|
"Darcy, it's not what you think!"
- Posts:
- 612
- Group:
- Admin
- Member
- #2
- Joined:
- Jul 2, 2015
- Favorite Pokémon

|
Battle Mechanics & Hit Point System |
|---|
Battle Mechanics and Hp |
• While sticking true to the nature of expressive, descriptive role-play we have developed a system to ensure that battles do not go on forever. Pokémon battling can become quite competitive, and when everyone is vying for the title "Champion of Sinnoh" battles can go on forever. No one likes to lose, especially not in a competitive environment such as the Pokémon world. To ensure that each battle ends in an appropriate amount of time, the staff of Pokémon Role-Play have developed a battling system to accommodate Pokémon battles. The easiest way to do so is to implement a "hit point" system to ensure that after a certain number of hits a winner will be decided. As Pokémon win more battles, they will begin to advance to the next Rank. Upon reaching a new rank, the Pokémon's base Hit Points (Hp) will also increase. To ensure that all Pokémon are relatively balanced competitively, all Pokémon of the same Rank will have the same base Hp. This is to ensure certain Pokémon such as Blissey do not become overpowered due to their monstrous Hp stat. It may seem a bit unfair that Pokémon with a higher general Base Power (Bp) move will do more damage, but this can be overcome through strategy. Although realistically, a Hydro Pump (110Bp) will do way more damage than a Water Gun (40Bp) attack.
• The strategy involved in battling may include: Super Effective attacks, Resistant typing, Type immunity and utilizing the environment to your advantage to avoid an attack. Dodging, redirecting, interrupting or switching out during attacks are all possible strategies during a battle.
|
Stat Altering Moves |
• Certain moves may have the primary or secondary effect of changing the stats of the user or the enemy, whenever a stat is changed it will raise or lower by an amount of "stages" depending on the move. Stats that have been altered will remain altered until that Pokémon is defeated or switched out of battle.
• The only stats that can be altered in battle are: Defense, Special Defense, Attack and Special Attack. The excluded stats such as Accuracy, Evasiveness and Speed cannot be modified and do nothing in the role-play as incorporating them would require a more complex dice roll system than we currently have. As a result, abilities that modify these stats have been changed to fit the roleplay. You can view these changes Here!
• If a Pokémon's stat is unaltered then that stat is at stage 0, and that stat can raise or lower to +6 or -6 at most, respectively. 1 stage is equivalent to 10%, so for example; the move Growl reduces the attack stat of any adjacent enemy Pokémon by 1 stage, so those affected will have their physical attacks deal 10% less damage than usual.
• Moves such as Metal Claw have a certain percentage chance of increasing one or more of the user's stats. For moves that have a % chance for stat increases, a dice roll will have to be made to see if the effect takes place. Read below to learn about dice rolls when it comes to the secondary effects of moves!
|
Dice System, Status Conditions and Secondary Effects |
• During a battle, trainers will decide who goes first based on a 2-sided die roll. The player that rolls a 1 will be going first, and the player left with the 2 goes second. This die roll is coded into the forums and unchangeable. To activate the die roll, simply type [roll ]1d2[/roll] (no space after roll). Along with this, the trainers will decide on the number of Pokémon they will use in battle and if switching Pokémon mid-battle is allowed. After determining who will go first and establishing the rules, the Pokémon Trainers are ready to battle.
• Trainers will take turns declaring attacks in an attempt to land a hit on the opposing Trainer's Pokémon. To determine whether an attack will successfully land, the Trainer declaring the attack must type [roll ]2d6[/roll] (no space after roll). The two dice will roll and declare a number, this number will determine whether the attack hit or missed. To accommodate attacks that have a lower accuracy such as Fire Blast, accuracy has been accounted for in the roll. After an attack hits or misses, the Trainers will role-play accordingly to the outcome. If an attack misses, the defender can simply say that their Pokémon sidestepped/diverted the attack away.
• The Torment Clause is in effect. This means that trainers are not allowed to use the same move twice in a row, and must alternate between moves in dice battles. If an attack is dodged, it is the same as missing; this means the same move cannot be used again even if it misses or is dodged.
• A roll that lands on 12 is always a critical hit. If a move has an increased critical hit ratio or has used a move or ability to increase their critical hit ratio then they can land critical hits by rolling a 10, 11 or 12 rather than just a 12
The following table illustrates what rolls account for hitting and missing.
| Attack Missed | Successful Hit | | 2-4 | 5-12 |
• Some attacks come with Secondary Effects, and a seperate dice roll is required to determine whether or not those effects take place.
• There are two types of secondary effects that can result from a move: Status Ailments and Stat Changes. An example of this would be hitting with an Ice Beam attack and having the secondary effect of freezing them; a status condition that prevents them from attacking until they thaw out. Or using the move Crunch and have the secondary effect of reducing the target's defense stat by 1 stage.
• Secondary effects are determined by rolling a 10 sided die utilizing the code [roll ]1d10[/roll] (no space after roll).
• For example, Ice Beam has a 10% chance to freeze the target and Crunch has a 10% chance of lowering the target's defense. Therefore, if you roll a 1 on the 10-sided die, you will land your secondary effect. So after rolling the dice to determine if the attack hits, you will then roll to determine if the attack results in the secondary effect. As the %chance increases by 10, each number on the die will correspond. An example would be Poison Point having a 30% chance to poison, so rolling a 1-3 would mean that the target is inflicted with Poison. These dice rolls are recorded in the table below
• If a Pokémon with Serene Grace were to use a move such as Air Slash, the 30% chance to flinch would double to 60%. This means that when rolling the 10-sided single die, if the die lands on 1-6, the attack will flinch the target.
| Dice Roll | % Chance to Inflict Secondary Effect | | 1 | 10% | | 1-2 | 20% | | 1-3 | 30% | | 1-4 | 40% | | 1-5 | 50% | | 1-6 | 60% | | 1-7 | 70% | | 1-8 | 80% | | 1-9 | 90% | | 1-10 | 100% |
• There is also a secondary singular die that will determine whether or not your Pokémon breaks out of status. This is for Pokémon that are Asleep, Frozen, Confused or Paralyzed. Normally, a single 6-sided die will be rolled to determine if a Pokémon breaks out of status. The following table lists the rolls to break free of status either permanently or for the turn depending on the condition.
| Die Roll | Number to Break Free | | 1d5 | 1 to thaw from frozen status | | 1d4 | 1-3 to move while paralyzed | | 1d3 | 1-2 to move while confused | | 1d2 | 1 to move while infatuated or awaken from sleep |
Pokémon in unable to be frozen while Sunny Day or Drought has actively changed the weather. A frozen Pokémon may thaw themselves if they use a particular move such as Flame Wheel, and then proceed to attack. Ice-type Pokémon cannot be frozen, for more information about the frozen status, click here! • While a Pokémon is paralyzed it gains decreased turn priority, meaning that it will always go second. If both Pokémon are paralyzed, then the original turn order decided by the beginning die roll will take precedent. • Confusion lasts for 3 turns. • Sleep lasts for 1-3 turns. • Pokémon inflicted with the burn and normally poisoned conditions receive 5% damage at the end of each turn (after both you and your opponent attack). This also applies to Pokémon afflicted with Wrap, Bind, Constrict, and similar moves will act the same way and deal 5% damage at the end of each turn. Pokémon that are burned have their attack stat cut in half; meaning that their physical moves do 50% less damage until they are cured. Pokémon that are badly poisoned receive an additional 5% damage every two turns. This means that you will do 5% of your Pokémon's total health after being hit, and subtract it from its current remaining total Hit Points.
| Turn Number | Badly Poison % Damage Stack (Per Turn) | | Turn 1 | 5% | | Turn 2 | 5% | | Turn 3 | 10% | | Turn 4 | 10% | | Turn 5 | 15% | | Turn 6 | 15% | | Turn 7 | 20% | | Turn 8+ | 20% |
|
Dodging |
• To respect the battle style that is iconic to Pokémon Role-Play and the Pokémon Manga, we have allowed for the use of two dodges during a battle. A well-timed dodge can drastically turn a battle around, so be creative! An example of dodging might either be: "Quick Pikachu, leap to the side of the attack!" or, for contest flare and slower moving Pokémon, "Venusaur, use Poisonpowder to blind him and stop him in his tracks!" Be careful how you use these, and always indicate in brackets that this is your dodge. Example: "Venusaur, use Poisonpowder to blind him and stop him in his tracks! [dodge 1/2]" • Dodges can be used to completely avoid damage from any attack, this includes attacks that bypass the accuracy check such as Aerial Ace and Magical Leaf, which are usually unavoidable. This has been done so that the dodge mechanic does not lose its value and that moves that bypass the accuracy check do not become overpowered.
|
Z-Moves |
• Z-Moves are special moves that can be preformed once you obtain a Z-Crystal from one of the Gym Leaders, by doing missions on the mission board, or from certain events. There is a Z-Crystal for every type and you can power up one of your moves as long as it's type matches the corresponding Z-Crystal. You may only use a Z-Move once per battle and they bypass accuracy checks but can be avoided by consuming one of your 2 available dodges. For an all encompassing list of Z-Crystals, Z-moves, and how they work with each attack, click here!
|
Blocking |
• Blocking is a mechanic that is exclusive to Double Battles or battles where Switching Out is allowed. Blocking is similar to dodging in that one trainer only gets 2 Blocks per battle and it allows one of Pokémon in the Double Battle to block an attack intended for an ally Pokémon. The Pokémon that Blocks the attack still suffers damage; however this can be used to save an ally Pokémon from harm.
|
Weather and Moves |
• Weather is the same as it is in the games, certain moves are empowered or weakened (merely multiplty by 1.5 for empowered, or divide by 2 for weakened to get the amount of damage an attack would do). For Role-Play purposes, weather will only last for 5 turns without a special weather rock. When the weather setter is holding one of these special rocks, it is increased to 8 turns. For more information on weather, check here! • Moves that land without fail such as Swift and Magical Leaf are capable of bypassing the hit/miss dice roll check, and proceeding with the attack. • OHKO moves such as Sheer Cold, Fissure, etc are banned from the role-play. • Moves such as Night Shade inflict damage equal to the opponent Pokémon's level/rank. Based on their rank, the damage is equivalent to the highest level in that Rank range (i.e: Rank 2 is levels 11-20. Therefore, if you use Night Shade on a Rank 2 Pokémon it will deal 20 damage) • Moves such as Healing Wish may only be activated if the Pokémon has at least 50% of its total Hp remaining. • The move Rest keeps the user asleep for 2 turns before waking up. Rest functions the same as it does in-game. • For the sake of balance, all healing moves that heal half of the user's health will only heal for 40% of the Pokémon's Max Hp. Moves such as Aqua Ring will heal for the same amount as in-game (1/16 of max hp). Healing moves are also only usable every other move. This means that spamming healing moves is prohibited. Moves such as Synthesis, Moonlight, and Shore Up that heal for more during a beneficial weather condition will heal for 66% of a Pokémon's Max Hp. They will heal for 25% in unbeneficial weather. • The move Metronome is also banned. In its place, Pokémon will have the move Round instead. • The Sleep Clause is also in effect, meaning only one Pokémon may be put to sleep with Spore/Sleep Powder type moves at a time. • Moves with increased Priority such as Bullet Punch, Mach Punch, and Fake Out are capable of bypassing turn-order and striking first, granted they hit, rather than miss. • Moves that hit multiple times such as Bullet Seed or Rock Blast will only hit for a total of 3 times (75 base damage) before applying any multipliers for Super Effective/Resistance. This includes multi-hit moves that benefit from Skill Link (only 3 hits, same damage calculation). Double Kick functions as it normally would. • Moves that depend on the opponent's speed such as Gyro Ball and Electro Ball will always deal 80 damage. • Moves that depend on affection such as Return and Frustration will have 60 (Rank 1-2), 70 (Rank 3-4), 80 (Rank 5-6), 90 (Rank 6-7), 102 (7-10) base power. This scales with Pokémon Rank. • Moves such as Outrage and Thrash may attack 2 times, and on the second attack the user must roll a 1d2 die to determine if it attacks a third time. If you roll a 1, it may be used a third time and the user becomes confused after the attack. If you roll a 2, the user cannot attack a third time and then becomes Confused. • Moves such as Bide, Mirror Coat, and Counter will always go second and work similarly to the games. The user receives the damage and then dishes it back out x2. • Moves with decreased Priority such as Trick Room will always go second. To accommodate this, simply role-play your Pokémon preparing to use the move if they had rolled to go first. • The move Foul Play will always have a base power of 95, but will also take into consideration if the opponent has received any attack buffs. For example, if the opponent were to use Howl which raises the user's physical attacks by 10%, Foul Play would also receive a 10% attack power increase. • The move Psywave will always have 50 base power. • Moves such as Reflect, Barrier and Light Screen will halve the damage that the user would receive, depending upon the type of screen set up (physical moves bypass Light Screen, but are slowed down when passing through Reflect.)
• Most moves use the same mechanics from the video games, if you have a question about a particular one, please contact a Moderator or Admin!
• Super Effective attacks cause the opponent to take double the damage they normally would from an attack. An example of this would be a Rank 10 Blastoise vs. a Rank 10 Charizard. A Blastoise using Hydro Pump would normally deal 410 damage as stated in the chart below. Because Hydro Pump is a water-type move and Charizard is a fire-type which is weak to water, Charizard would receive double the damage. This would be illustrated as: 410*2=820dmg, 2100Hp-820=1280Hp, putting Charizard in a 3HKO range, granted an attack doesn't miss. • Resistant typing causes the recipient of the attack to receive half of the attack's original damage. Using the example above, if a Charizard were to use Fire Blast on Blastoise, this would deal 410/2=205 damage. Thus leaving Blastoise at 1895Hp from the attack. • Type immunity is a very big game changer when it comes to battling. A Pokémon such as Dugtrio is completely immune to electric-type attacks. These are very useful when switching out during an opponent's attack. A Pikachu's thunderbolt would do 0 damage to Dugtrio. Similarly, Pokémon with the Prankster ability do not gain status move speed priority against Dark-type Pokémon. Pokémon abilities will be discussed in a separate thread found here!
|
Recoil & Crash Damage |
• Similarly to the games, certain moves that are high-risk high-reward will maintain their recoil damage. To maintain balance, all recoil-based moves will keep their recoil costs. • For example, a Rampardos using Head Smash will receive 1/2 of the damage dealt to the opponent's Pokémon. To see the amount of recoil damage that a particular move will inflict, click here! • Other moves such as Jump Kick and High Jump Kick tend to inflict damage equal to half the maximum Hp of the Pokémon. However, because there are two dodges available this can become quite punishing to the user if they miss. In order to alleviate some of that punishment while keeping a high-risk, high-reward playstyle we have decided that all crash damage will deal 1/3 of the user's maximum Hp if the user misses. If the opponent dodges, there is no crash damage. • For a list of moves that inflict crash damage, click here!
|
Hit Points by Rank |
• As stated previously, Pokémon gain more Hit Points the higher they ascend in Rank. All Pokémon in the same Rank bracket will have the same amount of Hp. The amount of Hp per rank is as follows:
| Rank | Base Hit Points | | Rank 1 | 215 | | Rank 2 | 360 | | Rank 3 | 535 | | Rank 4 | 740 | | Rank 5 | 975 | | Rank 6 | 1140 | | Rank 7 | 1335 | | Rank 8 | 1560 | | Rank 9 | 1815 | | Rank 10 | 2100 |
• Be sure to include your Pokémon's base Hp in your biography!
|
Battle Power and Critical Hits! |
• The charts below depict the amount of damage a Pokémon will do at a certain Rank, depending on the Battle Power of the move being used. To use these charts simply follow these steps: • Step 1: Open the spoiler for the attacking Pokémon's attack. • Step 2: Search for the base damage of the attack that is currently being used. • Step 3: The number it equals to is the amount of damage the attack will do (these have been factored to appropriately scale with level and solved for Base Power attack in the game.) • For example: A Rank 1 Rattata attacks with Tackle. • Step 1: Open the Rank 1 spoiler. • Step 2: Tackle has a base power of 40, so search for the 40 on the left side. • Step 3: A base power of 40 will do 43 damage. • From there, you will determine whether or not Super Effective, Resistance, Stat modifiers or Ability multipliers come into effect and then perform the appropriate math function (Nothing/Addition/Subtraction/Multiplication/Division) to obtain the total amount of damage dealt to the receiving Pokémon. For example, Rollout deals 30 base damage. Using it twice would double this to 60 damage, then you find 60 on the left side, and at Rank 1 this would do 63 damage. Then any multipliers will come into play, such as Pure Power, Stat Buffs and/or Super Effectiveness. • The recipient of the attack will then subtract the damage dealt to their Pokémon to get a new total for their remaining Hp.
|
Rank: 1 [Base Damage of your attack] = [Actual damage of your attack]
10 = 13 15 = 18 20 = 23 25 = 28 30 = 33 35 = 38 40 = 43 45 = 48 50 = 53 55 = 58 60 = 63 65 = 68 70 = 73 75 = 78 80 = 83 85 = 88 90 = 93 95 = 98 100 = 103 105 = 108 110 = 113 115 = 118 120 = 123 125 = 128 130 = 133 135 = 138 140 = 143 145 = 148 150 = 153 155 = 158 160 = 163 165 = 168 170 = 173 175 = 178 180 = 183 185 = 188 190 = 193 195 = 198 200 = 203 205 = 208 210 = 213 215 = 218 220 = 223 225 = 228 230 = 233 235 = 238 240 = 243 245 = 248 250 = 253 255 = 258 | Rank: 2 [Base Damage of your attack] = [Actual damage of your attack]
10 = 22 15 = 27 20 = 32 25 = 37 30 = 42 35 = 47 40 = 52 45 = 57 50 = 62 55 = 67 60 = 72 65 = 77 70 = 82 75 = 87 80 = 92 85 = 97 90 = 102 95 = 107 100 = 112 105 = 117 110 = 122 115 = 127 120 = 132 125 = 137 130 = 142 135 = 147 140 = 152 145 = 157 150 = 162 155 = 167 160 = 172 165 = 177 170 = 182 175 = 187 180 = 192 185 = 197 190 = 202 195 = 207 200 = 212 205 = 217 210 = 222 215 = 227 220 = 232 225 = 237 230 = 242 235 = 247 240 = 252 245 = 257 250 = 262 255 = 267 | Rank: 3 [Base Damage of your attack] = [Actual damage of your attack]
10 = 37 15 = 42 20 = 47 25 = 52 30 = 57 35 = 62 40 = 67 45 = 72 50 = 77 55 = 82 60 = 87 65 = 92 70 = 97 75 = 102 80 = 107 85 = 112 90 = 117 95 = 122 100 = 127 105 = 132 110 = 137 115 = 142 120 = 147 125 = 152 130 = 157 135 = 162 140 = 167 145 = 172 150 = 177 155 = 182 160 = 187 165 = 192 170 = 197 175 = 202 180 = 207 185 = 212 190 = 217 195 = 222 200 = 227 205 = 232 210 = 237 215 = 242 220 = 247 225 = 252 230 = 257 235 = 262 240 = 267 245 = 272 250 = 277 255 = 282 | Rank: 4 [Base Damage of your attack] = [Actual damage of your attack]
10 = 58 15 = 63 20 = 68 25 = 73 30 = 78 35 = 83 40 = 88 45 = 93 50 = 98 55 = 103 60 = 108 65 = 113 70 = 118 75 = 123 80 = 128 85 = 133 90 = 138 95 = 143 100 = 148 105 = 153 110 = 158 115 = 163 120 = 168 125 = 173 130 = 178 135 = 183 140 = 188 145 = 193 150 = 198 155 = 203 160 = 208 165 = 213 170 = 218 175 = 223 180 = 228 185 = 233 190 = 238 195 = 243 200 = 248 205 = 253 210 = 258 215 = 263 220 = 268 225 = 273 230 = 278 235 = 283 240 = 288 245 = 293 250 = 298 255 = 303 | Rank: 5 [Base Damage of your attack] = [Actual damage of your attack]
10 = 85 15 = 90 20 = 95 25 = 100 30 = 105 35 = 110 40 = 115 45 = 120 50 = 125 55 = 130 60 = 135 65 = 140 70 = 145 75 = 150 80 = 155 85 = 160 90 = 165 95 = 170 100 = 175 105 = 180 110 = 185 115 = 190 120 = 195 125 = 200 130 = 205 135 = 210 140 = 215 145 = 220 150 = 225 155 = 230 160 = 235 165 = 240 170 = 245 175 = 250 180 = 255 185 = 260 190 = 265 195 = 270 200 = 275 205 = 280 210 = 285 215 = 290 220 = 295 225 = 300 230 = 305 235 = 310 240 = 315 245 = 320 250 = 325 255 = 330 | Rank: 6 [Base Damage of your attack] = [Actual damage of your attack]
10 = 118 15 = 123 20 = 128 25 = 133 30 = 138 35 = 143 40 = 148 45 = 153 50 = 158 55 = 163 60 = 168 65 = 173 70 = 178 75 = 183 80 = 188 85 = 193 90 = 198 95 = 203 100 = 208 105 = 213 110 = 218 115 = 223 120 = 228 125 = 233 130 = 238 135 = 243 140 = 248 145 = 253 150 = 258 155 = 263 160 = 268 165 = 273 170 = 278 175 = 283 180 = 288 185 = 293 190 = 298 195 = 303 200 = 308 205 = 313 210 = 318 215 = 323 220 = 328 225 = 333 230 = 338 235 = 343 240 = 348 245 = 353 250 = 358 255 = 363 | Rank: 7 [Base Damage of your attack] = [Actual damage of your attack]
10 = 157 15 = 162 20 = 167 25 = 172 30 = 177 35 = 182 40 = 187 45 = 192 50 = 197 55 = 202 60 = 207 65 = 212 70 = 217 75 = 222 80 = 227 85 = 232 90 = 237 95 = 242 100 = 247 105 = 252 110 = 257 115 = 262 120 = 267 125 = 272 130 = 277 135 = 282 140 = 287 145 = 292 150 = 297 155 = 302 160 = 307 165 = 312 170 = 317 175 = 322 180 = 327 185 = 332 190 = 337 195 = 342 200 = 347 205 = 352 210 = 357 215 = 362 220 = 367 225 = 372 230 = 377 235 = 382 240 = 387 245 = 392 250 = 397 255 = 402 | Rank: 8 [Base Damage of your attack] = [Actual damage of your attack]
10 = 202 15 = 207 20 = 212 25 = 217 30 = 222 35 = 227 40 = 232 45 = 237 50 = 242 55 = 247 60 = 252 65 = 257 70 = 262 75 = 267 80 = 272 85 = 277 90 = 282 95 = 287 100 = 292 105 = 297 110 = 302 115 = 307 120 = 312 125 = 317 130 = 322 135 = 327 140 = 332 145 = 337 150 = 342 155 = 347 160 = 352 165 = 357 170 = 362 175 = 367 180 = 372 185 = 377 190 = 382 195 = 387 200 = 392 205 = 397 210 = 402 215 = 407 220 = 412 225 = 417 230 = 422 235 = 427 240 = 432 245 = 437 250 = 442 255 = 447 | Rank: 9 [Base Damage of your attack] = [Actual damage of your attack]
10 = 253 15 = 258 20 = 263 25 = 268 30 = 273 35 = 278 40 = 283 45 = 288 50 = 293 55 = 298 60 = 303 65 = 308 70 = 313 75 = 318 80 = 323 85 = 328 90 = 333 95 = 338 100 = 343 105 = 348 110 = 353 115 = 358 120 = 363 125 = 368 130 = 373 135 = 378 140 = 383 145 = 388 150 = 393 155 = 398 160 = 403 165 = 408 170 = 413 175 = 418 180 = 423 185 = 428 190 = 433 195 = 438 200 = 443 205 = 448 210 = 453 215 = 458 220 = 463 225 = 468 230 = 473 235 = 478 240 = 483 245 = 488 250 = 493 255 = 498 | Rank: 10 [Base Damage of your attack] = [Actual damage of your attack]
10 = 310 15 = 315 20 = 320 25 = 325 30 = 330 35 = 335 40 = 340 45 = 345 50 = 350 55 = 355 60 = 360 65 = 365 70 = 370 75 = 375 80 = 380 85 = 385 90 = 390 95 = 395 100 = 400 105 = 405 110 = 410 115 = 415 120 = 420 125 = 425 130 = 430 135 = 435 140 = 440 145 = 445 150 = 450 155 = 455 160 = 460 165 = 465 170 = 470 175 = 475 180 = 480 185 = 485 190 = 490 195 = 495 200 = 500 205 = 505 210 = 510 215 = 515 220 = 520 225 = 525 230 = 530 235 = 535 240 = 540 245 = 545 250 = 550 255 = 555 |
Base Power Critical Hit by Rank
|
Rank: 1 [Base Damage of your attack] = [Actual damage of your attack]
10 = 19 15 = 26 20 = 34 25 = 42 30 = 49 35 = 56 40 = 64 45 = 72 50 = 79 55 = 86 60 = 94 65 = 102 70 = 109 75 = 116 80 = 124 85 = 132 90 = 139 95 = 146 100 = 154 105 = 162 110 = 169 115 = 176 120 = 184 125 = 192 130 = 199 135 = 206 140 = 214 145 = 222 150 = 229 155 = 236 160 = 244 165 = 252 170 = 259 175 = 266 180 = 274 185 = 282 190 = 289 195 = 296 200 = 304 205 = 312 210 = 319 215 = 326 220 = 334 225 = 342 230 = 349 235 = 356 240 = 364 245 = 372 250 = 379 255 = 386
| Rank: 2 [Base Damage of your attack] = [Actual damage of your attack]
10 = 31 15 = 38 20 = 46 25 = 54 30 = 61 35 = 68 40 = 76 45 = 84 50 = 91 55 = 98 60 = 106 65 = 114 70 = 121 75 = 128 80 = 136 85 = 144 90 = 151 95 = 158 100 = 166 105 = 174 110 = 181 115 = 188 120 = 196 125 = 204 130 = 211 135 = 218 140 = 226 145 = 234 150 = 241 155 = 248 160 = 256 165 = 264 170 = 271 175 = 278 180 = 286 185 = 294 190 = 301 195 = 308 200 = 316 205 = 324 210 = 331 215 = 338 220 = 346 225 = 354 230 = 361 235 = 368 240 = 376 245 = 384 250 = 391 255 = 398
| Rank: 3 [Base Damage of your attack] = [Actual damage of your attack]
10 = 51 15 = 58 20 = 66 25 = 74 30 = 81 35 = 88 40 = 96 45 = 104 50 = 111 55 = 118 60 = 126 65 = 134 70 = 141 75 = 148 80 = 156 85 = 164 90 = 171 95 = 178 100 = 186 105 = 194 110 = 201 115 = 208 120 = 216 125 = 224 130 = 231 135 = 238 140 = 246 145 = 254 150 = 261 155 = 268 160 = 276 165 = 284 170 = 291 175 = 298 180 = 306 185 = 314 190 = 321 195 = 328 200 = 336 205 = 344 210 = 351 215 = 358 220 = 366 225 = 374 230 = 381 235 = 388 240 = 396 245 = 404 250 = 411 255 = 418
| Rank: 4 [Base Damage of your attack] = [Actual damage of your attack]
10 = 79 15 = 86 20 = 94 25 = 102 30 = 109 35 = 116 40 = 124 45 = 132 50 = 139 55 = 146 60 = 154 65 = 162 70 = 169 75 = 176 80 = 184 85 = 192 90 = 199 95 = 206 100 = 214 105 = 222 110 = 229 115 = 236 120 = 244 125 = 252 130 = 259 135 = 266 140 = 274 145 = 282 150 = 289 155 = 296 160 = 304 165 = 312 170 = 319 175 = 326 180 = 334 185 = 342 190 = 349 195 = 356 200 = 364 205 = 372 210 = 379 215 = 386 220 = 394 225 = 402 230 = 409 235 = 416 240 = 424 245 = 432 250 = 439 255 = 446
| Rank: 5 [Base Damage of your attack] = [Actual damage of your attack]
10 = 115 15 = 122 20 = 130 25 = 138 30 = 145 35 = 152 40 = 160 45 = 168 50 = 175 55 = 182 60 = 190 65 = 198 70 = 205 75 = 212 80 = 220 85 = 228 90 = 235 95 = 242 100 = 250 105 = 258 110 = 265 115 = 272 120 = 280 125 = 288 130 = 295 135 = 302 140 = 310 145 = 318 150 = 325 155 = 332 160 = 340 165 = 348 170 = 355 175 = 362 180 = 370 185 = 378 190 = 385 195 = 392 200 = 400 205 = 408 210 = 415 215 = 422 220 = 430 225 = 438 230 = 445 235 = 452 240 = 460 245 = 468 250 = 475 255 = 482
| Rank: 6 [Base Damage of your attack] = [Actual damage of your attack]
10 = 159 15 = 166 20 = 174 25 = 182 30 = 189 35 = 196 40 = 204 45 = 212 50 = 219 55 = 226 60 = 234 65 = 242 70 = 249 75 = 256 80 = 264 85 = 272 90 = 279 95 = 286 100 = 294 105 = 302 110 = 309 115 = 316 120 = 324 125 = 332 130 = 339 135 = 346 140 = 354 145 = 362 150 = 369 155 = 376 160 = 384 165 = 392 170 = 399 175 = 406 180 = 414 185 = 422 190 = 429 195 = 436 200 = 444 205 = 452 210 = 459 215 = 466 220 = 474 225 = 482 230 = 489 235 = 496 240 = 504 245 = 512 250 = 519 255 = 526
| Rank: 7 [Base Damage of your attack] = [Actual damage of your attack]
10 = 211 15 = 218 20 = 226 25 = 234 30 = 241 35 = 248 40 = 256 45 = 264 50 = 271 55 = 278 60 = 286 65 = 294 70 = 301 75 = 308 80 = 316 85 = 324 90 = 331 95 = 338 100 = 346 105 = 354 110 = 361 115 = 368 120 = 376 125 = 384 130 = 391 135 = 398 140 = 406 145 = 414 150 = 421 155 = 428 160 = 436 165 = 444 170 = 451 175 = 458 180 = 466 185 = 474 190 = 481 195 = 488 200 = 496 205 = 504 210 = 511 215 = 518 220 = 526 225 = 534 230 = 541 235 = 548 240 = 556 245 = 564 250 = 571 255 = 578
| Rank: 8 [Base Damage of your attack] = [Actual damage of your attack]
10 = 271 15 = 278 20 = 286 25 = 294 30 = 301 35 = 308 40 = 316 45 = 324 50 = 331 55 = 338 60 = 346 65 = 354 70 = 361 75 = 368 80 = 376 85 = 384 90 = 391 95 = 398 100 = 406 105 = 414 110 = 421 115 = 428 120 = 436 125 = 444 130 = 451 135 = 458 140 = 466 145 = 474 150 = 481 155 = 488 160 = 496 165 = 504 170 = 511 175 = 518 180 = 526 185 = 534 190 = 541 195 = 548 200 = 556 205 = 564 210 = 571 215 = 578 220 = 586 225 = 594 230 = 601 235 = 608 240 = 616 245 = 624 250 = 631 255 = 638
| Rank: 9 [Base Damage of your attack] = [Actual damage of your attack]
10 = 339 15 = 346 20 = 354 25 = 362 30 = 369 35 = 376 40 = 384 45 = 392 50 = 399 55 = 406 60 = 414 65 = 422 70 = 429 75 = 436 80 = 444 85 = 452 90 = 459 95 = 466 100 = 474 105 = 482 110 = 489 115 = 496 120 = 504 125 = 512 130 = 519 135 = 526 140 = 534 145 = 542 150 = 549 155 = 556 160 = 564 165 = 572 170 = 579 175 = 586 180 = 594 185 = 602 190 = 609 195 = 616 200 = 624 205 = 632 210 = 639 215 = 646 220 = 654 225 = 662 230 = 669 235 = 676 240 = 684 245 = 692 250 = 699 255 = 706
| Rank: 10 [Base Damage of your attack] = [Actual damage of your attack]
10 = 415 15 = 422 20 = 430 25 = 438 30 = 445 35 = 452 40 = 460 45 = 468 50 = 475 55 = 482 60 = 490 65 = 498 70 = 505 75 = 512 80 = 520 85 = 528 90 = 535 95 = 542 100 = 550 105 = 558 110 = 565 115 = 572 120 = 580 125 = 588 130 = 595 135 = 602 140 = 610 145 = 618 150 = 625 155 = 632 160 = 640 165 = 648 170 = 655 175 = 662 180 = 670 185 = 678 190 = 685 195 = 692 200 = 700 205 = 708 210 = 715 215 = 722 220 = 730 225 = 738 230 = 745 235 = 752 240 = 760 245 = 768 250 = 775 255 = 782 |
| • The values listed in the second set of spoilers includes the amount of damage a particular ranked Pokémon's move will do depending on if the dice rolled a critical hit. |
Edited by Tyler, Mar 20 2018, 12:54 AM.
|