Frozen World lowers the opponent's Speed by 2 stages.
jumpluff and I tested this with Burn, Toxic, Paralysis, Sleep, Freeze, and Confusion. Evil Eye's power was doubled against all of the above listed statuses except Confusion, which isn't really a traditional "status" anyways, but we decided to test it nonetheless.
As it turns out, you only take Life Orb damage once for a multi-hit move, even if the move hits 5 times. Also on a side note, you don't take Life Orb recoil if you're confused and you hit yourself in confusion. Anyways, to summarize for multi-hit attacks...Hmm... That's definitely neat and poses an interesting question then:
-Does a Pokemon still take Life Orb damage only once for a multi-hit move, as in Gen IV, or does it now take 10% damage each time it hits the opponent?
Yes it does, I've bred Kibago with a jolly nature ditto, all four hatched pokemon turned out to be Jollly nature. I've done other random breeding with different pokemon and 80% got ditto's nature.Haven't had a chance to look into it yet, thank you.
Well, this is going to make breeding - and RNGing - more of a pain than ever. Does Everstone still boost the chance of getting the mother's nature?
Uh, no, this is pretty terrible for non-RNG breeding. You think that soft-resetting for nature, ability AND IVs is going to be easier than just soft-resetting for IVs alone?It'll suck for RNGing, but I think this is actually a good thing for non-RNG breeding, as we'll be doing at first.
It means you can just put your final-generation parents in the Day-Care, wait for one egg, save, and then start soft-resetting for the desired nature/IV combination. You don't need to waste a lot of time generating more eggs when you get a bad one.
Nah, steps to hatch have nothing to do with those two.Don't know if this is something that needs to be looked into or not, but according to serebii, there are a few changes to things that are important to competitive players found in THIS LIST. Something about "special powers" gained from the Hi Link.
1) Apparently you can decrease the amount of steps necessary for hatching an egg. This might have some effect on the PID or IVs of the egg possibly, I don't know for sure.
Cool, but once again doesn't have to do with PIDs\IVs.2) Apparently you can increase the capture rate of pokemon. Don't know what pokemon, or what effect this has on PID/IVs/whatever.
Not when these bonuses only last three minutes.3) There's also some that increase or decrease encounter rates. This may be important to Wild Captures too, I don't know.
Just a new feature that might warrant looking into.
http://serebii.net/abilitydex/shadowtag.shtmlThe opponent cannot run nor switch. If this pokemon switches, the opponent will remain trapped. The opponent may still switch by using baton pass.
Not really. Serebii screws up descriptions way too often to look into every incident.Since this doesn't seem to have been brought up in this thread yet, Serebii's abilitydex claims that shadow tag traps the foe even after the pokemon with shadow tag has switched out. The exact quote (up to some capital letters and accented e's =P) in the abilitydex is
Anyone care to confirm or deny?
Seems there is no Sleep Cause in random wifi, yesterday one Smeargle put three of my Pokemon to sleep (but this was a triple battle, hmm, someone should test in single battle mode)I'm not sure if this is the best place to ask this, but it is a game mechanic question, so here goes.
If you're battling someone over a random Wi-Fi match, is there a CPU-enforced Sleep Clause active? Basically I'm asking anybody who has battled on random Wi-Fi, has there been a time when you had two Pokémon asleep at once, not including ones that had used Rest?
Here and here.Confirmed Multi-hit Move Synopsis:
Multi-hit moves now break through Focus Sash and Sturdy. If the first hit would not be an OHKO, Focus Sash\Sturdy never trigger. If the first hit would have been an OHKO, Focus Sash and Sturdy would trigger, but subsequent hits would KO the Pokemon. (OmegaDonut, oneballjay, Philip7086)
Multi-hit moves are treated as separate attacks, triggering some abilities multiple times. This includes recoil from Rough Skin\Iron Barbs\Rugged Helmet, Breakable Armor activation, and Herbivore activation. (need a post for credit)
However, for the purposes of Life Orb multi-hit moves are treated as a single attack. (Philip7086)
I'm sure that's exactly how it has always worked so far - on the turn the opponent switches the Shadow Tag user out, you can't switch out as well, but you can do that on the following turn (if the opponent is not another Shadow Tag user).Since this doesn't seem to have been brought up in this thread yet, Serebii's abilitydex claims that shadow tag traps the foe even after the pokemon with shadow tag has switched out. The exact quote (up to some capital letters and accented e's =P) in the abilitydex is
Anyone care to confirm or deny?
Ah, that makes much more sense. Without that caveat the abilitydex wording seemed to suggest the foe was hopelessly trapped, which I suspected wasn't the case.I'm sure that's exactly how it has always worked so far - on the turn the opponent switches the Shadow Tag user out, you can't switch out as well, but you can do that on the following turn (if the opponent is not another Shadow Tag user).
Nice find! I don't speak Japanese, so I probably missed a lot, but here are some of the things I think it says:
I can confirm the bolded one. I had my Emboar in game battling a Hypno at lvl 65. He used Future Sight against my Emboar. Couple of turns later, it hit Emboar for Super Effective damageNice find! I don't speak Japanese, so I probably missed a lot, but here are some of the things I think it says:
Encore now lasts exactly 3 turns (which we already knew, I believe)
Damaging trapping moves (Whirlpool, Fire Spin, etc.) now last 4-5 turns (which I think we knew)
Tailwind lasts 4 turns (again, known)
Uproar lasts exactly 3 turns
Growth raises both Attack and SpAtk (known)
Minimize raises evasion by 2 levels now
Taunt lasts exactly 3 turns
Poison Gas hits all foes in addition to having its accuracy increased to 80! (Hypno is now best friends with the Venom Shock-learning crowd)
Feint now hits targets that aren't using Protect/Detect (as I suspected)
Tail Glow now boosts SpAtk by 3 levels
Future Sight is no longer typeless
Not just acrobat, but all Flying-type moves have unlimited range in Triple Battles. (Perhaps that's what the mystery flag is actually for.)
Curse is no longer a ???-type move. It is Ghost-type now. The effects of Curse are unchanged.
I'll update the OP with these under tentative changes (except the ones that we already knew).
Someone on YouTube has said that you cannot migrate a pokemon from 4th to 5th gen if it knows TM moves it cannot learn now, in addition to HM moves. Has anyone actually tried this, or are we all just assuming that it was possible? For instance, has anyone actually migrated something with Stealth Rock to their 5th-gen game?
The reason I even ask is because the OP mentions that you cannot use previous-generation-exclusive moves on random wi-fi matches, so perhaps the game considers them to be illegal. I know, for instance, that you cannot use poorly-made hacks on random battles either, but you can use them in friend code matches just fine.