EXP Gain
• Certain levels of pokemon give out a set number of experience. Please refer to this chart for that information.
• Lv-1-3: 2 Exp
• Lv-4-7: 5 Exp
• Lv-8-12: 7 Exp
• Lv-13-18: 10 Exp
• Lv-19-25: 15 Exp
• Lv-26-34: 20 Exp
• Lv-35- 42: 25 Exp
• Lv-43-50: 30 Exp
• Lv-51-70: 35 Exp
• Lv-71+: 40 Exp
HP:
• The HP system has been simplified-- just multiply your Pokemon's level by 10, and you'll have its HP. From there, simply add 10HP for each level it gains until it hits level 100 with a max of 1000HP.
• We recognize this is quite different from the system some of you may be used to, but it helps compensate for the other alterations we've been making, primarily in regards to attacks in Bulbapedia. It also means you'll have to check this page much less regularly since the system for deciding HP is the same and a simple multiplication.
Level boost / Pokemon Stat's
• The guild has a fairly simple system to compensate for the strength normally earned by stronger Pokemon. At every tenth level starting at level 20, they gain a stagnant boost to Physical and Special attack and defense. This boost is a +10 to the base damage of any damaging move they use as well as a negation of 10 damage from any incoming attacks.
This means that at level 20 their attacks will do +10 base damage, at level 30 their attacks will do +20 base damage, and so on, until they reach level 100, giving a +90. Similarly, so that higher level Pokemon can't be easily wiped out by lower leveled ones (ie a level 100 Charizard getting creamed by a level 15 Squirtle with the right move sets), Pokemon will get a corresponding defense buff as well. This will equal out so that Pokemon at the same level doesn't have an upper hand on one another, and will require on tactics and the usual to win.
• If a Pokemon's defense buff would reduce the damage done to it, to 10 or less, it does a minimum of 10 damage instead. No attack can do 0 damage with the exceptions being due to an item, move, or abilities effect such as Sturdy or Endure. Move such as Protect and Detect being a notable exception as well as the nullify the attack altogether.
Stat. Increases/Decreases
• Physical Attack, Physical Defense, Special Attack, Special Defense, Accuracy, Evasion, Speed and the Critical Hit Ratio can be increased and or decreased by corresponding Moves, Abilities, and Items respectively. The Critical hit Ratio, however, can only be increased.
• Each stat has a six-stage cap, positive and negative. Each 'stage' removes or adds 10% the move's base damage (base power + level buff) for a potential 60% increase or decrease MAX before the Pokemon's 'stat can't go any higher'.
• When a Pokemon boosts its Physical defense, it will take less damage from Physical attacks. When it boosts its Physical attack power its Physical attacks will do more damage.
• When a Pokemon boosts its Special defense, it will take less damage from Special attacks. When it boosts its Special attack power its Special attacks will do more damage.
• Stat changes such as these are reset to normal when a Pokemon is swapped out.
• If the total damage isn't a whole number, round the decimals down to make it a whole number.
Speed:
• The Speed stat indicates turn of attack. Normally the Pokemon with the highest level attacks first. However, all Pokemon are counted as having a speed of 0 and to increase your own speed or decrease your opponents will change turn of attack. Whoever is fastest attacks first even if both Pokemon use a move with the same priority.
• If the Pokemon are the same level, or their speed has been adjusted to be the same, then the players must roll a dice to see who goes first.
Accuracy, and Evasiveness:
• Accuracy and Evasiveness are not commonly used in the guild, but they can be. As a baseline, almost all moves that are used will hit the opposing Pokemon unless the target Pokemon is in a semi-invulnerable state (up in the air, under the ground, using protective moves, etc.) or the move has a chance to miss such as OHKO moves. There are certain moves that allow Pokemon to be hit in these states, but all other moves will hit automatically unless a Pokemon's accuracy or evasiveness has been altered. Some moves with a stronger base power, such as Fire Blast, do however have an accuracy roll to help balance their power.
• If accuracy has been lowered via a move such as Sand Attack, the target Pokemon will now have a 1/10 chance to miss when attacking. A raised accuracy doesn't normally give any benefits, however, it does make it harder for an opponent to lower that Pokemon's accuracy to the point where its attacks would start missing, A Pokemon's accuracy can be raised or lowered up to six stages, each stage increasing or decreasing the accuracy by 1/10.
• Evasion works similarly, with a six-stage cap in both directions. Raising evasiveness means that all attacks at this Pokemon have a 1/10 chance to miss, adding another 1/10 chance for each stage of evasiveness raised. Lowering evasiveness will also add 1/10 to any attack with an accuracy roll but otherwise has no effect.
Critical Hit:
• Some moves have an increased chance to critically hit, this is implemented in the guild by giving them a 2/10 chance to critically hit. If a move is successful in the critical hit, their attack will double in damage.
Multi-hit moves:
• Each occurrence of damage dealt has its own a chance to hit critically and or flinch.
• Critical hits double the damage of the corresponding occurrence of damage dealt but NOT the overall damage dealt.
An example of this is this
• Any increase or decrease of damage by Type effectiveness, Stat boosts, items and or abilities are applied to the overall damage of all occurrences of damage dealt.
• Multi-hit moves trigger Effect Spore, Sap Sipper, Weak Armor, Justified, Stench, Poison Point, Poison Touch, Static, Flame Body, Iron Bards, Rough Skin, Cute Charm, Cursed body, Sticky Barb, and the Rocky Helmet, upon each separate occurrences of damage dealt.
• Sturdy, Spiky Shield, King's Shield, Gems, Reduction Berry's, Shell Bell, The Metronome item, Counter, Bide, and Endure, only account for first occurrences of damage dealt. For example, if a Pokemon uses Endure and takes a Multi-hit move its only protected from being KO'ed from the first of the hits allowing the second hit to KO it.
•
• Certain levels of pokemon give out a set number of experience. Please refer to this chart for that information.
• Lv-1-3: 2 Exp
• Lv-4-7: 5 Exp
• Lv-8-12: 7 Exp
• Lv-13-18: 10 Exp
• Lv-19-25: 15 Exp
• Lv-26-34: 20 Exp
• Lv-35- 42: 25 Exp
• Lv-43-50: 30 Exp
• Lv-51-70: 35 Exp
• Lv-71+: 40 Exp
HP:
• The HP system has been simplified-- just multiply your Pokemon's level by 10, and you'll have its HP. From there, simply add 10HP for each level it gains until it hits level 100 with a max of 1000HP.
• We recognize this is quite different from the system some of you may be used to, but it helps compensate for the other alterations we've been making, primarily in regards to attacks in Bulbapedia. It also means you'll have to check this page much less regularly since the system for deciding HP is the same and a simple multiplication.
Level boost / Pokemon Stat's
• The guild has a fairly simple system to compensate for the strength normally earned by stronger Pokemon. At every tenth level starting at level 20, they gain a stagnant boost to Physical and Special attack and defense. This boost is a +10 to the base damage of any damaging move they use as well as a negation of 10 damage from any incoming attacks.
This means that at level 20 their attacks will do +10 base damage, at level 30 their attacks will do +20 base damage, and so on, until they reach level 100, giving a +90. Similarly, so that higher level Pokemon can't be easily wiped out by lower leveled ones (ie a level 100 Charizard getting creamed by a level 15 Squirtle with the right move sets), Pokemon will get a corresponding defense buff as well. This will equal out so that Pokemon at the same level doesn't have an upper hand on one another, and will require on tactics and the usual to win.
• If a Pokemon's defense buff would reduce the damage done to it, to 10 or less, it does a minimum of 10 damage instead. No attack can do 0 damage with the exceptions being due to an item, move, or abilities effect such as Sturdy or Endure. Move such as Protect and Detect being a notable exception as well as the nullify the attack altogether.
Stat. Increases/Decreases
• Physical Attack, Physical Defense, Special Attack, Special Defense, Accuracy, Evasion, Speed and the Critical Hit Ratio can be increased and or decreased by corresponding Moves, Abilities, and Items respectively. The Critical hit Ratio, however, can only be increased.
• Each stat has a six-stage cap, positive and negative. Each 'stage' removes or adds 10% the move's base damage (base power + level buff) for a potential 60% increase or decrease MAX before the Pokemon's 'stat can't go any higher'.
• When a Pokemon boosts its Physical defense, it will take less damage from Physical attacks. When it boosts its Physical attack power its Physical attacks will do more damage.
• When a Pokemon boosts its Special defense, it will take less damage from Special attacks. When it boosts its Special attack power its Special attacks will do more damage.
• Stat changes such as these are reset to normal when a Pokemon is swapped out.
• If the total damage isn't a whole number, round the decimals down to make it a whole number.
Speed:
• The Speed stat indicates turn of attack. Normally the Pokemon with the highest level attacks first. However, all Pokemon are counted as having a speed of 0 and to increase your own speed or decrease your opponents will change turn of attack. Whoever is fastest attacks first even if both Pokemon use a move with the same priority.
• If the Pokemon are the same level, or their speed has been adjusted to be the same, then the players must roll a dice to see who goes first.
Accuracy, and Evasiveness:
• Accuracy and Evasiveness are not commonly used in the guild, but they can be. As a baseline, almost all moves that are used will hit the opposing Pokemon unless the target Pokemon is in a semi-invulnerable state (up in the air, under the ground, using protective moves, etc.) or the move has a chance to miss such as OHKO moves. There are certain moves that allow Pokemon to be hit in these states, but all other moves will hit automatically unless a Pokemon's accuracy or evasiveness has been altered. Some moves with a stronger base power, such as Fire Blast, do however have an accuracy roll to help balance their power.
• If accuracy has been lowered via a move such as Sand Attack, the target Pokemon will now have a 1/10 chance to miss when attacking. A raised accuracy doesn't normally give any benefits, however, it does make it harder for an opponent to lower that Pokemon's accuracy to the point where its attacks would start missing, A Pokemon's accuracy can be raised or lowered up to six stages, each stage increasing or decreasing the accuracy by 1/10.
• Evasion works similarly, with a six-stage cap in both directions. Raising evasiveness means that all attacks at this Pokemon have a 1/10 chance to miss, adding another 1/10 chance for each stage of evasiveness raised. Lowering evasiveness will also add 1/10 to any attack with an accuracy roll but otherwise has no effect.
Critical Hit:
• Some moves have an increased chance to critically hit, this is implemented in the guild by giving them a 2/10 chance to critically hit. If a move is successful in the critical hit, their attack will double in damage.
Multi-hit moves:
• Each occurrence of damage dealt has its own a chance to hit critically and or flinch.
• Critical hits double the damage of the corresponding occurrence of damage dealt but NOT the overall damage dealt.
An example of this is this
Fury Swipes: 18: hits 2-5 times [ hits three times ]
Attack-1: 18
Attack-2: 18 = Critical hit: x2 =36
Attack-3: 18
Damage dealt: 72
Attack-1: 18
Attack-2: 18 = Critical hit: x2 =36
Attack-3: 18
Damage dealt: 72
• Any increase or decrease of damage by Type effectiveness, Stat boosts, items and or abilities are applied to the overall damage of all occurrences of damage dealt.
• Multi-hit moves trigger Effect Spore, Sap Sipper, Weak Armor, Justified, Stench, Poison Point, Poison Touch, Static, Flame Body, Iron Bards, Rough Skin, Cute Charm, Cursed body, Sticky Barb, and the Rocky Helmet, upon each separate occurrences of damage dealt.
• Sturdy, Spiky Shield, King's Shield, Gems, Reduction Berry's, Shell Bell, The Metronome item, Counter, Bide, and Endure, only account for first occurrences of damage dealt. For example, if a Pokemon uses Endure and takes a Multi-hit move its only protected from being KO'ed from the first of the hits allowing the second hit to KO it.
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