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GP Approved 2/2
Things:
Be sure to manually implement checks; a good portion of these changes are just removing Finland's notes.
Content-wise: I would try to refrain from dating your article as much as possible, this largely includes referencing metagame trends and references to the current generation.
Finally, periods and commas go in quotation marks, relevant article
Amazing work overall Plague von Karma, will get to Part 2 soon
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GP'd Part 1, pasted here cus the smogon character limit hates my existence
Introduction
The first generation of Pokemon is infamous for its glitches and weird mechanics. These largely define the way the game is played, and, therefore, it's crucial to understand them if one aims to succeed. For Smogon, we usually simulate the international version of Pokemon Yellow on Pokémon Showdown!, which matters because there are even glitches unique to the Stadium and Japanese versions of Generation 1. To keep things simple for this guide, we will strictly be going over Smogon-applicable RBY mechanics; i.e., those found in the international version of Yellow.
To preface, there will be times where we discuss a concept known as a "desync." This is a term covering glitches in Link Battles that lead to them "desynchronizing," causing communication errors. This effectively causes players to engage in different battles from each other, eventually leading to the appearance of glitch Pokemon, glitch moves, and more. On battle simulators, these generally aren't implemented. Should they not be ignored outright, workarounds are used to "prevent" them from occurring, such as the Desync Clause Mod on Pokemon Showdown, which changes desync situations to result in move failure.
To make things easier to understand, we will divide things into two sections: Battle Mechanics and Move Mechanics.
Part 1: Battle Mechanics
To understand how everything works, it's important to first understand how the battle system works. There's no Mega Evolution, Z-Moves, or Dynamax in RBY. Not only that, there aren't any Fairy-, Dark-, or Steel-types, nor are there any items or abilities, already making for a substantially different metagame. Let's get into the actual mechanics, though. (I would consider omitting the "Mega Evolution, Z-Moves," part or add an "etc." at the end, otherwise it'll easily date your article, which is unenticing imo).
Special Stat
In RBY, Special Attack and Special Defense are merged into one, singular "Special" stat. Therefore, if Special is increased or decreased, this will improve your offensive and defensive capabilities concerning special attacks. This makes Amnesia act like two Calm Mind uses, making Pokemon like Slowbro scary foes to face. Psychic also becomes a particularly scary move, as it drops Special a third of the time, which is effectively a double debuff.
DVs and Stat Exp
It is possible to max every one of your Pokemon's stats, which makes for a much bulkier metagame. Generally, Pokemon like Chansey and Snorlax become much tougher foes to KO, often requiring a concentrated effort from multiple Pokemon to take down. This is a vital concept to grasp, especially in a world where there are no items and many moves have low Base Power.
DVs and Stat Exp are RBY and GSC's equivalent to IVs and EVs, capping at 15 and 65535, respectively. The HP DV is determined by all the other stats, with every instance of an odd DV increasing the HP DV as follows; +8 HP DVs for Attack having an odd DV, 4 for Defense, 2 for Speed, (AC) and 1 for Special, adding up to the maximum of 15. The other DVs are determined at random, but because a Pokemon's encounter rate is one variable in DV randomization, not all Pokemon can get max DVs in every stat. Stat Exp is gained through the foe's raw base stats and is applied upon leveling up rather than immediately, which can make training take a long time. There is no limit on how much can be invested into individual stats, so you can cap every single one.
For any individual raw stat, Stat Exp and DVs combined will amount to the same as a modern Pokemon's stat with full EVs and IVs but without a nature. In high-level play, there is little incentive to selectively invest in any given stat, though this isn't to say it's useless. Tanking Attack to 1 DV and 0 Stat Exp for reducing confusion damage is somewhat relevant; you need 1 Attack DV to ensure the HP DV reaches 15 in this situation, as otherwise, it drops to 7. Tanking the Attack stat will cause the Pokemon to lose Struggle wars more frequently, though, so for Pokemon like Chansey, lowering Attack can be problematic. Reducing stats to prevent stat debuff overflows is relevant for powerhouses like Mewtwo as well: (comma -> colon) more on this later.
Critical Hits
Critical hit rates are based on a Pokemon's base Speed: the faster the Pokemon, the higher the chance. The following equation defines a Pokemon's regular critical hit rate: Base Speed * 100 / 512. Due to this formula, the fastest Pokemon of the generation, Electrode, gets a 27.3% critical hit rate. On the lower end of the spectrum, it gives Snorlax a 5.85% critical hit rate, similar to that of later generations. For a list containing each Pokemon's regular critical hit rate, go here.
The damage dealt by a critical hit is partially based on the Pokemon's level, and, at Level 100, it rounds out to about twice the damage; the multiplier is around 1.95x. Critical hits will ignore any stat changes from either Pokemon during damage calculation; ergo, any Attack or Special boosts from both Pokemon will be ignored. Consequently, a fast setup sweeper will have an inherent decrease in consistency, as a critical hit will end up lowering its damage output. This also means that Swords Dance will not boost Slash, and Amnesia will not boost Crabhammer, at least if they don't land a critical hit. With this rule in mind, critical hits will also ignore things like opposing Defense boosts, Reflect, and Light Screen, which is a good trade-off for Pokemon like Persian, and in this case, largely defines its niche. Make no mistake: critical hits are very powerful.
Slash, Crabhammer, Razor Leaf, and Karate Chop possess an effect that increases the user's critical hit rate by 8x, making the formula Base Speed * 100 / 64. Many Pokemon—even those with somewhat average base Speed—will end up achieving very high critical hit rates with this mechanic, making the moves sort of like Frost Breath in modern generations. However, the chance for a critical hit will cap out at 99.6% due to a glitch in how the game determines whether a critical hit has landed, meaning that these moves landing a critical hit is never guaranteed.
Focus Energy, due to a glitch, ends up decreasing the user's critical hit rate by 4x, making the formula Base Speed * 100 / 2048. Theoretically, it can be used to prevent critical hits from occurring, but it isn't worth the moveslot, so it doesn't see use in high-level play.
Type Chart Differences and Type-based Attack Categories
Since RBY is a generation prior to the physical / special split, attack categories are based on typing. For example, Normal-type moves like Hyper Beam are always physical, and Water-type moves like Clamp are always special. Ergo, Pokemon like Kabutops are hard-pressed to find good STAB moves, while others such as Golem act as they always do in later generations.
Here is a table showing the categories:
* Dragon is considered Special, but, due to it only having Dragon Rage, it doesn't actually see use.
On top of this, there are some type chart differences.
Same-type Status Immunity
An intended mechanic, as shown in Pokemon Stadium 2; if a Pokemon has the same type as a move used on it, any major statuses from move secondary effects are nullified. As a result of this mechanic, Electric-types cannot be paralyzed by Thunderbolt and Ice-types cannot be frozen by Ice Beam, for example. The only exception to this rule is Twineedle, which can still poison Bug-types. To add on to this, Poison-types cannot be poisoned full stop, not even by manually inducing poison with Toxic or Poison Powder, so Twineedle cannot poison Poison-types either. The big game-changer here, however, is that Normal-types cannot be paralyzed by Body Slam. This specific application largely changed the RBY OU metagame after its discovery by Crystal_ in 2014, making Normal-types like Snorlax and Chansey rise in usage with Reflect sets, using their bulk to stave off the spread of paralysis. Remember that this specifically applies to secondary effects of offensive moves, so Thunder Wave will still hit a Pokemon like Jolteon, for example. (would again consider not dating the article with metagame examples)
Stat Reapplication Glitch, Ignoring Stat Drops from Status, Stat Cap, and Stat Drop Overflow
The side effects (removed hyphen) of burn and paralysis—halving Attack and quartering Speed—can be reapplied if a Pokemon's stats are changed. For example, if Slowbro paralyzes Alakazam with Thunder Wave and then uses Amnesia, the Speed drop from paralysis will apply twice. Similarly, if Flareon burns a Pokemon and uses Tail Whip, their Defense will drop and their Attack will be halved twice.
Conversely, using moves that boost Attack or Speed can allow a Pokemon to ignore their stat drops from burn and paralysis, respectively. For example, if Kingler is burned and uses Swords Dance, its Attack will increase, ignoring the halving effect from the burn while still taking damage. Or, in the case of paralysis, Dragonite can use Agility to ignore the Speed drop while still having the chance to skip a turn.
All stats in RBY will cap at 999. In the case a move would boost past this, the game will set the stat to 999 if it was below 999, or make the move fail otherwise. For example, if a Venusaur with 298 Special were to use Growth to +5, it would cap the stat at 999 instead of letting it reach 1043. Because of the 999 stat cap, all further uses will fail, applying a "-1 deduction" on top of the move's existing stat stage change.
For moves that boost by one stage, like Meditate, the -1 deduction cancels out the move's boost as intended. In the case of moves that boost twice, such as Swords Dance, the -1 deduction will still apply. However, it went unnoticed that this gives a net gain of +1, allowing stat stages to "rise" once more, albeit still capped. Ergo, if a Pinsir were to raise its Attack to +4 using Swords Dance, which has the stat cap at 999, it can still technically go to +5 with no visible changes. It cannot, however, reach +6, as Swords Dance can only increase by +1 from +5, so the -1 deduction actually works. This, in most cases, is irrelevant to gameplay.
It is possible for stats that "rose" beyond the 999 stat cap to overflow if a debuff is sustained. The cap doesn't actually get applied when debuffs occur, and since the damage calculation is incapable of handling stats beyond 1023, debuffs will lead to an overflow. Let's say Mewtwo reaches +5 Special, or 1421 without the stat cap. If it sustains a debuff from something like Psychic, this Special will overflow into an extremely low number, and if you consider the Special stat serving as an offensive and defensive stat, you can imagine how comical it is to watch even Absorb OHKO it.
Freeze
If a Pokemon is frozen, it cannot be thawed without an item, being hit by Haze, or being hit with a move that can burn. The latter means that Ember, Fire Punch, Flamethrower, and Fire Blast are all valid moves to thaw a foe. As a result, if you're frozen, it is completely on the opponent to thaw you, and most competitive teams don't use moves that can do this. This makes the freeze status a pseudo-KO. It should be noted that Fire Spin, due to not having a burn chance, cannot thaw foes.
However, in the case a Pokemon is thawed by a faster Pokemon and tries to use a move, this can cause a desync. On one side, the Pokemon will use the move they chose in the previous turn, while on the other, a glitch move will be used due to the game skipping the "FIGHT" menu.
For a far more detailed analysis, look here:
Sleep
Sleep can last up to 6 turns, including a '0 turn sleep' where the target Pokemon wakes up the same turn it was put to sleep. Sleep turns are determined upon the status being inflicted; therefore, there is, effectively, a 1/7 chance of it waking up on each turn up until turn 6. This makes sleep a very powerful status, as it can definitely be equivalent to KOing a Pokemon in some circumstances. Furthermore, a Pokemon cannot act on the turn it wakes up, so it's possible to repeatedly put a Pokemon to sleep if the user is faster. As such, it isn't uncommon to see Pokemon like Gengar trying to land their sleep moves for extended periods of time.
If a Pokemon has used Hyper Beam the same turn prior to a sleep move's use, the sleep move will not only skip accuracy checks but also ignore any status when putting the opposing Pokemon to sleep. As a result, this is the only circumstance in which it's possible to status an already-statused Pokemon.
Confusion
Confusion damage uses the Pokemon's raw Attack stat, dealing typeless, physical damage. Confusion lasts 1-4 turns and there is a 50% chance the Pokemon will attack itself. Considering the odds, there is a 76.6% chance the Pokemon will attack itself at least once. Confusion damage will ignore Reflect and has no damage variance. However, it will consider stat boosts; this means Swords Dance will increase the damage and Acid Armor will decrease it. Considering burns halve your Pokemon's Attack, being burned will reduce the damage it takes you take.
Decreasing investment in Attack will influence confusion damage, as it uses the raw stat. With the Attack tanking concept from the stat section in mind, Alakazam can decrease the damage it takes from 37 (11.8%) to 21 (6.8%), almost halving it.
Here is a table showing the regular damage a Pokemon will take from confusion:
Paralysis, Burn, (AC) and Poison
Unlike in later generations, paralysis lowers Speed by 75% and burns directly halve Attack. Bad poison inflicted by Toxic is a secondary status that gradually increases residual damage and will be removed if the afflicted switches out, replacing it with normal poison and resetting the counter. If the afflicted KOes a Pokemon, however, residual damage does not apply.
All status-based damage—poison, burns, and Leech Seed—uses a counter that begins at T/16, where T is the number of turns that have passed since bad poison began. From here on out, we will call this the "Toxic counter." This counter stays at 1 if it hasn't been put into effect. Therefore, all status-based residual damage begins at 6.25% and will not change unless Toxic has connected with a Pokemon. If Toxic is in effect, T will increase every turn. However, due to Leech Seed sharing the Toxic counter, being afflicted with both Leech Seed and Toxic will effectively double the counter every turn and KO a Pokemon in just 5 turns. Rest will not reset the counter, and if a Pokemon is burned after Rest removes bad poison, this will cause a "badly burned" effect, causing the Toxic counter to compound burn damage as if it were poison. Haze will reset the Toxic counter upon use.
Turn End Mechanics
If a Pokemon faints, the turn ends there and then. Therefore, any end-of-turn effects—such as Hyper Beam forcing a recharge turn or a Pokemon sustaining residual damage—are skipped.
Multi-hit Damage Calculation
All "multi-hits" will deal the same amount of damage, unaffected by any damage variance. This counts for the hits of typical multi-hit moves like Fury Attack (RC) as well as the hits of partial trapping moves like Wrap—which are "attacks" that depend on the user's stats and not set percentage damage like in later generations. Thus, if a critical hit connects, all the multi-hits will effectively critically hit. If a multi-hit move has a status effect, it will apply strictly on the last hit. Ergo, only Twineedle's last hit has a chance to inflict poison.
Partial Trapping
RBY partial trapping should be treated like a completely separate entity to modern-day partial trapping. Partial trapping moves—Wrap, Bind, Clamp, and Fire Spin—will deal the same amount of damage every turn, similar to multi-hit moves. Additionally, a user will be locked into the move for 2-5 turns, and a target will be completely immobilized during the ordeal, unable to strike back. In the event of a Pokemon with an immunity, such as Ghost-types against Wrap or Bind, they will be immobilized but will not take damage.
If the trapper switches, the trapped Pokemon will not be able to move, making moves like Wrap pseudo-pivot moves. On the flip side, a faster trapped Pokemon will get to punish the switch-in, as it will be freed the following turn. The trapped Pokemon can also switch out, regardless of Speed. Switching out while trapped will force the opposing trapper to "reuse" the move, restarting the 2-5 turn lock and subtracting one PP, giving a form of PP stall counterplay. If the move is forced to be reused through switching at 0 PP though, it will roll over to 63 (this will not occur if the opponent tries to use the move at 0 PP). With these factors considered, there is quite a bit of depth to partial trapping situations.
If a Pokemon has used Hyper Beam and the opposing partial trapping user misses, the recharge turn is skipped. If the partial trapping move is used and misses before the erstwhile recharging, though, the opposing Hyper Beam user will automatically reuse Hyper Beam. If they have 0 Hyper Beam PP at this point, the move's PP will also roll over to 63. For example, if Tauros uses its last Hyper Beam and fails to KO a normal Speed Dragonite, then Dragonite uses Wrap and misses, Tauros can immediately move again next turn. If Dragonite uses Agility right after the final Hyper Beam and then uses Wrap next turn and misses, however, Tauros will immediately use Hyper Beam and get 63 more uses.
If a partial trapping move is copied by Mirror Move and succeeds, it works as normal. However, if the trapped Pokemon switches out in a Link Battle, due to Mirror Move forcing the move to fail on one side and having the user continue partial trapping on the other, this will cause a desync.
1/256 Accuracy and Effect Chance
No move in the chromatic generation is guaranteed to hit, except Bide and Swift, which skip accuracy checks, even against flying or underground foes. Every other move has an inherent 1/256 (~0.4%) chance to miss as a result of accuracy being checked between 0 and 256, with normal accuracy capped at 255. Only moves that target the opponent are subject to this.
Considering this uncertainty, it is possible to create a conversion table to show the true accuracy of a move.
*Rounded to the nearest tenth
Effect chance also suffers from a similar but inverted uncertainty; this inversion is due to the way the probability is hardcoded. This uncertainty can effectively increase the chance of a secondary effect occurring from an attack beyond the stated chance. For example, Fissure will connect 76/256 times, whereas Body Slam will paralyze a foe 77/256 times.
*Rounded to the nearest tenth
Recovery Move Failure
If a Pokemon's max HP and current HP have a difference of either 255 or 511, recovery moves will fail due to only checking the second byte of the user's current HP.
Let's look at this in more detail. RBY logically makes recovery moves fail if the Pokemon is already at full HP, or specifically if Max HP - Current HP = 0, which also means that Rest cannot be used to cure status at full HP. This failure condition seems simple, but because the game only sees the second byte of current HP, things go awry when your HP is over 255, as 255 is the maximum amount that can be stored in a byte. In the event of an overflow, a carry flag is set to take 1 when calculating whether the recovery move should fail...to detrimental effect, as this leaves the second byte with 0 if you have 255 or 511 less than max HP. Let's use this example with Chansey, a notorious user of a recovery move in Soft-Boiled, after losing 511 HP. Due to only checking one byte in this scenario, Chansey's max HP in the game's eyes is 191. So when taking away the current HP and the 1 from the carry flag, if it's 192, in the game's eyes, Chansey's HP will be treated as if it were the maximum amount. Thus, the recovery move fails. Due to not having enough HP to even get above 255, Abra, Diglett, Magnemite, and Magikarp are unaffected by this glitch entirely.
Here is a table showing each Pokemon's "failure number." Chansey and Snorlax are the only Pokemon capable of reaching the HP required for the 511 number to be reached and have been omitted from the table itself.
Damage storing mechanics
RBY stores the last damage that was dished out by either Pokemon. This is for Bide and Counter's use, which will cite it when necessary.
Most status moves will reset the damage last dealt; however, some moves don't. Moves that don't include: Confuse Ray, Conversion, Focus Energy, Glare, Haze, Leech Seed, Light Screen, Mimic, Mist, Poison Gas, Poison Powder, Recover, Reflect, Rest, Soft-Boiled, Splash, Stun Spore, Substitute, Supersonic, Teleport, Thunder Wave, Toxic, and Transform. This can lead to some unintended results, such as Bide stacking the damage that was dealt the previous turn.
Introduction
The first generation of Pokemon is infamous for its glitches and weird mechanics. These largely define the way the game is played, and, therefore, it's crucial to understand them if one aims to succeed. For Smogon, we usually simulate the international version of Pokemon Yellow on Pokémon Showdown!, which matters because there are even glitches unique to the Stadium and Japanese versions of Generation 1. To keep things simple for this guide, we will strictly be going over Smogon-applicable RBY mechanics; i.e., those found in the international version of Yellow.
To preface, there will be times where we discuss a concept known as a "desync." This is a term covering glitches in Link Battles that lead to them "desynchronizing," causing communication errors. This effectively causes players to engage in different battles from each other, eventually leading to the appearance of glitch Pokemon, glitch moves, and more. On battle simulators, these generally aren't implemented. Should they not be ignored outright, workarounds are used to "prevent" them from occurring, such as the Desync Clause Mod on Pokemon Showdown, which changes desync situations to result in move failure.
To make things easier to understand, we will divide things into two sections: Battle Mechanics and Move Mechanics.
Part 1: Battle Mechanics
To understand how everything works, it's important to first understand how the battle system works. There's no Mega Evolution, Z-Moves, or Dynamax in RBY. Not only that, there aren't any Fairy-, Dark-, or Steel-types, nor are there any items or abilities, already making for a substantially different metagame. Let's get into the actual mechanics, though. (I would consider omitting the "Mega Evolution, Z-Moves," part or add an "etc." at the end, otherwise it'll easily date your article, which is unenticing imo).
Special Stat
In RBY, Special Attack and Special Defense are merged into one, singular "Special" stat. Therefore, if Special is increased or decreased, this will improve your offensive and defensive capabilities concerning special attacks. This makes Amnesia act like two Calm Mind uses, making Pokemon like Slowbro scary foes to face. Psychic also becomes a particularly scary move, as it drops Special a third of the time, which is effectively a double debuff.
DVs and Stat Exp
It is possible to max every one of your Pokemon's stats, which makes for a much bulkier metagame. Generally, Pokemon like Chansey and Snorlax become much tougher foes to KO, often requiring a concentrated effort from multiple Pokemon to take down. This is a vital concept to grasp, especially in a world where there are no items and many moves have low Base Power.
DVs and Stat Exp are RBY and GSC's equivalent to IVs and EVs, capping at 15 and 65535, respectively. The HP DV is determined by all the other stats, with every instance of an odd DV increasing the HP DV as follows; +8 HP DVs for Attack having an odd DV, 4 for Defense, 2 for Speed, (AC) and 1 for Special, adding up to the maximum of 15. The other DVs are determined at random, but because a Pokemon's encounter rate is one variable in DV randomization, not all Pokemon can get max DVs in every stat. Stat Exp is gained through the foe's raw base stats and is applied upon leveling up rather than immediately, which can make training take a long time. There is no limit on how much can be invested into individual stats, so you can cap every single one.
For any individual raw stat, Stat Exp and DVs combined will amount to the same as a modern Pokemon's stat with full EVs and IVs but without a nature. In high-level play, there is little incentive to selectively invest in any given stat, though this isn't to say it's useless. Tanking Attack to 1 DV and 0 Stat Exp for reducing confusion damage is somewhat relevant; you need 1 Attack DV to ensure the HP DV reaches 15 in this situation, as otherwise, it drops to 7. Tanking the Attack stat will cause the Pokemon to lose Struggle wars more frequently, though, so for Pokemon like Chansey, lowering Attack can be problematic. Reducing stats to prevent stat debuff overflows is relevant for powerhouses like Mewtwo as well: (comma -> colon) more on this later.
Critical Hits
Critical hit rates are based on a Pokemon's base Speed: the faster the Pokemon, the higher the chance. The following equation defines a Pokemon's regular critical hit rate: Base Speed * 100 / 512. Due to this formula, the fastest Pokemon of the generation, Electrode, gets a 27.3% critical hit rate. On the lower end of the spectrum, it gives Snorlax a 5.85% critical hit rate, similar to that of later generations. For a list containing each Pokemon's regular critical hit rate, go here.
The damage dealt by a critical hit is partially based on the Pokemon's level, and, at Level 100, it rounds out to about twice the damage; the multiplier is around 1.95x. Critical hits will ignore any stat changes from either Pokemon during damage calculation; ergo, any Attack or Special boosts from both Pokemon will be ignored. Consequently, a fast setup sweeper will have an inherent decrease in consistency, as a critical hit will end up lowering its damage output. This also means that Swords Dance will not boost Slash, and Amnesia will not boost Crabhammer, at least if they don't land a critical hit. With this rule in mind, critical hits will also ignore things like opposing Defense boosts, Reflect, and Light Screen, which is a good trade-off for Pokemon like Persian, and in this case, largely defines its niche. Make no mistake: critical hits are very powerful.
Slash, Crabhammer, Razor Leaf, and Karate Chop possess an effect that increases the user's critical hit rate by 8x, making the formula Base Speed * 100 / 64. Many Pokemon—even those with somewhat average base Speed—will end up achieving very high critical hit rates with this mechanic, making the moves sort of like Frost Breath in modern generations. However, the chance for a critical hit will cap out at 99.6% due to a glitch in how the game determines whether a critical hit has landed, meaning that these moves landing a critical hit is never guaranteed.
Focus Energy, due to a glitch, ends up decreasing the user's critical hit rate by 4x, making the formula Base Speed * 100 / 2048. Theoretically, it can be used to prevent critical hits from occurring, but it isn't worth the moveslot, so it doesn't see use in high-level play.
Type Chart Differences and Type-based Attack Categories
Since RBY is a generation prior to the physical / special split, attack categories are based on typing. For example, Normal-type moves like Hyper Beam are always physical, and Water-type moves like Clamp are always special. Ergo, Pokemon like Kabutops are hard-pressed to find good STAB moves, while others such as Golem act as they always do in later generations.
Here is a table showing the categories:
Physical | Special |
Normal | Grass |
Fighting | Fire |
Rock | Water |
Ground | Ice |
Ghost | Electric |
Flying | Psychic |
Poison | Dragon* |
Bug |
On top of this, there are some type chart differences.
- Poison is super effective against Bug and vice versa.
- Fire does not resist Ice.
- Ghost does not affect Psychic.
Same-type Status Immunity
An intended mechanic, as shown in Pokemon Stadium 2; if a Pokemon has the same type as a move used on it, any major statuses from move secondary effects are nullified. As a result of this mechanic, Electric-types cannot be paralyzed by Thunderbolt and Ice-types cannot be frozen by Ice Beam, for example. The only exception to this rule is Twineedle, which can still poison Bug-types. To add on to this, Poison-types cannot be poisoned full stop, not even by manually inducing poison with Toxic or Poison Powder, so Twineedle cannot poison Poison-types either. The big game-changer here, however, is that Normal-types cannot be paralyzed by Body Slam. This specific application largely changed the RBY OU metagame after its discovery by Crystal_ in 2014, making Normal-types like Snorlax and Chansey rise in usage with Reflect sets, using their bulk to stave off the spread of paralysis. Remember that this specifically applies to secondary effects of offensive moves, so Thunder Wave will still hit a Pokemon like Jolteon, for example. (would again consider not dating the article with metagame examples)
Stat Reapplication Glitch, Ignoring Stat Drops from Status, Stat Cap, and Stat Drop Overflow
The side effects (removed hyphen) of burn and paralysis—halving Attack and quartering Speed—can be reapplied if a Pokemon's stats are changed. For example, if Slowbro paralyzes Alakazam with Thunder Wave and then uses Amnesia, the Speed drop from paralysis will apply twice. Similarly, if Flareon burns a Pokemon and uses Tail Whip, their Defense will drop and their Attack will be halved twice.
Conversely, using moves that boost Attack or Speed can allow a Pokemon to ignore their stat drops from burn and paralysis, respectively. For example, if Kingler is burned and uses Swords Dance, its Attack will increase, ignoring the halving effect from the burn while still taking damage. Or, in the case of paralysis, Dragonite can use Agility to ignore the Speed drop while still having the chance to skip a turn.
All stats in RBY will cap at 999. In the case a move would boost past this, the game will set the stat to 999 if it was below 999, or make the move fail otherwise. For example, if a Venusaur with 298 Special were to use Growth to +5, it would cap the stat at 999 instead of letting it reach 1043. Because of the 999 stat cap, all further uses will fail, applying a "-1 deduction" on top of the move's existing stat stage change.
For moves that boost by one stage, like Meditate, the -1 deduction cancels out the move's boost as intended. In the case of moves that boost twice, such as Swords Dance, the -1 deduction will still apply. However, it went unnoticed that this gives a net gain of +1, allowing stat stages to "rise" once more, albeit still capped. Ergo, if a Pinsir were to raise its Attack to +4 using Swords Dance, which has the stat cap at 999, it can still technically go to +5 with no visible changes. It cannot, however, reach +6, as Swords Dance can only increase by +1 from +5, so the -1 deduction actually works. This, in most cases, is irrelevant to gameplay.
It is possible for stats that "rose" beyond the 999 stat cap to overflow if a debuff is sustained. The cap doesn't actually get applied when debuffs occur, and since the damage calculation is incapable of handling stats beyond 1023, debuffs will lead to an overflow. Let's say Mewtwo reaches +5 Special, or 1421 without the stat cap. If it sustains a debuff from something like Psychic, this Special will overflow into an extremely low number, and if you consider the Special stat serving as an offensive and defensive stat, you can imagine how comical it is to watch even Absorb OHKO it.
Freeze
If a Pokemon is frozen, it cannot be thawed without an item, being hit by Haze, or being hit with a move that can burn. The latter means that Ember, Fire Punch, Flamethrower, and Fire Blast are all valid moves to thaw a foe. As a result, if you're frozen, it is completely on the opponent to thaw you, and most competitive teams don't use moves that can do this. This makes the freeze status a pseudo-KO. It should be noted that Fire Spin, due to not having a burn chance, cannot thaw foes.
However, in the case a Pokemon is thawed by a faster Pokemon and tries to use a move, this can cause a desync. On one side, the Pokemon will use the move they chose in the previous turn, while on the other, a glitch move will be used due to the game skipping the "FIGHT" menu.
For a far more detailed analysis, look here:
Sleep
Sleep can last up to 6 turns, including a '0 turn sleep' where the target Pokemon wakes up the same turn it was put to sleep. Sleep turns are determined upon the status being inflicted; therefore, there is, effectively, a 1/7 chance of it waking up on each turn up until turn 6. This makes sleep a very powerful status, as it can definitely be equivalent to KOing a Pokemon in some circumstances. Furthermore, a Pokemon cannot act on the turn it wakes up, so it's possible to repeatedly put a Pokemon to sleep if the user is faster. As such, it isn't uncommon to see Pokemon like Gengar trying to land their sleep moves for extended periods of time.
If a Pokemon has used Hyper Beam the same turn prior to a sleep move's use, the sleep move will not only skip accuracy checks but also ignore any status when putting the opposing Pokemon to sleep. As a result, this is the only circumstance in which it's possible to status an already-statused Pokemon.
Confusion
Confusion damage uses the Pokemon's raw Attack stat, dealing typeless, physical damage. Confusion lasts 1-4 turns and there is a 50% chance the Pokemon will attack itself. Considering the odds, there is a 76.6% chance the Pokemon will attack itself at least once. Confusion damage will ignore Reflect and has no damage variance. However, it will consider stat boosts; this means Swords Dance will increase the damage and Acid Armor will decrease it. Considering burns halve your Pokemon's Attack, being burned will reduce the damage it takes you take.
Decreasing investment in Attack will influence confusion damage, as it uses the raw stat. With the Attack tanking concept from the stat section in mind, Alakazam can decrease the damage it takes from 37 (11.8%) to 21 (6.8%), almost halving it.
Here is a table showing the regular damage a Pokemon will take from confusion:
Pokemon | 1 Atk DV + 0 Stat Exp Dmg | Max Stat Dmg | Min % | Max % |
---|---|---|---|---|
Bulbasaur | 20 | 35 | 6.8% | 11.9% |
Ivysaur | 21 | 35 | 6.5% | 10.8% |
Venusaur | 23 | 35 | 6.3% | 9.6% |
Charmander | 22 | 38 | 7.8% | 13.5% |
Charmeleon | 23 | 37 | 7.2% | 11.6% |
Charizard | 25 | 37 | 7.0% | 10.3% |
Squirtle | 17 | 30 | 5.8% | 10.3% |
Wartortle | 19 | 31 | 5.9% | 9.7% |
Blastoise | 21 | 31 | 5.8% | 8.6% |
Caterpie | 15 | 33 | 5.1% | 11.3% |
Metapod | 9 | 24 | 3.0% | 7.9% |
Butterfree | 18 | 33 | 5.6% | 10.2% |
Weedle | 18 | 37 | 6.4% | 13.1% |
Kakuna | 11 | 27 | 3.8% | 9.2% |
Beedrill | 33 | 50 | 9.9% | 15.0% |
Pidgey | 20 | 37 | 7.1% | 13.1% |
Pidgeotto | 22 | 37 | 6.7% | 11.2% |
Pidgeot | 24 | 36 | 6.5% | 9.8% |
Rattata | 25 | 44 | 9.5% | 16.7% |
Raticate | 28 | 42 | 8.9% | 13.4% |
Spearow | 29 | 48 | 10.2% | 17.0% |
Fearow | 29 | 42 | 8.7% | 12.6% |
Ekans | 24 | 41 | 8.8% | 15.0% |
Arbok | 27 | 40 | 8.4% | 12.4% |
Pikachu | 26 | 46 | 9.5% | 16.8% |
Raichu | 32 | 46 | 9.9% | 14.2% |
Sandshrew | 21 | 33 | 6.9% | 10.9% |
Sandslash | 23 | 33 | 6.5% | 9.3% |
Nidoran-F | 18 | 33 | 5.8% | 10.5% |
Nidorina | 20 | 34 | 5.8% | 9.9% |
Nidoqueen | 23 | 34 | 6.0% | 8.9% |
Nidoran-M | 24 | 42 | 8.1% | 14.2% |
Nidorino | 25 | 40 | 7.7% | 12.3% |
Nidoking | 27 | 39 | 7.4% | 10.7% |
Clefairy | 18 | 34 | 5.2% | 9.9% |
Clefable | 22 | 34 | 5.6% | 8.7% |
Vulpix | 18 | 35 | 6.5% | 12.5% |
Ninetales | 23 | 35 | 6.6% | 10.0% |
Jigglypuff | 25 | 47 | 5.8% | 10.9% |
Wigglytuff | 28 | 44 | 5.8% | 9.1% |
Zubat | 21 | 39 | 7.4% | 13.8% |
Golbat | 25 | 38 | 7.1% | 10.8% |
Oddish | 19 | 33 | 6.5% | 11.3% |
Gloom | 21 | 34 | 6.5% | 10.5% |
Vileplume | 22 | 34 | 6.2% | 9.6% |
Paras | 25 | 40 | 9.2% | 14.7% |
Parasect | 27 | 39 | 8.4% | 12.1% |
Venonat | 21 | 37 | 6.5% | 11.5% |
Venomoth | 23 | 37 | 6.7% | 10.8% |
Diglett | 28 | 49 | 12.6% | 22.0% |
Dugtrio | 30 | 45 | 11.0% | 16.5% |
Meowth | 21 | 39 | 7.4% | 13.8% |
Persian | 24 | 38 | 7.2% | 11.4% |
Psyduck | 21 | 36 | 6.9% | 11.9% |
Golduck | 24 | 36 | 6.6% | 9.9% |
Mankey | 35 | 53 | 12.4% | 18.7% |
Primeape | 35 | 49 | 10.5% | 14.7% |
Growlithe | 28 | 44 | 8.9% | 14.1% |
Arcanine | 31 | 43 | 8.1% | 11.2% |
Poliwag | 22 | 39 | 7.8% | 13.8% |
Poliwhirl | 22 | 35 | 6.6% | 10.5% |
Poliwrath | 22 | 33 | 5.7% | 8.6% |
Abra | 14 | 38 | 5.5% | 15.0% |
Kadabra | 18 | 37 | 6.4% | 13.1% |
Alakazam | 21 | 37 | 6.7% | 11.8% |
Machop | 30 | 45 | 8.7% | 13.1% |
Machoke | 31 | 44 | 8.5% | 12.1% |
Machamp | 36 | 48 | 9.4% | 12.5% |
Bellsprout | 33 | 51 | 10.9% | 16.8% |
Weepinbell | 33 | 49 | 9.9% | 14.7% |
Victreebel | 33 | 47 | 9.1% | 12.9% |
Tentacool | 19 | 37 | 6.7% | 13.1% |
Tentacruel | 23 | 37 | 6.3% | 10.2% |
Geodude | 20 | 31 | 7.1% | 11.0% |
Graveler | 22 | 31 | 7.0% | 9.9% |
Golem | 23 | 31 | 6.3% | 8.5% |
Ponyta | 30 | 45 | 9.9% | 14.9% |
Rapidash | 31 | 44 | 9.3% | 13.2% |
Slowpoke | 22 | 35 | 5.7% | 9.1% |
Slowbro | 18 | 28 | 4.6% | 7.1% |
Magnemite | 12 | 25 | 4.7% | 9.9% |
Magneton | 16 | 27 | 5.3% | 8.9% |
Farfetch'd | 24 | 38 | 7.8% | 12.4% |
Doduo | 33 | 49 | 12.1% | 17.9% |
Dodrio | 34 | 46 | 10.5% | 14.2% |
Seel | 17 | 32 | 5.1% | 9.6% |
Dewgong | 21 | 32 | 5.5% | 8.4% |
Grimer | 30 | 45 | 8.3% | 12.4% |
Muk | 31 | 43 | 7.5% | 10.4% |
Shellder | 17 | 27 | 6.5% | 10.3% |
Cloyster | 16 | 23 | 5.3% | 7.6% |
Gastly | 18 | 37 | 6.8% | 14.1% |
Haunter | 21 | 37 | 7.2% | 12.6% |
Gengar | 23 | 37 | 7.1% | 11.5% |
Onix | 9 | 17 | 3.3% | 6.2% |
Drowzee | 20 | 36 | 6.2% | 11.1% |
Hypno | 23 | 36 | 6.2% | 9.7% |
Krabby | 28 | 39 | 10.6% | 14.8% |
Kingler | 29 | 38 | 9.3% | 12.1% |
Voltorb | 13 | 28 | 4.6% | 9.9% |
Electrode | 17 | 29 | 5.3% | 9.0% |
Exeggcute | 13 | 25 | 4.0% | 7.7% |
Exeggutor | 26 | 38 | 6.6% | 9.7% |
Cubone | 14 | 25 | 4.6% | 8.3% |
Marowak | 19 | 29 | 5.9% | 9.0% |
Hitmonlee | 42 | 57 | 13.9% | 18.8% |
Hitmonchan | 30 | 42 | 9.9% | 13.9% |
Lickitung | 17 | 30 | 4.4% | 7.8% |
Koffing | 17 | 28 | 6.0% | 9.9% |
Weezing | 20 | 29 | 6.0% | 8.7% |
Rhyhorn | 22 | 33 | 6.1% | 9.1% |
Rhydon | 28 | 37 | 6.8% | 9.0% |
Chansey | 7 | 35 | 1.0% | 5.0% |
Tangela | 13 | 23 | 3.9% | 6.9% |
Kangaskhan | 27 | 39 | 6.5% | 9.4% |
Horsea | 14 | 27 | 5.3% | 10.3% |
Seadra | 17 | 28 | 5.4% | 8.9% |
Goldeen | 23 | 37 | 7.8% | 12.6% |
Seaking | 30 | 43 | 8.3% | 11.8% |
Staryu | 17 | 32 | 6.5% | 12.2% |
Starmie | 21 | 33 | 6.5% | 10.2% |
Mr. Mime | 16 | 29 | 5.7% | 10.2% |
Scyther | 31 | 43 | 9.0% | 12.5% |
Jynx | 23 | 41 | 6.9% | 12.3% |
Electabuzz | 29 | 43 | 8.7% | 12.9% |
Magmar | 33 | 47 | 9.9% | 14.1% |
Pinsir | 30 | 41 | 9.0% | 12.3% |
Tauros | 26 | 36 | 7.4% | 10.2% |
Magikarp | 6 | 21 | 2.5% | 8.6% |
Gyarados | 35 | 47 | 8.9% | 12.0% |
Lapras | 25 | 36 | 5.4% | 7.8% |
Ditto | 19 | 35 | 6.4% | 11.7% |
Eevee | 21 | 37 | 6.7% | 11.8% |
Vaporeon | 23 | 37 | 5.0% | 8.0% |
Jolteon | 23 | 37 | 6.9% | 11.1% |
Flareon | 43 | 57 | 12.9% | 17.1% |
Porygon | 19 | 32 | 5.7% | 9.6% |
Omanyte | 11 | 22 | 4.0% | 8.1% |
Omastar | 14 | 23 | 4.1% | 6.7% |
Kabuto | 22 | 33 | 8.4% | 12.5% |
Kabutops | 27 | 37 | 8.4% | 11.5% |
Aerodactyl | 33 | 47 | 9.1% | 12.9% |
Snorlax | 35 | 48 | 6.7% | 9.2% |
Articuno | 21 | 32 | 5.5% | 8.4% |
Zapdos | 25 | 36 | 6.5% | 9.4% |
Moltres | 27 | 38 | 7.0% | 9.9% |
Dratini | 26 | 42 | 9.1% | 14.7% |
Dragonair | 27 | 41 | 8.3% | 12.6% |
Dragonite | 34 | 44 | 8.8% | 11.4% |
Mewtwo | 29 | 40 | 7.0% | 9.6% |
Mew | 25 | 35 | 6.2% | 8.7% |
Paralysis, Burn, (AC) and Poison
Unlike in later generations, paralysis lowers Speed by 75% and burns directly halve Attack. Bad poison inflicted by Toxic is a secondary status that gradually increases residual damage and will be removed if the afflicted switches out, replacing it with normal poison and resetting the counter. If the afflicted KOes a Pokemon, however, residual damage does not apply.
All status-based damage—poison, burns, and Leech Seed—uses a counter that begins at T/16, where T is the number of turns that have passed since bad poison began. From here on out, we will call this the "Toxic counter." This counter stays at 1 if it hasn't been put into effect. Therefore, all status-based residual damage begins at 6.25% and will not change unless Toxic has connected with a Pokemon. If Toxic is in effect, T will increase every turn. However, due to Leech Seed sharing the Toxic counter, being afflicted with both Leech Seed and Toxic will effectively double the counter every turn and KO a Pokemon in just 5 turns. Rest will not reset the counter, and if a Pokemon is burned after Rest removes bad poison, this will cause a "badly burned" effect, causing the Toxic counter to compound burn damage as if it were poison. Haze will reset the Toxic counter upon use.
Turn End Mechanics
If a Pokemon faints, the turn ends there and then. Therefore, any end-of-turn effects—such as Hyper Beam forcing a recharge turn or a Pokemon sustaining residual damage—are skipped.
Multi-hit Damage Calculation
All "multi-hits" will deal the same amount of damage, unaffected by any damage variance. This counts for the hits of typical multi-hit moves like Fury Attack (RC) as well as the hits of partial trapping moves like Wrap—which are "attacks" that depend on the user's stats and not set percentage damage like in later generations. Thus, if a critical hit connects, all the multi-hits will effectively critically hit. If a multi-hit move has a status effect, it will apply strictly on the last hit. Ergo, only Twineedle's last hit has a chance to inflict poison.
Partial Trapping
RBY partial trapping should be treated like a completely separate entity to modern-day partial trapping. Partial trapping moves—Wrap, Bind, Clamp, and Fire Spin—will deal the same amount of damage every turn, similar to multi-hit moves. Additionally, a user will be locked into the move for 2-5 turns, and a target will be completely immobilized during the ordeal, unable to strike back. In the event of a Pokemon with an immunity, such as Ghost-types against Wrap or Bind, they will be immobilized but will not take damage.
If the trapper switches, the trapped Pokemon will not be able to move, making moves like Wrap pseudo-pivot moves. On the flip side, a faster trapped Pokemon will get to punish the switch-in, as it will be freed the following turn. The trapped Pokemon can also switch out, regardless of Speed. Switching out while trapped will force the opposing trapper to "reuse" the move, restarting the 2-5 turn lock and subtracting one PP, giving a form of PP stall counterplay. If the move is forced to be reused through switching at 0 PP though, it will roll over to 63 (this will not occur if the opponent tries to use the move at 0 PP). With these factors considered, there is quite a bit of depth to partial trapping situations.
If a Pokemon has used Hyper Beam and the opposing partial trapping user misses, the recharge turn is skipped. If the partial trapping move is used and misses before the erstwhile recharging, though, the opposing Hyper Beam user will automatically reuse Hyper Beam. If they have 0 Hyper Beam PP at this point, the move's PP will also roll over to 63. For example, if Tauros uses its last Hyper Beam and fails to KO a normal Speed Dragonite, then Dragonite uses Wrap and misses, Tauros can immediately move again next turn. If Dragonite uses Agility right after the final Hyper Beam and then uses Wrap next turn and misses, however, Tauros will immediately use Hyper Beam and get 63 more uses.
If a partial trapping move is copied by Mirror Move and succeeds, it works as normal. However, if the trapped Pokemon switches out in a Link Battle, due to Mirror Move forcing the move to fail on one side and having the user continue partial trapping on the other, this will cause a desync.
1/256 Accuracy and Effect Chance
No move in the chromatic generation is guaranteed to hit, except Bide and Swift, which skip accuracy checks, even against flying or underground foes. Every other move has an inherent 1/256 (~0.4%) chance to miss as a result of accuracy being checked between 0 and 256, with normal accuracy capped at 255. Only moves that target the opponent are subject to this.
Considering this uncertainty, it is possible to create a conversion table to show the true accuracy of a move.
Stated Accuracy | True Accuracy | True Accuracy as a Percentage* | Notable Move(s): |
100% | 255/256 | 99.6% | Many! |
95% | 242/256 | 94.5% | Razor Leaf |
90% | 229/256 | 89.5% | Hyper Beam, Blizzard, Rock Slide |
85% | 216/256 | 84.4% | Fire Blast, Wrap, Toxic, Crabhammer, Pin Missile |
80% | 204/256 | 79.7% | Hydro Pump, Submission |
75% | 191/256 | 74.6% | Clamp, Lovely Kiss, Stun Spore, Bind |
70% | 178/256 | 69.5% | Fire Spin, Thunder |
60% | 153/256 | 59.8% | Hypnosis |
55% | 140/256 | 54.7% | Sing, Supersonic |
30% | 76/256 | 29.7% | Fissure, Horn Drill |
Effect chance also suffers from a similar but inverted uncertainty; this inversion is due to the way the probability is hardcoded. This uncertainty can effectively increase the chance of a secondary effect occurring from an attack beyond the stated chance. For example, Fissure will connect 76/256 times, whereas Body Slam will paralyze a foe 77/256 times.
Stated Probability | True Probability | True Probability as a Percentage* | Examples: |
40% | 103/256 | 40.2% | The chance that Sludge poisons the target. |
33% | 85/256 | 33.2% | The chance that Psychic drops the targets Special stat. |
30% | 77/256 | 30.1% | The chance that Body Slam paralyzes its target |
20% | 52/256 | 20.3% | The chance that Twineedle will poison its target. |
10% | 26/256 | 10.2% | The chance that Ice Beam will freeze its target. |
Recovery Move Failure
If a Pokemon's max HP and current HP have a difference of either 255 or 511, recovery moves will fail due to only checking the second byte of the user's current HP.
Let's look at this in more detail. RBY logically makes recovery moves fail if the Pokemon is already at full HP, or specifically if Max HP - Current HP = 0, which also means that Rest cannot be used to cure status at full HP. This failure condition seems simple, but because the game only sees the second byte of current HP, things go awry when your HP is over 255, as 255 is the maximum amount that can be stored in a byte. In the event of an overflow, a carry flag is set to take 1 when calculating whether the recovery move should fail...to detrimental effect, as this leaves the second byte with 0 if you have 255 or 511 less than max HP. Let's use this example with Chansey, a notorious user of a recovery move in Soft-Boiled, after losing 511 HP. Due to only checking one byte in this scenario, Chansey's max HP in the game's eyes is 191. So when taking away the current HP and the 1 from the carry flag, if it's 192, in the game's eyes, Chansey's HP will be treated as if it were the maximum amount. Thus, the recovery move fails. Due to not having enough HP to even get above 255, Abra, Diglett, Magnemite, and Magikarp are unaffected by this glitch entirely.
Here is a table showing each Pokemon's "failure number." Chansey and Snorlax are the only Pokemon capable of reaching the HP required for the 511 number to be reached and have been omitted from the table itself.
511 for Chansey: 192 HP / 27.3%
511 for Snorlax: 12 HP / 2.3%
511 for Snorlax: 12 HP / 2.3%
Pokemon | HP - 255 | HP - 255 as % |
---|---|---|
Bulbasaur | 38 | 13.0% |
Ivysaur | 68 | 21.1% |
Venusaur | 108 | 29.8% |
Charmander | 26 | 9.3% |
Charmeleon | 64 | 20.1% |
Charizard | 104 | 29.0% |
Squirtle | 36 | 12.4% |
Wartortle | 66 | 20.6% |
Blastoise | 106 | 29.4% |
Caterpie | 38 | 13.0% |
Metapod | 48 | 15.8% |
Butterfree | 68 | 21.1% |
Weedle | 28 | 9.9% |
Kakuna | 38 | 13.0% |
Beedrill | 78 | 23.4% |
Pidgey | 28 | 9.9% |
Pidgeotto | 74 | 22.5% |
Pidgeot | 114 | 30.9% |
Rattata | 8 | 3.0% |
Raticate | 58 | 18.5% |
Spearow | 28 | 9.9% |
Fearow | 78 | 23.4% |
Ekans | 18 | 6.6% |
Arbok | 68 | 21.1% |
Pikachu | 18 | 6.6% |
Raichu | 68 | 21.1% |
Sandshrew | 48 | 15.8% |
Sandslash | 98 | 27.8% |
Nidoran-F | 58 | 18.5% |
Nidorina | 88 | 25.7% |
Nidoqueen | 128 | 33.4% |
Nidoran-M | 40 | 13.6% |
Nidorino | 70 | 21.5% |
Nidoking | 110 | 30.1% |
Clefairy | 88 | 25.7% |
Clefable | 138 | 35.1% |
Vulpix | 24 | 8.6% |
Ninetales | 94 | 26.9% |
Jigglypuff | 178 | 41.1% |
Wigglytuff | 228 | 47.2% |
Zubat | 28 | 9.9% |
Golbat | 98 | 27.8% |
Oddish | 38 | 13.% |
Gloom | 68 | 21.1% |
Vileplume | 98 | 27.8% |
Paras | 18 | 6.6% |
Parasect | 68 | 21.1% |
Venonat | 68 | 21.1% |
Venomoth | 88 | 25.7% |
Diglett | -32 | |
Dugtrio | 18 | 6.6% |
Meowth | 28 | 9.9% |
Persian | 78 | 23.4% |
Psyduck | 48 | 15.8% |
Golduck | 108 | 29.8% |
Mankey | 28 | 9.9% |
Primeape | 78 | 23.4% |
Growlithe | 58 | 18.5% |
Arcanine | 128 | 33.4% |
Poliwag | 28 | 9.9% |
Poliwhirl | 78 | 23.4% |
Poliwrath | 128 | 33.4% |
Abra | -2 | |
Kadabra | 28 | 9.9% |
Alakazam | 58 | 18.5% |
Machop | 88 | 25.7% |
Machoke | 108 | 29.8% |
Machamp | 128 | 33.4% |
Bellsprout | 48 | 15.8% |
Weepinbell | 78 | 23.4% |
Victreebel | 108 | 29.8% |
Tentacool | 28 | 9.9% |
Tentacruel | 108 | 29.8% |
Geodude | 28 | 9.9% |
Graveler | 58 | 18.5% |
Golem | 108 | 29.8% |
Ponyta | 48 | 15.8% |
Rapidash | 78 | 23.4% |
Slowpoke | 128 | 33.4% |
Slowbro | 138 | 35.1% |
Magnemite | -2 | |
Magneton | 48 | 15.8% |
Farfetch'd | 52 | 16.9% |
Doduo | 18 | 6.6% |
Dodrio | 68 | 21.1% |
Seel | 78 | 23.4% |
Dewgong | 128 | 33.4% |
Grimer | 108 | 29.8% |
Muk | 158 | 38.3% |
Shellder | 8 | 3.0% |
Cloyster | 48 | 15.8% |
Gastly | 8 | 3.0% |
Haunter | 38 | 13.0% |
Gengar | 68 | 21.1% |
Onix | 18 | 6.6% |
Drowzee | 68 | 21.1% |
Hypno | 118 | 31.6% |
Krabby | 8 | 3.0% |
Kingler | 58 | 18.5% |
Voltorb | 28 | 9.9% |
Electrode | 68 | 21.1% |
Exeggcute | 68 | 21.1% |
Exeggutor | 138 | 35.1% |
Cubone | 48 | 15.8% |
Marowak | 68 | 21.1% |
Hitmonlee | 48 | 15.8% |
Hitmonchan | 48 | 15.8% |
Lickitung | 128 | 33.4% |
Koffing | 28 | 9.9% |
Weezing | 78 | 23.4% |
Rhyhorn | 108 | 29.8% |
Rhydon | 158 | 38.3% |
Chansey | 448 | 63.7% |
Tangela | 78 | 23.4% |
Kangaskhan | 158 | 38.3% |
Horsea | 8 | 3.0% |
Seadra | 58 | 18.5% |
Goldeen | 38 | 13.0% |
Seaking | 108 | 29.8% |
Staryu | 8 | 3.0% |
Starmie | 68 | 21.1% |
Mr. Mime | 28 | 9.9% |
Scyther | 88 | 25.7% |
Jynx | 78 | 23.4% |
Electabuzz | 78 | 23.4% |
Magmar | 78 | 23.4% |
Pinsir | 78 | 23.4% |
Tauros | 98 | 27.8% |
Magikarp | -12 | |
Gyarados | 138 | 35.1% |
Lapras | 208 | 44.9% |
Ditto | 44 | 14.7% |
Eevee | 58 | 18.5% |
Vaporeon | 208 | 44.9% |
Jolteon | 78 | 23.4% |
Flareon | 78 | 23.4% |
Porygon | 78 | 23.4% |
Omanyte | 18 | 6.6% |
Omastar | 88 | 25.7% |
Kabuto | 8 | 3.0% |
Kabutops | 68 | 21.1% |
Aerodactyl | 108 | 29.8% |
Snorlax | 268 | 51.2% |
Articuno | 128 | 33.4% |
Zapdos | 128 | 33.4% |
Moltres | 128 | 33.4% |
Dratini | 30 | 10.5% |
Dragonair | 70 | 21.5% |
Dragonite | 130 | 33.8% |
Mewtwo | 160 | 38.6% |
Mew | 148 | 36.7% |
Damage storing mechanics
RBY stores the last damage that was dished out by either Pokemon. This is for Bide and Counter's use, which will cite it when necessary.
Most status moves will reset the damage last dealt; however, some moves don't. Moves that don't include: Confuse Ray, Conversion, Focus Energy, Glare, Haze, Leech Seed, Light Screen, Mimic, Mist, Poison Gas, Poison Powder, Recover, Reflect, Rest, Soft-Boiled, Splash, Stun Spore, Substitute, Supersonic, Teleport, Thunder Wave, Toxic, and Transform. This can lead to some unintended results, such as Bide stacking the damage that was dealt the previous turn.
GP Approved 2/2
Things:
Be sure to manually implement checks; a good portion of these changes are just removing Finland's notes.
Content-wise: I would try to refrain from dating your article as much as possible, this largely includes referencing metagame trends and references to the current generation.
Finally, periods and commas go in quotation marks, relevant article
Amazing work overall Plague von Karma, will get to Part 2 soon