investment, IVs are grouped into pairs that will provide the same stats. These pairs are 0/1, 2/3, 4/5, 6/7, 8/9, 10/11, 12/13, 14/15, 16/17, 18/19, 20/21, 22/23, 24/25, 26/27, 28/29, and 30/31.

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.
 

Sprocket

P(n) = 1 - (1 - P(1))^n
Excellent guide.

If nothing else, this is perhaps the most important bit:

The important part to notice about this formula is "0.5 IV + 0.125 EV". This also means "[(IV + (EV ÷ 4)) ÷ 2]". As you can see, it is important for the sum of every IV and four EVs to be an even number, otherwise you are wasting EVs.
 

firecape

This is the end...
is a Forum Moderator Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Really good job, I found very few mistakes.

Battling 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. The most popular of these styles being VGCs and the Battle Tower. While you think that level 50 would just be half of level 100, there are many different slight differences between the two that are worth noting.

Types of Level 50 Battling
Free Level 50 - The level of all Pokemon that are lower than 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 with levels 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 stat changes accordingly. All 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 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 that consists of multiplying all of the following together.
    • Burn: 0.5 if the Pokemon is using a physical attack and burned, 1.0 otherwise.
    • Screens: 0.5 in a single battle (2/3 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.
    • 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: The boost a Pokemon gets when it uses a move that has the same typing as it. 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 has only 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 that 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 once, twice, three times, four times, ... etc. 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.
Attacks at level 50 often deal a higher percentage (1 - 2% more) and have a wider range (6 - 7% wider) than the same attack with the same spread would yield at level 100. This is because of the same EV spreads at Level 100 are only 49.5% - 48.5%(I'm not sure if these 2 numbers should be reversed so it reads lower number - bigger number) greater than the spreads at level 50, giving them higher stats in the broad scheme of things.


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.
The important part to notice about this formula is "0.5 IV + 0.125 EV". This also means "[(IV + (EV ÷ 4)) ÷ 2]". As you can see, it is important for the sum of every IV and four EVs to be an even number, otherwise you are wasting EVs. This will change around your EV spreads around somewhat, especially if you are using a Hidden Power. However, if you do not wish to place EVs into a stat that is being lowered by one in order to get a specific Hidden Power, then the stats will not even show the lowered IV. Without any EV investment, IVs are grouped into pairs that will provide the same stats. These pairs are 0/1, 2/3, 4/5, 6/7, 8/9, 10/11, 12/13, 14/15, 16/17, 18/19, 20/21, 22/23, 24/25, 26/27, 28/29, and 30/31.


Example;
Modest Kyogre
Level 50
30/22/30/30/30/31
Proposed Spread: 4 HP/252 Special Attack/252 Speed

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, 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 the Special Attack stat and place them into the HP Stat.

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:(colon) 176/116/110/221/160/142.

A Pokemon's difference in ratio between its level 50 stats and level 100 stats increases as its the Base Stats get lower. A Pokemon with a base 230 stat and a boosting nature in that stat only has 50.48% of its total potential, where as 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 overall does not make too huge a difference overall(it sounded a bit weird to me), it can give frail Pokemon a slightly better chance of surviving attacks, or give weaker Pokemon a chance to do a little more damage.
 

breh

強いだね
Although it's not truly so important to mention this, you amy wish to note that that extra 1 or 2 % is caused by the fact that the five is a constant in the stat formula (this is, for instance, the reason why everything hits shittons harder in LC... that constant five hurts)

Finally is there any correlation with odd and even base stats and useless effort values?
 

Ditto

/me huggles
is a Tournament Director Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Really good job, I found very few mistakes.

Thank you.

Although it's not truly so important to mention this, you amy wish to note that that extra 1 or 2 % is caused by the fact that the five is a constant in the stat formula (this is, for instance, the reason why everything hits shittons harder in LC... that constant five hurts)
You mean damage wise? I think I stated that.

Finally is there any correlation with odd and even base stats and useless effort values?
No, base stats will not affect the use of IVs/EVs at all. The Base Stat is not affected by any multipliers.
 
Grammar-Prose Check 1/2:
additions in bold
removals in red
comments in green
Battling 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. The most popular of these styles being VGCs and the Battle Tower. While you may think that level 50 is just would just be half of level 100, many slight differences exist between the two there are many slight differences between the two that are worth noting.

Types of Level 50 Battling

Free Level 50 - Pokemon below level 50 remain at their current level. The level of all Pokemon that are lower than 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 level 50 with levels 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), and their stats change accordingly with stat changes accordingly. All 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.

[removed vast majority of periods because they're not complete sentences, just statements]


  • 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 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 that consists of multiplying all of the following together:
    • Burn: 0.5 if the Pokemon is using a physical attack and burned, otherwise 1.0 otherwise.
    • Screens: 0.5 in a single battle (2/3 [maybe 0.66? having a fraction amidst so many decimals seems kinda inconsistent, but i'll leave this up to you, as i'm no expert] 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.
    • 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 the boost a Pokemon gets when it uses a move that has the same typing as it 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 has only a 2.56% chance of being chosen.
  • CH: The Critical Hit modifier (1.0 if there isn't a critical hit, 2.0 if there is). 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 that 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 [space] has used the same move several times once, twice, three times, four times, ... etc. 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.
Attacks at level 50 often deal a higher percentage (1 - 2% more) and have a wider range (6 - 7% wider) than the same attack with the same spread would yield at level 100. This is because of the same EV spreads at level 100 are only 48.5% - 49.5% greater than the spreads at level 50, giving them higher stats in the broad scheme of things.

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). 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.
The important part to notice about this formula is "0.5 IV + 0.125 EV". This also means "[(IV + (EV ÷ 4)) ÷ 2]". As you can see, it is important for the sum of every IV and four EVs to be an even number, otherwise you are wasting EVs. This will change around your EV spreads around somewhat, especially if you are using a Hidden Power. However, if you do not wish to place EVs into a stat that is being lowered by one in order to get a specific Hidden Power, then the stats will not even show the lowered IV. Without any EV investment, IVs are grouped into pairs that will provide the same stats. These pairs are 0/1, 2/3, 4/5, 6/7, 8/9, 10/11, 12/13, 14/15, 16/17, 18/19, 20/21, 22/23, 24/25, 26/27, 28/29, and 30/31.

Example:
Modest Kyogre
Level 50
IVs: 30/22/30/30/30/31
Proposed Spread: 4 HP / 252 SpA / 252 Spe 4 HP/252 Special Attack/252 Speed

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 the Special Attack stat and place them into the HP Stat.

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 huge 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.
Whew, that was hard to proofread, bit only because there were so many technical things in there. Vast majority of changes were subjective and prose-related. Good job!

 

Ditto

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Whew, that was hard to proofread, bit only because there were so many technical things in there. Vast majority of changes were subjective and prose-related. Good job!

Thank you! Changes added.
 

Dubulous

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Battling 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.

1. "many" implies that there are multiple differences, so "difference" needs to be pluralized.


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) (perhaps bold the first letter of each word to emphasize the acronym?)
    • 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 consecutivel
    • 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
1. "boost" should not be capitalized.
2. adds clarity, also reads better.
3. "which consists..." describes "the first modifier," so a comma should be used to separate the two.
4. added for clarification of mechanics.
5. "type" should be capitalized because you are elaborating on an acronym.
6. sylistically, I think that bolding the first letter of each word in "STAB" would be especially effective.
7. "damage" should not be capitalized.
8. "critical hit" should not be capitalized.
9. lol


Attacks at level 50 often deal a higher percentage (1 - 2% more) and have a wider range (6 - 7% wider) than the same attack with the same spread would yield at level 100. This is because of the same EV spreads at level 100 are only 48.5% - 49.5% greater than the spreads at level 50, giving them higher stats in the broad scheme of things.

1. removing "of" makes the sentence read better.


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.
The important part to notice about this formula is "0.5 IV + 0.125 EV". This also means "[(IV + (EV ÷ 4)) ÷ 2]". As you can see, it is important for the sum of every IV and four EVs to be an even number, otherwise you are wasting EVs. This will change your EV spreads somewhat, especially if you are using Hidden Power. However, if you do not wish to place EVs into a stat that is being lowered by one in order to get a specific Hidden Power, then the stats will not even show the lowered IV. Without any EV investment, IVs are grouped into pairs that will provide the same stats. These pairs are 0/1, 2/3, 4/5, 6/7, 8/9, 10/11, 12/13, 14/15, 16/17, 18/19, 20/21, 22/23, 24/25, 26/27, 28/29, and 30/31.

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.
Nice job.

GP Check 2/2


 
Okay, I see this is at 2/2 for GP checks. Is this article ready for HTML, Ditto? If so, I can see what I can do later tonight.
 

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