Yes its actually 0, reason being foul play exist, so if you're a special attacker that has no use for the stat, it makes you take less from foul play. A more concerning reason; it also lessens how much strength sap heals since it heals based on your physical attack stolen.When you guys talk about 0 IV (Like Attack on the Clefable in the sand team), does that mean actually 0? What is the best way to go about attaining that? Using Destiny Knot and just waiting until you get a low IV?
It just uses the defense stat for the calculation instead of the Attack stat, so boosting up with Bulk Up/Iron Defense wilIn the end how does Body Press work? How much increases the power according to the defense of the user? Does it take into account changes in stats?
YesAre dark types still immune to prankster?
Yea that's correct.How do you damage calc Dracovish Strong Jaw Fishious Rend correctly? The one I've been using has it so Strong Jaw doesn't even affect Rend. I made it so that I used Psychic Fang instead, turned it into a water type and gave it 170 BP to account for Rend's effect of being stronger if Vish goes first or if the opponent switched.
Is that correct? Or did I do something wrong?
The only stat change that happens is that max HP increases by 100%Pardon the silly question, but I can't seem to find anywhere that lists every mechanical effect of Dynamax and Gigantamax. I haven't played Sw/Sh, what does it actually do, stat-wise (aside from changing moves to Max moves)?
This is it.Pardon the silly question, but I can't seem to find anywhere that lists every mechanical effect of Dynamax and Gigantamax. I haven't played Sw/Sh, what does it actually do, stat-wise (aside from changing moves to Max moves)?
Serebii has them listed. Just click the max move you want, and find the move. The powers for G-max moves aren't listed, though they apparently use the same damages of the corresponding max move. Though I am now curious if that's the case with Chi Strike and Malodor, as their corresponding max moves use lower base powers to compensate for boosting Attack and Special Attack.Thanks! Is the BP for Max Moves up anywhere?
I've gone over this in the metagame discussion thread, but the problem with using semi-invulnerable moves is that outside of facing a Dynamaxed Pokemon, they are utterly dysfunctional as attacks. Almost all of them have only average power, so unless you're Arceus-Ghost rocking a 120 power Shadow Force (and with the alternative being a 70 power Shadow Claw) you won't be doing much damage to anything, as your opponent is free to switch into a resist, and anything with Recover / Roost / etc. can almost completely ignore the attacks due to having an extra turn to heal.Given Dynamax is being a bit... Well, problematic, to put it mildly, why not use semi-invulnurable moves like Fly, Dig, Dive, etc? It wastes a turn of the opponent's Dynamax, thus turning it from three ungodly turns to two? Heck, if applied to a fast enough mon, they could use the semi-invulnurable turn and then pivot the next.
Thank you very much for the answer. It's also a shame that literally the only Pokemon that can possibly do much of anything against Dynamax are all Ubers (Zacian, Zamazenta, Eternatus). This is, quite possibly, the most broken gimmick I have seen in practice.I've gone over this in the metagame discussion thread, but the problem with using semi-invulnerable moves is that outside of facing a Dynamaxed Pokemon, they are utterly dysfunctional as attacks. Almost all of them have only average power, so unless you're Arceus-Ghost rocking a 120 power Shadow Force (and with the alternative being a 70 power Shadow Claw) you won't be doing much damage to anything, as your opponent is free to switch into a resist, and anything with Recover / Roost / etc. can almost completely ignore the attacks due to having an extra turn to heal.
They also don't even seem that good at dealing with Dynamaxing. If the Dynamaxer is faster than you (which is pretty likely given the popularity of Max Airstream and speed-boosting abilities) they can still easily attack you as you select the move, then block the attack with Max Guard (most Dynamaxers are set-up sweepers, so they're likely to have Max Guard). And even if you're somehow faster, the Dynamaxer can still just take the hit and attack you after your attack finishes (remember that these moves aren't super strong, and that Dynamaxing doubles your health).
Choice ScarfHow did I get out-sped?? Playing in gen 8 battle stadium singles. Had a darmanitan zen galar out max speed points at 205. Used earthquake and was out-sped by the opponents dracovish using fishious rent. Dracovish max speed is 139 vs mine at 205... What happened here? ANy help is greatly appreciated. Thanks!
At this small of a scale, the exact amount of damage you take or HP you have matters far less than how proportional damage is rounded.252 HP EVs vs 248 HP EVs
For most pokemon, choosing 248 HP EVs gives you an odd HP number. Let’s say it is 299.
252 HP EVs gives you an even HP number. Let’s say it is 300.
A lot of people choose to do 248 so you take less damage from stealth rock.
Here’s where my question is:
You take 1 less damage right? But you also have 1 less HP to begin with (299 vs 300).
So in other words, as long as you switch into stealth rock twice or more, 248 EVs is better? Since you’ll be taking 1 less damage twice (or more), which is equal to 2 less damage.
Did I get that right?
if I’m doing my math correctly, a Pokémon at 300 hp takes 36 damage from stealth rock. Does a Pokémon at 299 take 36 damage also?At this small of a scale, the exact amount of damage you take or HP you have matters far less than how proportional damage is rounded.
The advantage of having an odd HP stat is most pronounced with Pokemon that are super weak to Stealth Rock. If a Volcarona with even HP switches into Stealth Rocks twice, it's dead. If a Volcarona with odd HP switches into Stealth Rocks twice, it will survive with one HP remaining. This applies to other things like Substitute and Spikes. In general, an odd HP stat will leave you at one HP in a situation where an even HP would deal exactly enough damage to kill you.
That said, there are some situations where the rounding is more favorable with even HP. The most obvious is with Belly Drum. Many Belly Drum users will hold a Sitrus Berry to heal themselves after sacrificing half their health. If the drummer has even HP, the berry is consumed without issue. But if the drummer has odd HP, using Belly Drum from full health will leave them one HP away from eating the berry.
We don't know still how Pokemon Home will actually work but it's very likely that transferred Pokemon will keep their moves learnt in Gen 7.is it confirmed that Home Pokemon will be able to keep their moves that they can't learn in Gen 8? (like everything getting toxic, for example) seems a little odd for GF to cull the movepools just to give it back...