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Post by Émeline Regnard on Jun 15, 2022 22:23:08 GMT
how does Endure works? Is it like protect or something else?
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Post by Gardeon on Jun 15, 2022 22:25:45 GMT
Exactly the same as the game, using it as your status move means no matter what damage you take from combat, you drop to 1 hp.
Aka a level 10, at 50hp,is hit for 55. You'd drop to 1. If they were hit for 45,endure would not trigger, being wasted, and they'd drop to 5 still. Totally comes in to play based on the moves and so forth the opponent then can, or choses, to use.
EDIT, ADDED CONTEXT/INFORMATION FROM DISCORD INQUIRIES: While indeed Endure in no way negates damage but alternatively does fulfill a similar effect of holding out an extra round as such yes it does take up the whole turn as much like the aforementioned two attacks it requires 'full concentration' in order to hold out. - Nako
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Post by Forrest Oliver "Ollie" Spencer on Jul 5, 2022 3:11:08 GMT
In the AttackDex entry for flail and reversal (and possibly others, but these are the first two that come to mind), the description reads: "The less HP the user has, the greater the move's power." - flail"...becomes more powerful the less HP the user has." - reversalThe base power listed on Serebii for both moves is 1, but is the final total? How would we go about determining the power of these kinds of moves on-site? In a similar vein are moves that focus on trainer happiness: frustration and return are focal points of my question. Frustration is more powerful if a Pokémon has low happiness, while return is more powerful when a Pokémon has high happiness. Per Serebii: "This full-power attack grows more powerful the less the user likes its Trainer." - frustration"This full-power attack grows more powerful the more the user likes its Trainer." - returnThe base power listed on Serebii for both moves is 1, but is that the final total? How would we go about determining the power of these kinds of moves on-site?
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Post by Gardeon on Jul 8, 2022 10:51:18 GMT
frustration and return are easy ones, return grows with 20bp x the number of hearts you have earned, frustration you would need to speak to a mod and basically begin to make a note of "negative hearts" which has been done before, like being a Hawaiian Breeze to a pokemon in a thread would earn a "negative heart" and then those would again be 20x that number of hearts.
flail and reversal have never been used in this manor before but we did once have it worked out, this is open to being tweaked or changed if it becomes far too OP but it was always nearest 20% of health --> attack. So at 100%, its a 20bp move, at 80, becomes 40 and so on and so forth down the line
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Post by Deleted on Dec 3, 2022 21:41:39 GMT
Crossposting from Discord -
Just asking this in advance if there's a future where it happens - In terms of Thrash how would it work in Shula specifically? I know in the games it lasts 2-3 turn if the first one hits, and then afterwards it causes confusion for 1-4 turns, but I know the rule in Shula is that moves that are over 80 BP have a Cooldown of 2 turns before using that same move again.
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Post by Espurr on Dec 9, 2022 18:05:15 GMT
Thrash is a fun move! It'd be a shame to gut its gimmick, even with our 80+ BP rule, so here's what we're going to do.
Thrash is the one exception to the 80+ BP cooldown rule, with some specific guidelines.
It can't be used 3 times in a row, only two. If you use thrash, you may use it twice in a row before invoking the cooldown unlike with any other move, keeping in mind that thrash is not guaranteed to hit both times, or even once (after all, dodge mechanics still exist!)
If used twice in a row, thrash will always auto-confuse the user. In addition to this, if thrash hits on the first instance of using it in a chain, the user is locked into using it again to complete the chain of two- which usually is going to give the opponent a chance to dodge it, and results in confusion just as if you'd used the move twice of your own accord.
On a second use of thrash, the user can never use a status move with it, and if someone chooses not to use thrash twice in a row then the cooldown starts from their first use of it.
Some quick battle summaries to try and illustrate things better:
Pokemon A uses thrash, and a status move if they wish. Pokemon B dodges thrash. Pokemon A uses thrash a second time. Pokemon A is now confused, and the 2 turn cooldown starts.
OR
Pokemon A uses thrash, and a status move if they wish. Pokemon B is hit by thrash. Pokemon A is forced to use thrash for another turn and is now confused. 2 turn cooldown starts.
OR
Pokemon A uses thrash, and a status move if they wish. Pokemon B dodges thrash. Pokemon A decides to use a different attacking move, and the 2 turn cooldown for thrash starts from their last turn.
If any part of this explanation is unclear, please say so!
Battles currently running that have already used thrash without knowing these rules may continue and wrap up as they were, but from this point forward this is how this move works.
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Post by Haunter on Aug 12, 2024 9:07:34 GMT
Carrying this information over from Discord as it is something that has been asked several times and so is easier to find.
Question: How does the move 'Beat Up' work?
Answer:
'Beat Up inflicts damage on the target from the user and from each conscious pokemon in the user's party that does not have a non-volatile status. Each strike is type less and has a base power of 10; damage is determined using each attacking pokemons back Attack & level and the target's base Defence.
Beat Up ignores changes to stat levels (attack / defence) and STAB is not considered when calculating damage. Each strike is preceded with the message '<name's> Attack' where <name> is the name of the pokemon in the players party.
Or to put it more simply in equation form
10 (base power) + 10 (60) (Pokemon 1 - 5's attack is all are non fainted / don't have a status condition) = 60 total bp
If any team members have fainted or have a status condition they are not to be counted in the overall tally, thus total BP can range from anywhere between 10 / 20 BP to 60 BP
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