Trainer Log Help
Oct 28, 2019 0:19:33 GMT
Post by Sleepy on Oct 28, 2019 0:19:33 GMT
Helpful Links
New Trainer Crash Course
Advancing in Tier
Battle System
Copy the template below and paste it for each of your Pokémon into a new thread. Edit this post as you catch new Pokémon, and reply with a new post each time you rank up! This is how you chart your progress and journey across Amrys, as well as keep track of your moves, abilities, stats, and dice rolls. Keep this log handy as you engage in battles and Tier up.
Also keep track of your completed quests!
Feel free to spruce this template up as much as you want, just as long as you include all the important info.
Murkrow ♂, Tier 1
Feared and loathed by many, it is believed to bring misfortune to all those who see it at night.
Super Luck: 18, 19, and 20 in your Accuracy roll count as critical hits.
31 HP / 4 Def / 4 Sp. Def / 1d20 +2 Speed
Astonish, Ghost/Physical (1d20 +3 acc.)
1d4 + 2 ATK + Tier 1
Drill Peck, Flying/Physical (1d20 + 3 acc.)
1d8 + 2 ATK + Tier 1
Pursuit, Dark/Physical (1d20 + 3 acc.)
1d4 + 2 ATK + Tier 1
Does double power (1d8) on a switching opponent.
Calculate HP
Find ability
Calculate modifiers
Calculate Evasion Class
Legal Moves
Calculate Move Damage and Accuracy
AAAAAAAAAAAAAA, help!!
Don't panic.
If you have any questions or need any help figuring this out, a staff member will be happy to help you finish it.
New Trainer Crash Course
Advancing in Tier
Battle System
Copy the template below and paste it for each of your Pokémon into a new thread. Edit this post as you catch new Pokémon, and reply with a new post each time you rank up! This is how you chart your progress and journey across Amrys, as well as keep track of your moves, abilities, stats, and dice rolls. Keep this log handy as you engage in battles and Tier up.
[img]PokemonPicURL[/img]
[b]PokémonNameHere[/b] ♂/♀/○, [i]Tier [/i]
[b]AbilityNameHere:[/b] [i]Ability Description[/i]
X HP / X Defense / X Sp. Def / 1d20 + X Speed
[b]MoveName,[/b] [i]Type/Physical OR Special[/i] (1d20 + X accuracy)
XdY + Z ATK/Sp. Atk + Tier = Damage
[i]Special Effects[/i]
[b]MoveName,[/b] [i]Type/Status[/i] (1d20 + X accuracy)
[i]Special Effects[/i]
Also keep track of your completed quests!
[b]Gold Quest:[/b]
[url=thread]ThreadName[/url]
[b]Silver Quests:[/b]
[url=thread]ThreadName[/url]
Feel free to spruce this template up as much as you want, just as long as you include all the important info.
Murkrow ♂, Tier 1
Feared and loathed by many, it is believed to bring misfortune to all those who see it at night.
Super Luck: 18, 19, and 20 in your Accuracy roll count as critical hits.
31 HP / 4 Def / 4 Sp. Def / 1d20 +2 Speed
Astonish, Ghost/Physical (1d20 +3 acc.)
1d4 + 2 ATK + Tier 1
Drill Peck, Flying/Physical (1d20 + 3 acc.)
1d8 + 2 ATK + Tier 1
Pursuit, Dark/Physical (1d20 + 3 acc.)
1d4 + 2 ATK + Tier 1
Does double power (1d8) on a switching opponent.
Calculate HP
You can find your Pokémon's base HP on PokémonDB.
Calculate your HP by taking your Pokémon's base HP stat and dividing it by 2. Round up to the nearest whole number, and then add your Tier modifier.
Base HP ÷ 2 + Tier
e.g. Bulbasaur has base HP of 45.
45 ÷ 2 = 22.5 (round up to 23).
23 + Tier 1 = 24.
Calculate your HP by taking your Pokémon's base HP stat and dividing it by 2. Round up to the nearest whole number, and then add your Tier modifier.
Base HP ÷ 2 + Tier
e.g. Bulbasaur has base HP of 45.
45 ÷ 2 = 22.5 (round up to 23).
23 + Tier 1 = 24.
Find ability
Use 'ctrl + f' to find your Pokémon's ability instantly.
ADAPTABILITY
Powers up moves of the same type. +2 damage modifier.
AERILATE
Turns Normal-type moves into Flying-type moves.
AFTERMATH
Damages the attacker landing the finishing hit. Attacker loses 1/4 of max HP.
AIR LOCK
Eliminates the effects of weather.
ANALYTIC
Boosts move power when the Pokémon moves last. +2 damage modifier.
ANGER POINT
Maxes Attack after taking a critical hit. +6 stages.
ANTICIPATION
Senses a foe's dangerous moves. Prevents a foe from using super-effective moves for 1 turn.
ARENA TRAP
Prevents the foe from fleeing.
AROMA VEIL
Protects allies from attacks that limit their move choices.
AURA BREAK
Foe gets -2 damage modifier to Dark- and Fairy-type moves.
BAD DREAMS
Sleeping foes lose 1d8 of their HP every turn.
BATTERY
+2 damage modifier to allies' Special moves.
BATTLE ARMOR
Protects against critical hits.
BATTLE BOND
Changes forms after causing opponent to faint. +3 damage modifier to Water Shuriken in this form.
BEAST BOOST
Raises the Pokémon's most proficient stat +1 stage each time it knocks out an opponent.
BERSERK
Raises Special Attack +1 stage when HP drops below half.
BIG PECKS
Protects from Defense-lowering attacks.
BLAZE
+2 damage modifier to Fire-type moves when HP falls below 1/3.
BULLETPROOF
Protects from ball and bomb moves.
CHEEK POUCH
Consume a berry when HP falls below HP, curing a status condition or raising HP by 1d10.
CHLOROPHYLL
Raises Speed +1 stage in harsh sunlight
CLEAR BODY
Prevents stat-lowering attacks.
CLOUD NINE
Eliminates the effects of weather.
COLOR CHANGE
Changes the Pokémon type when damaged, to that move's type.
COMATOSE
Always has Sleep status, but can still attack. Status cannot be removed or replaced.
COMPETITIVE
Raises Special Attack +1 stage when stats are lowered.
COMPOUND EYES
+3 Accuracy modifier to all moves.
CONTRARY
Stat changes have opposite effects.
CORROSION
Can poison Steel- and Poison-types.
CURSED BODY
Roll 1d6 after damaging a Pokémon with this ability. 5 or 6 will disable the last move used for 4 turns.
CUTE CHARM
Roll 1d6 after contacting a Pokémon with this ability with a Physical move. 5 or 6 will result in infatuation status. Will not infatuate genderless Pokémon or Pokémon of the same gender.
DAMP
Prevents the use of self-destructing moves.
DANCER
Copies the foe's Dance moves.
DARK AURA
+2 damage modifier to Dark-type moves for all Pokémon.
DAZZLING
Protects the Pokémon from high-priority moves.
DEFEATIST
-2 Special Attack and -2 Attack modifiers when HP falls below half.
DEFIANT
Raises Attack +1 stage when stats are lowered.
DELTA STREAM
Creates strong winds. Cannot be replaced by a regular weather condition. Electric-, Ice-, and Rock-type lose type advantage against Flying-types in this condition. Stops when Pokémon switches out.
DESOLATE LAND
Creates extremely harsh sunlight. Cannot be replaced by a regular weather condition. Water-type attacks evaporate and have no effect, as well as effects of regular harsh sunlight condition. Stops when Pokémon switches out.
DISGUISE
Avoids damage for one attack, similar to the move Substitute.
DOWNLOAD
Raises either Attack or Special Attack +1 stage when switching in, depending on if the foe's Defense or Special Defense are lower.
DRIZZLE
Creates rain for 5 turns unless cleared or replaced.
DROUGHT
Creates harsh sunlight for 5 turns unless cleared or replaced.
DRY SKIN
Heals 1/4 of HP if hit by a Water-type attack, but +5 damage modifier to Fire-type attacks. Recovers 1d8 HP in rain and 1d8 HP in harsh sunlight.
EFFECT SPORE
Roll 1d8 after contacting a Pokémon with this ability with a Physical move. 6 will result in paralysis, 7 will result in poison, 8 will result in sleep.
ELECTRIC SURGE
Creates Electric Terrain when switching in. Grounded Pokémon cannot fall asleep and +2 damage modifier to all Electric-type attacks.
EMERGENCY EXIT
Switches out automatically when HP falls below half.
FAIRY AURA
+2 damage modifier to Fairy-type moves for all Pokémon.
FILTER
-1 damage modifier to super-effective attacks against this Pokémon.
FLAME BODY
Roll 1d6 after contacting a Pokémon with this ability with a Physical move. 5 or 6 will result in burn status.
FLARE BOOST
+2 damage modifier to Special Attacks when burned.
FLASH FIRE
Fire-type attacks do no damage, but instead apply +3 damage modifier to this Pokémon's Fire-type attacks for the duration of the battle. Modifier does not stack if hit again.
FLOWER GIFT
Raises Attack and Special Defense +1 stage for all party Pokémon during harsh sunlight.
FLOWER VEIL
Protects ally Grass-type Pokémon from having stats lowereed.
FLUFFY
Halves damage from Physical attacks, but gains 2x weakness to Fire-type moves.
FORECAST
Transforms type with the weather.
FOREWARN
Determines the foe's moves when switching in. Choose 1 move to disable for 1 turns.
FRIEND GUARD
-2 damage modifier to attacks against allies.
FRISK
Checks the foe's held item. Choose 1 move to disable for 1 turns. Prevents the use of Z-Rings or Mega-Evolution while switched in.
FULL METAL BODY
Prevents stat-lowering attacks.
FUR COAT
-2 damage modifier from Physical attacks.
GALE WINGS
Flying-type moves get priority.
GALVANIZE
Normal-type moves become Electric-type and also gain +2 damage modifier.
GLUTTONY
Consumes a berry when HP falls below 3/4, regaining 1d8 HP or healing a status condition.
GOOEY
Contacting this Pokémon with a Physical move lowers Speed by -1 stage.
GRASS PELT
Raises Defense +2 stages in Grassy Terrain.
GRASSY SURGE
Creates Grassy Terrain when switching in. Restores the HP of grounded Pokémon by 1d8 each turn and gives +2 damage modifier to all Grass-type attacks.
GUTS
Raises Attack +2 stages when inflicted with a status ailment.
HARVEST
Consume a berry when HP falls below half, curing a status condition or raising HP by 1d10. Roll 1d6—if 3, 4, or 6, gain use of this ability again.
HEALER
Roll 1d6 at the end of every turn an ally has a status condition. If 5 or 6, that status is healed.
HEATPROOF
-2 damage modifier to Fire-type moves.
HEAVY METAL
Doubles the Pokémon's weight, for the purpose of calculating damage for certain moves.
HONEY GATHER
Gathers honey as you travel. With this Pokémon leading your party, gain +5 to encounter rolls.
HUGE POWER
Doubles base Attack stat.
HUSTLE
+2 damage modifier and -1 Accuracy modifier to Physical moves
HYDRATION
Heals status conditions in rain.
HYPER CUTTER
Protects against Attack stat-lowering moves.
ICE BODY
Regains 1d8 HP in a hailstorm.
ILLUMINATE
With this Pokémon leading your party, gain +5 to encounter rolls.
ILLUSION
Enters battle disguised as another Pokémon. Types and moves do not change, and the disguise breaks when hit by an attack.
IMMUNITY
Prevents poisoning.
IMPOSTER
Transforms into the foe, including moves, ability, type, and stats.
INFILTRATOR
Ignores the effects of Reflect, Light Screen, and Safeguard.
INNARDS OUT
Damages the attacker landing the finishing hit by the amount equal to its last HP.
INNER FOCUS
Prevents flinching.
INSOMNIA
Prevents sleep.
INTIMIDATE
Lowers the foe's Attack stat by -1 stage.
IRON BARBS
Inflicts 1d4 damage to the foe upon contact with a Physical move.
IRON FIST
Gain +1 damage modifier to punching moves.
JUSTIFIED
Raises Attack by +1stage when hit by a Dark-type move.
KEEN EYE
Protects against Accuracy-lowering attacks.
KLUTZ
If you roll a 1 on your Accuracy roll, hurt yourself or an ally with your attack.
LEAF GUARD
Prevents status problems in harsh sunlight.
LEVITATE
Gives immunity to Ground-type moves.
LIGHT METAL
Halves the Pokémon's weight, for the purpose of calculating the damage of certain movese.
LIGHTNING ROD
Draws in all Electric-type moves, which raise Special Attack by +1 stage instead of damaging.
LIMBER
Prevents paralysis.
LIQUID OOZE
Damages attackers by 1d8 when using any draining move.
LIQUID VOICE
All sound-based moves become Water-type.
LONG REACH
Physical moves do not make contact (preventing Effect Spore, Flame Body, Iron Barbs, etc.)
MAGIC BOUNCE
Reflects status-changing attacks onto the foe.
MAGIC GUARD
Only takes damage from attacks. Protects from indirect damage, such as Poison or Burns, weather damage, recoil, or entry hazards.
MAGICIAN
Steals all held items, i.e. berries, Mega Stones, and Z-Rings.
MAGMA ARMOR
Prevents freezing.
MAGNET PULL
Prevents Steel-type Pokémon from escaping.
MARVEL SCALE
Raises Defense by +1 stage if inflicted with a status ailment.
MEGA LAUNCHER
+2 damage modifier to aura and pulse moves.
MERCILESS
The Pokémon's attacks become critical hits if the target is poisoned.
MINUS
Raises Special Attack by +2 stages if another Pokémon has Plus ability.
MISTY SURGE
Creates Misty Terrain when swittching in. Protects all grounded Pokémon from status conditions and -2 damage modifier to Dragon-type attacks.
MOLD BREAKER
Moves can be used regardless of abilities.
MOODY
Roll 2d6 every turn. Your first roll will raise that stat +2 stages. Your second roll will lower that stat -1 stage.
1 = HP
2 = Attack
3 = Defense
4 = Sp. Atk
5 = Sp. Def
6 = Speed
MOTOR DRIVE
Raises Speed +1 stage if hit by an Electric-type move instead of damaging.
MOXIE
Raises Attack by +1 stage upon knocking out an opponent.
MULTISCALE
-2 damage modifier against this Pokémon when HP is full.
MULTITYPE
Changes the Pokémon's type at will.
MUMMY
Contacting this Pokémon with a Physical move will spread this ability.
NATURAL CURE
Heal status condition upon switching out.
NEUROFORCE
+2 damage modifier to super-effective moves used by this Pokémon.
NO GUARD
All attacks used by and targeted at this Pokémon are guaranteed to hit without fail.
NORMALIZE
All moves used by the Pokémon become Normal-type move, and +1 damage modifier to these attacks.
OBLIVIOUS
Prevents infatuation.
OVERCOAT
Protects against weather damage.
OVERGROW
+2 damage modifier to Grass-type moves when HP falls below 1/3.
OWN TEMPO
Prevents confusion.
PARENTAL BOND
Attacks twice. The second attack does half the damage as the first.
PICKPOCKET
Steals held items, i.e. berries, Mega Stones, and Z-Rings, when contacted by a foe's Physical attack.
PICKUP
If another Pokémon uses an item (such has a berry), this Pokémon obtains that berry.
PIXILATE
Normal-type moves used by the Pokémon become Fairy-type move, and +1 damage modifier to these attacks.
PLUS
Raises Special Attack by +2 atages if another Pokémon has Plus ability.
POISON HEAL
Restores HP by 1d8 when poisoned instead of losing HP.
POISON POINT
Roll 1d6 after contacting a Pokémon with this ability with a Physical move. 5 or 6 will result in poison status.
POISON TOUCH
When attacking the foe, roll a 1d6. 5 or 6 will result poison the foe.
POWER CONSTRUCT
Changes form when HP falls below half.
POWER OF ALCHEMY
Copies the ability of your last fallen ally.
PRANKSTER
Status moves gain +1 priority.
PRESSURE
Restricts all foe's moves PP to 5. PP is not normally represented in this battle system except in this case.
PRIMORDIAL SEA
Creates heavy rain. Cannot be replaced by a regular weather condition. Fire-type attacks fizzle out and have no effect, as well as effects of regular harsh sunlight condition. Stops when Pokémon switches out.
PRISM ARMOR
-3 damage modifier from super-effective attacks.
PROTEAN
Changes the Pokémon's type to the move it's about to use.
PSYCHIC SURGE
Creates Psychic Terrain when switching in. Prevents high-priority moves and +2 damage modifier to Psychic-type attacks.
PURE POWER
Doubles base Attack stat.
QUEENLY MAJESTY
Prevents use of high-priority moves.
QUICK FEET
Raises Speed by +2 stages when inflicted by a status ailment. If paralyzed, the Pokémon does not suffer a loss in speed.
RAIN DISH
Gain 1d4 HP every turn during rain.
RATTLED
Speed is raised by +1 stage when hit by a Bug-, Ghost-, or Dark-type move.
RECEIVER
Inherits the ability of a teammate when that teammate faints in a multi-battle.
RECKLESS
+2 damage modifier to recoil moves, but also to recoil damage.
REFRIGERATE
Normal-type moves used by the Pokémon become Ice-type move, and +1 damage modifier to these attacks.
REGENERATOR
Restores 1/3 of max HP upon switching out.
RIVALRY
+1 damage modifier to Pokémon of the same gender.
RKS SYSTEM
Can change type before battle.
ROCK HEAD
Prevents recoil damage.
ROUGH SKIN
Inflicts 1d4 damage to the foe upon contact with a Physical move.
RUN AWAY
Can escape without fail.
SAND FORCE
+2 damage modifier to Ground-, Rock-, and Steel-type moves in a sandstorm, and grants immunity to sandstorm damage.
SAND RUSH
Doubles the Pokémon's initiative score in a sandstorm.
SAND STREAM
Creates a sandstorm for 5 turns unless replaced or cleared.
SAND VEIL
+1 to Evasion Class in a sandstorm, and grants immunity to sandstorm damage.
SAP SIPPER
Boosts Attack +1 stage when hit by a Grass-type move instead of damaging.
SCHOOLING
Changes form if HP falls below 1/4. Cannot be removed or replaced by other abilities.
SCRAPPY
Enables moves to hit Ghost-type foes.
SERENE GRACE
All secondary effects of moves become guaranteed.
e.g. Without this ability, Shadow Ball simply deals damage.
With this ability, Shadow Ball deals damage and will also lower Special Defense by -1 stage.
SHADOW SHIELD
-3 damage modifier against this Pokémon when HP is full.
SHADOW TAG
Prevents foe from escaping.
SHED SKIN
Roll 1d6 every turn this Pokémon has a status condition. If 5 or 6, the status is healed.
SHEER FORCE
Boosts the power of moves with secondary effects by +1, but removes those effects (if applicable).
SHELL ARMOR
Prevents critical hits.
SHIELD DUST
Blocks secondary effects.
SHIELDS DOWN
Changes form if HP falls below half.
SIMPLE
Doubles the number of stages stats can be raised.
SKILL LINK
Multi-strike moves always hit the max number of times.
SLOW START
Base Attack and Speed stats are halved for 5 turns at the start of battle.
SLUSH RUSH
Raises Speed +1 stage in a hailstorm.
SNIPER
Critical Hits do an additional +5 damage.
SNOW CLOAK
Raises Evasion Class by +1 stage in a hailstorm, also gives immunity to hail damage.
SNOW WARNING
Creates a hailstorm for 5 turns when switching in, unless removed or replaced.
SOLAR POWER
+2 damage modifier to Special Attack moves in harsh sunlight, but lose 1d8 HP every turn.
SOLID ROCK
-2 damage modifier to super-effective attacks against this Pokémon.
SOUL-HEART
Raises Special Attack by +1 stage when a teammate faints.
SOUNDPROOF
Grants immunity tot all sound-based moves.
SPEED BOOST
Raises Speed by +1 stage every turn.
STAKEOUT
Doubles damage against a Pokémon that switches in mid-battle.
STALL
Always moves last.
STAMINA
Raises Defense by +1 stage every time this Pokémon is damaged by an attack.
STANCE CHANGE
Changes form when this Pokémon uses a damage-dealing move.
STATIC
Roll 1d6 after contacting a Pokémon with this ability with a Physical move. 5 or 6 will result in paralyzed status.
STEADFAST
Raises Speed each time this Pokémon flinches.
STEELWORKER
+2 damage modifier to Steel-type moves.
STENCH
Roll 1d10 when attacking this Pokémon. Rolling a 1 will result in flinching.
STICKY HOLD
Prevents items from being taken or switched. If leading the party, gain +3 capture chance in wild encounters.
STORM DRAIN
Draws in all Water-type moves, which raise Special Attack by +1 stage instead of damaging.
STRONG JAW
+2 damage modifier to biting moves.
STURDY
Prevents OHKO attacks. Clings on at 1 HP.
SUCTION CUPS
Prevents this Pokémon from being forced to switch out.
SUPER LUCK
18, 19, and 20 in your Accuracy roll count as critical hits.
SURGE SURFER
Doubles initiative score in Electric Terrain.
SWARM
+2 damage modifier to Bug-type moves when HP falls below 1/3.
SWEET VEIL
Prevents sleep for this Pokémon as well as allies.
SWIFT SWIM
Doubles initiative scores in rain.
SYMBIOSIS
Passes an item to an ally. figuring out how to make this not stupid.
SYNCHRONIZE
If this Pokémon is inflicted with a status ailment, the foe receives the condition too.
TANGLED FEET
+1 modifier to Evasion Class when confused.
TANGLING HAIR
Contacting this Pokémon with a Physical attack lowers the foe's Speed stat by -1 stage.
TECHNICIAN
+2 damage modifier to moves with a base power below 60.
TELEPATHY
Does not take damage from allies in multi-battles.
TERAVOLT
Moves can be used regardless of abilities.
THICK FAT
Gain resistance to Fire- and Ice-type.
TINTED LENS
Not very effective moves used by this Pokémon do regular damage.
TORRENT
+2 damage modifier to Water-type moves when HP falls below 1/3.
TOUGH CLAWS
+1 damage modifier to contacting Physical moves.
TOXIC BOOST
+2 damage modifier to Physical attacks when poisoned.
TRACE
Copies a foe's ability.
TRIAGE
Increases priority of HP-restoring moves to +3.
TRUANT
Pokémon attacks once every two turns.
TURBOBLAZE
Moves can be used regardless of abilities.
UNAWARE
Ignores foe's stat changes.
UNBURDEN
Raises Speed +1 stage at the start of battle if not holding an item.
UNNERVE
Prevents the foe from consuming berries.
VICTORY STAR
+2 Accuracy modifier for this Pokémon and allies.
VITAL SPIRIT
Prevents sleep.
VOLT ABSORB
Heals 1d8 HP when hit by a Electric-type move instead of damaging.
WATER ABSORB
Heals 1d8 HP when hit by a Water-type move instead of damaging.
WATER BUBBLE
-2 damage modifier to Fire-type moves against this Pokémon, and +2 damage modifier to Water-type moves used by this Pokémon.
WATER COMPACTION
Raises Defense by +2 stages when hit by a Water-type move.
WATER VEIL
Prevents burns.
WEAK ARMOR
Lowers Defense -1 stage when hit by a Physical move, but raises Speed by +1 stage.
WHITE SMOKE
Prevents foes from lowering this Pokémon's stats.
WIMP OUT
Automatically switches out when HP falls below half.
WONDERGUARD
Max HP is set to 1. Only super-effective moves hit; immune against all other types.
WONDER SKIN
-3 Accuracy modifier to status moves used against this Pokémon.
ZEN MODE
Changes form when HP falls below half.
ADAPTABILITY
Powers up moves of the same type. +2 damage modifier.
AERILATE
Turns Normal-type moves into Flying-type moves.
AFTERMATH
Damages the attacker landing the finishing hit. Attacker loses 1/4 of max HP.
AIR LOCK
Eliminates the effects of weather.
ANALYTIC
Boosts move power when the Pokémon moves last. +2 damage modifier.
ANGER POINT
Maxes Attack after taking a critical hit. +6 stages.
ANTICIPATION
Senses a foe's dangerous moves. Prevents a foe from using super-effective moves for 1 turn.
ARENA TRAP
Prevents the foe from fleeing.
AROMA VEIL
Protects allies from attacks that limit their move choices.
AURA BREAK
Foe gets -2 damage modifier to Dark- and Fairy-type moves.
BAD DREAMS
Sleeping foes lose 1d8 of their HP every turn.
BATTERY
+2 damage modifier to allies' Special moves.
BATTLE ARMOR
Protects against critical hits.
BATTLE BOND
Changes forms after causing opponent to faint. +3 damage modifier to Water Shuriken in this form.
BEAST BOOST
Raises the Pokémon's most proficient stat +1 stage each time it knocks out an opponent.
BERSERK
Raises Special Attack +1 stage when HP drops below half.
BIG PECKS
Protects from Defense-lowering attacks.
BLAZE
+2 damage modifier to Fire-type moves when HP falls below 1/3.
BULLETPROOF
Protects from ball and bomb moves.
CHEEK POUCH
Consume a berry when HP falls below HP, curing a status condition or raising HP by 1d10.
CHLOROPHYLL
Raises Speed +1 stage in harsh sunlight
CLEAR BODY
Prevents stat-lowering attacks.
CLOUD NINE
Eliminates the effects of weather.
COLOR CHANGE
Changes the Pokémon type when damaged, to that move's type.
COMATOSE
Always has Sleep status, but can still attack. Status cannot be removed or replaced.
COMPETITIVE
Raises Special Attack +1 stage when stats are lowered.
COMPOUND EYES
+3 Accuracy modifier to all moves.
CONTRARY
Stat changes have opposite effects.
CORROSION
Can poison Steel- and Poison-types.
CURSED BODY
Roll 1d6 after damaging a Pokémon with this ability. 5 or 6 will disable the last move used for 4 turns.
CUTE CHARM
Roll 1d6 after contacting a Pokémon with this ability with a Physical move. 5 or 6 will result in infatuation status. Will not infatuate genderless Pokémon or Pokémon of the same gender.
DAMP
Prevents the use of self-destructing moves.
DANCER
Copies the foe's Dance moves.
DARK AURA
+2 damage modifier to Dark-type moves for all Pokémon.
DAZZLING
Protects the Pokémon from high-priority moves.
DEFEATIST
-2 Special Attack and -2 Attack modifiers when HP falls below half.
DEFIANT
Raises Attack +1 stage when stats are lowered.
DELTA STREAM
Creates strong winds. Cannot be replaced by a regular weather condition. Electric-, Ice-, and Rock-type lose type advantage against Flying-types in this condition. Stops when Pokémon switches out.
DESOLATE LAND
Creates extremely harsh sunlight. Cannot be replaced by a regular weather condition. Water-type attacks evaporate and have no effect, as well as effects of regular harsh sunlight condition. Stops when Pokémon switches out.
DISGUISE
Avoids damage for one attack, similar to the move Substitute.
DOWNLOAD
Raises either Attack or Special Attack +1 stage when switching in, depending on if the foe's Defense or Special Defense are lower.
DRIZZLE
Creates rain for 5 turns unless cleared or replaced.
DROUGHT
Creates harsh sunlight for 5 turns unless cleared or replaced.
DRY SKIN
Heals 1/4 of HP if hit by a Water-type attack, but +5 damage modifier to Fire-type attacks. Recovers 1d8 HP in rain and 1d8 HP in harsh sunlight.
EFFECT SPORE
Roll 1d8 after contacting a Pokémon with this ability with a Physical move. 6 will result in paralysis, 7 will result in poison, 8 will result in sleep.
ELECTRIC SURGE
Creates Electric Terrain when switching in. Grounded Pokémon cannot fall asleep and +2 damage modifier to all Electric-type attacks.
EMERGENCY EXIT
Switches out automatically when HP falls below half.
FAIRY AURA
+2 damage modifier to Fairy-type moves for all Pokémon.
FILTER
-1 damage modifier to super-effective attacks against this Pokémon.
FLAME BODY
Roll 1d6 after contacting a Pokémon with this ability with a Physical move. 5 or 6 will result in burn status.
FLARE BOOST
+2 damage modifier to Special Attacks when burned.
FLASH FIRE
Fire-type attacks do no damage, but instead apply +3 damage modifier to this Pokémon's Fire-type attacks for the duration of the battle. Modifier does not stack if hit again.
FLOWER GIFT
Raises Attack and Special Defense +1 stage for all party Pokémon during harsh sunlight.
FLOWER VEIL
Protects ally Grass-type Pokémon from having stats lowereed.
FLUFFY
Halves damage from Physical attacks, but gains 2x weakness to Fire-type moves.
FORECAST
Transforms type with the weather.
FOREWARN
Determines the foe's moves when switching in. Choose 1 move to disable for 1 turns.
FRIEND GUARD
-2 damage modifier to attacks against allies.
FRISK
Checks the foe's held item. Choose 1 move to disable for 1 turns. Prevents the use of Z-Rings or Mega-Evolution while switched in.
FULL METAL BODY
Prevents stat-lowering attacks.
FUR COAT
-2 damage modifier from Physical attacks.
GALE WINGS
Flying-type moves get priority.
GALVANIZE
Normal-type moves become Electric-type and also gain +2 damage modifier.
GLUTTONY
Consumes a berry when HP falls below 3/4, regaining 1d8 HP or healing a status condition.
GOOEY
Contacting this Pokémon with a Physical move lowers Speed by -1 stage.
GRASS PELT
Raises Defense +2 stages in Grassy Terrain.
GRASSY SURGE
Creates Grassy Terrain when switching in. Restores the HP of grounded Pokémon by 1d8 each turn and gives +2 damage modifier to all Grass-type attacks.
GUTS
Raises Attack +2 stages when inflicted with a status ailment.
HARVEST
Consume a berry when HP falls below half, curing a status condition or raising HP by 1d10. Roll 1d6—if 3, 4, or 6, gain use of this ability again.
HEALER
Roll 1d6 at the end of every turn an ally has a status condition. If 5 or 6, that status is healed.
HEATPROOF
-2 damage modifier to Fire-type moves.
HEAVY METAL
Doubles the Pokémon's weight, for the purpose of calculating damage for certain moves.
HONEY GATHER
Gathers honey as you travel. With this Pokémon leading your party, gain +5 to encounter rolls.
HUGE POWER
Doubles base Attack stat.
HUSTLE
+2 damage modifier and -1 Accuracy modifier to Physical moves
HYDRATION
Heals status conditions in rain.
HYPER CUTTER
Protects against Attack stat-lowering moves.
ICE BODY
Regains 1d8 HP in a hailstorm.
ILLUMINATE
With this Pokémon leading your party, gain +5 to encounter rolls.
ILLUSION
Enters battle disguised as another Pokémon. Types and moves do not change, and the disguise breaks when hit by an attack.
IMMUNITY
Prevents poisoning.
IMPOSTER
Transforms into the foe, including moves, ability, type, and stats.
INFILTRATOR
Ignores the effects of Reflect, Light Screen, and Safeguard.
INNARDS OUT
Damages the attacker landing the finishing hit by the amount equal to its last HP.
INNER FOCUS
Prevents flinching.
INSOMNIA
Prevents sleep.
INTIMIDATE
Lowers the foe's Attack stat by -1 stage.
IRON BARBS
Inflicts 1d4 damage to the foe upon contact with a Physical move.
IRON FIST
Gain +1 damage modifier to punching moves.
JUSTIFIED
Raises Attack by +1stage when hit by a Dark-type move.
KEEN EYE
Protects against Accuracy-lowering attacks.
KLUTZ
If you roll a 1 on your Accuracy roll, hurt yourself or an ally with your attack.
LEAF GUARD
Prevents status problems in harsh sunlight.
LEVITATE
Gives immunity to Ground-type moves.
LIGHT METAL
Halves the Pokémon's weight, for the purpose of calculating the damage of certain movese.
LIGHTNING ROD
Draws in all Electric-type moves, which raise Special Attack by +1 stage instead of damaging.
LIMBER
Prevents paralysis.
LIQUID OOZE
Damages attackers by 1d8 when using any draining move.
LIQUID VOICE
All sound-based moves become Water-type.
LONG REACH
Physical moves do not make contact (preventing Effect Spore, Flame Body, Iron Barbs, etc.)
MAGIC BOUNCE
Reflects status-changing attacks onto the foe.
MAGIC GUARD
Only takes damage from attacks. Protects from indirect damage, such as Poison or Burns, weather damage, recoil, or entry hazards.
MAGICIAN
Steals all held items, i.e. berries, Mega Stones, and Z-Rings.
MAGMA ARMOR
Prevents freezing.
MAGNET PULL
Prevents Steel-type Pokémon from escaping.
MARVEL SCALE
Raises Defense by +1 stage if inflicted with a status ailment.
MEGA LAUNCHER
+2 damage modifier to aura and pulse moves.
MERCILESS
The Pokémon's attacks become critical hits if the target is poisoned.
MINUS
Raises Special Attack by +2 stages if another Pokémon has Plus ability.
MISTY SURGE
Creates Misty Terrain when swittching in. Protects all grounded Pokémon from status conditions and -2 damage modifier to Dragon-type attacks.
MOLD BREAKER
Moves can be used regardless of abilities.
MOODY
Roll 2d6 every turn. Your first roll will raise that stat +2 stages. Your second roll will lower that stat -1 stage.
1 = HP
2 = Attack
3 = Defense
4 = Sp. Atk
5 = Sp. Def
6 = Speed
MOTOR DRIVE
Raises Speed +1 stage if hit by an Electric-type move instead of damaging.
MOXIE
Raises Attack by +1 stage upon knocking out an opponent.
MULTISCALE
-2 damage modifier against this Pokémon when HP is full.
MULTITYPE
Changes the Pokémon's type at will.
MUMMY
Contacting this Pokémon with a Physical move will spread this ability.
NATURAL CURE
Heal status condition upon switching out.
NEUROFORCE
+2 damage modifier to super-effective moves used by this Pokémon.
NO GUARD
All attacks used by and targeted at this Pokémon are guaranteed to hit without fail.
NORMALIZE
All moves used by the Pokémon become Normal-type move, and +1 damage modifier to these attacks.
OBLIVIOUS
Prevents infatuation.
OVERCOAT
Protects against weather damage.
OVERGROW
+2 damage modifier to Grass-type moves when HP falls below 1/3.
OWN TEMPO
Prevents confusion.
PARENTAL BOND
Attacks twice. The second attack does half the damage as the first.
PICKPOCKET
Steals held items, i.e. berries, Mega Stones, and Z-Rings, when contacted by a foe's Physical attack.
PICKUP
If another Pokémon uses an item (such has a berry), this Pokémon obtains that berry.
PIXILATE
Normal-type moves used by the Pokémon become Fairy-type move, and +1 damage modifier to these attacks.
PLUS
Raises Special Attack by +2 atages if another Pokémon has Plus ability.
POISON HEAL
Restores HP by 1d8 when poisoned instead of losing HP.
POISON POINT
Roll 1d6 after contacting a Pokémon with this ability with a Physical move. 5 or 6 will result in poison status.
POISON TOUCH
When attacking the foe, roll a 1d6. 5 or 6 will result poison the foe.
POWER CONSTRUCT
Changes form when HP falls below half.
POWER OF ALCHEMY
Copies the ability of your last fallen ally.
PRANKSTER
Status moves gain +1 priority.
PRESSURE
Restricts all foe's moves PP to 5. PP is not normally represented in this battle system except in this case.
PRIMORDIAL SEA
Creates heavy rain. Cannot be replaced by a regular weather condition. Fire-type attacks fizzle out and have no effect, as well as effects of regular harsh sunlight condition. Stops when Pokémon switches out.
PRISM ARMOR
-3 damage modifier from super-effective attacks.
PROTEAN
Changes the Pokémon's type to the move it's about to use.
PSYCHIC SURGE
Creates Psychic Terrain when switching in. Prevents high-priority moves and +2 damage modifier to Psychic-type attacks.
PURE POWER
Doubles base Attack stat.
QUEENLY MAJESTY
Prevents use of high-priority moves.
QUICK FEET
Raises Speed by +2 stages when inflicted by a status ailment. If paralyzed, the Pokémon does not suffer a loss in speed.
RAIN DISH
Gain 1d4 HP every turn during rain.
RATTLED
Speed is raised by +1 stage when hit by a Bug-, Ghost-, or Dark-type move.
RECEIVER
Inherits the ability of a teammate when that teammate faints in a multi-battle.
RECKLESS
+2 damage modifier to recoil moves, but also to recoil damage.
REFRIGERATE
Normal-type moves used by the Pokémon become Ice-type move, and +1 damage modifier to these attacks.
REGENERATOR
Restores 1/3 of max HP upon switching out.
RIVALRY
+1 damage modifier to Pokémon of the same gender.
RKS SYSTEM
Can change type before battle.
ROCK HEAD
Prevents recoil damage.
ROUGH SKIN
Inflicts 1d4 damage to the foe upon contact with a Physical move.
RUN AWAY
Can escape without fail.
SAND FORCE
+2 damage modifier to Ground-, Rock-, and Steel-type moves in a sandstorm, and grants immunity to sandstorm damage.
SAND RUSH
Doubles the Pokémon's initiative score in a sandstorm.
SAND STREAM
Creates a sandstorm for 5 turns unless replaced or cleared.
SAND VEIL
+1 to Evasion Class in a sandstorm, and grants immunity to sandstorm damage.
SAP SIPPER
Boosts Attack +1 stage when hit by a Grass-type move instead of damaging.
SCHOOLING
Changes form if HP falls below 1/4. Cannot be removed or replaced by other abilities.
SCRAPPY
Enables moves to hit Ghost-type foes.
SERENE GRACE
All secondary effects of moves become guaranteed.
e.g. Without this ability, Shadow Ball simply deals damage.
With this ability, Shadow Ball deals damage and will also lower Special Defense by -1 stage.
SHADOW SHIELD
-3 damage modifier against this Pokémon when HP is full.
SHADOW TAG
Prevents foe from escaping.
SHED SKIN
Roll 1d6 every turn this Pokémon has a status condition. If 5 or 6, the status is healed.
SHEER FORCE
Boosts the power of moves with secondary effects by +1, but removes those effects (if applicable).
SHELL ARMOR
Prevents critical hits.
SHIELD DUST
Blocks secondary effects.
SHIELDS DOWN
Changes form if HP falls below half.
SIMPLE
Doubles the number of stages stats can be raised.
SKILL LINK
Multi-strike moves always hit the max number of times.
SLOW START
Base Attack and Speed stats are halved for 5 turns at the start of battle.
SLUSH RUSH
Raises Speed +1 stage in a hailstorm.
SNIPER
Critical Hits do an additional +5 damage.
SNOW CLOAK
Raises Evasion Class by +1 stage in a hailstorm, also gives immunity to hail damage.
SNOW WARNING
Creates a hailstorm for 5 turns when switching in, unless removed or replaced.
SOLAR POWER
+2 damage modifier to Special Attack moves in harsh sunlight, but lose 1d8 HP every turn.
SOLID ROCK
-2 damage modifier to super-effective attacks against this Pokémon.
SOUL-HEART
Raises Special Attack by +1 stage when a teammate faints.
SOUNDPROOF
Grants immunity tot all sound-based moves.
SPEED BOOST
Raises Speed by +1 stage every turn.
STAKEOUT
Doubles damage against a Pokémon that switches in mid-battle.
STALL
Always moves last.
STAMINA
Raises Defense by +1 stage every time this Pokémon is damaged by an attack.
STANCE CHANGE
Changes form when this Pokémon uses a damage-dealing move.
STATIC
Roll 1d6 after contacting a Pokémon with this ability with a Physical move. 5 or 6 will result in paralyzed status.
STEADFAST
Raises Speed each time this Pokémon flinches.
STEELWORKER
+2 damage modifier to Steel-type moves.
STENCH
Roll 1d10 when attacking this Pokémon. Rolling a 1 will result in flinching.
STICKY HOLD
Prevents items from being taken or switched. If leading the party, gain +3 capture chance in wild encounters.
STORM DRAIN
Draws in all Water-type moves, which raise Special Attack by +1 stage instead of damaging.
STRONG JAW
+2 damage modifier to biting moves.
STURDY
Prevents OHKO attacks. Clings on at 1 HP.
SUCTION CUPS
Prevents this Pokémon from being forced to switch out.
SUPER LUCK
18, 19, and 20 in your Accuracy roll count as critical hits.
SURGE SURFER
Doubles initiative score in Electric Terrain.
SWARM
+2 damage modifier to Bug-type moves when HP falls below 1/3.
SWEET VEIL
Prevents sleep for this Pokémon as well as allies.
SWIFT SWIM
Doubles initiative scores in rain.
SYMBIOSIS
Passes an item to an ally. figuring out how to make this not stupid.
SYNCHRONIZE
If this Pokémon is inflicted with a status ailment, the foe receives the condition too.
TANGLED FEET
+1 modifier to Evasion Class when confused.
TANGLING HAIR
Contacting this Pokémon with a Physical attack lowers the foe's Speed stat by -1 stage.
TECHNICIAN
+2 damage modifier to moves with a base power below 60.
TELEPATHY
Does not take damage from allies in multi-battles.
TERAVOLT
Moves can be used regardless of abilities.
THICK FAT
Gain resistance to Fire- and Ice-type.
TINTED LENS
Not very effective moves used by this Pokémon do regular damage.
TORRENT
+2 damage modifier to Water-type moves when HP falls below 1/3.
TOUGH CLAWS
+1 damage modifier to contacting Physical moves.
TOXIC BOOST
+2 damage modifier to Physical attacks when poisoned.
TRACE
Copies a foe's ability.
TRIAGE
Increases priority of HP-restoring moves to +3.
TRUANT
Pokémon attacks once every two turns.
TURBOBLAZE
Moves can be used regardless of abilities.
UNAWARE
Ignores foe's stat changes.
UNBURDEN
Raises Speed +1 stage at the start of battle if not holding an item.
UNNERVE
Prevents the foe from consuming berries.
VICTORY STAR
+2 Accuracy modifier for this Pokémon and allies.
VITAL SPIRIT
Prevents sleep.
VOLT ABSORB
Heals 1d8 HP when hit by a Electric-type move instead of damaging.
WATER ABSORB
Heals 1d8 HP when hit by a Water-type move instead of damaging.
WATER BUBBLE
-2 damage modifier to Fire-type moves against this Pokémon, and +2 damage modifier to Water-type moves used by this Pokémon.
WATER COMPACTION
Raises Defense by +2 stages when hit by a Water-type move.
WATER VEIL
Prevents burns.
WEAK ARMOR
Lowers Defense -1 stage when hit by a Physical move, but raises Speed by +1 stage.
WHITE SMOKE
Prevents foes from lowering this Pokémon's stats.
WIMP OUT
Automatically switches out when HP falls below half.
WONDERGUARD
Max HP is set to 1. Only super-effective moves hit; immune against all other types.
WONDER SKIN
-3 Accuracy modifier to status moves used against this Pokémon.
ZEN MODE
Changes form when HP falls below half.
Calculate modifiers
Find your Pokémon's base stats on a resource such as PokémonDB. These stats (Attack, Sp. Atk, Defense, Sp. Def, Speed) translate into modifiers used in your dice rolls.
1 - 20 = -2
21 - 40 = -1
41 - 60 = +0
61 - 80 = +1
81 - 100 = +2
101 - 120 = +3
121 - 140 = +4
141 - 160 = +5
161 - 180 = +6
181 - 200 = +7
200 - 220 = +8
221 - 239 = +9
240+ = +10
1 - 20 = -2
21 - 40 = -1
41 - 60 = +0
61 - 80 = +1
81 - 100 = +2
101 - 120 = +3
121 - 140 = +4
141 - 160 = +5
161 - 180 = +6
181 - 200 = +7
200 - 220 = +8
221 - 239 = +9
240+ = +10
Calculate Evasion Class
For an attack to hit, an accuracy roll (1d20 + X accuracy modifier) must beat the target's Evasion Class. Evasion Class uses either your Defense or Special Defense modifier, depending on if the foe is using a Physical or Special attack respectively.
Some moves may raise or lower your Evasion by a maximum of 6 stages; this is represented as a modifier to your EC.
Evasion Class = Defense OR Special Defense modifier + Tier + 3 (+ Evasion modifier)
Some moves may raise or lower your Evasion by a maximum of 6 stages; this is represented as a modifier to your EC.
Evasion Class = Defense OR Special Defense modifier + Tier + 3 (+ Evasion modifier)
Legal Moves
Tiers are equivalent to 5 levels in the games. Your Pokémon can learn any of the moves they can learn at the games in those levels. Please use the latest released mainline game as reference for movesets (currently UltraSun/UltraMoon).
Your starter may know 1 eligible egg move of your choice. Pokémon you hatch will know your choice of any 2 eligible egg moves, regardless of parents.
When you successfully complete a quest, you are rewarded with 2 eligible TM or Move Tutor moves of your choice.
Like the games, you may only know 4 moves at a time.
Your starter may know 1 eligible egg move of your choice. Pokémon you hatch will know your choice of any 2 eligible egg moves, regardless of parents.
When you successfully complete a quest, you are rewarded with 2 eligible TM or Move Tutor moves of your choice.
Like the games, you may only know 4 moves at a time.
Calculate Move Damage and Accuracy
Each move is categorized as Physical, Special, or Status. They also usually have a base power and base accuracy. This can all be found on PokémonDB. No, PokémonDB isn't paying me, but if they wanted to, I'm all game.
Physical and Special moves are attacks. They use the Attack and Sp. Atk modifiers respectively when rolling for damage.
Accuracy modifier
OHKO = -10
<59 = -3
60 - 69 = -1
70 - 79 = +0
80 - 89 = +1
90 - 99 = +2
100 = +3
Die based on base power
10 - 45 = d4
50 - 65 = d6
70 - 85 = d8
90 - 115 = d10
120 - 135 = d12
140 - 199 = d20
200+ = d20 + 10
Physical and Special moves are attacks. They use the Attack and Sp. Atk modifiers respectively when rolling for damage.
Accuracy modifier
OHKO = -10
<59 = -3
60 - 69 = -1
70 - 79 = +0
80 - 89 = +1
90 - 99 = +2
100 = +3
Die based on base power
10 - 45 = d4
50 - 65 = d6
70 - 85 = d8
90 - 115 = d10
120 - 135 = d12
140 - 199 = d20
200+ = d20 + 10
AAAAAAAAAAAAAA, help!!
Don't panic.
If you have any questions or need any help figuring this out, a staff member will be happy to help you finish it.