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Stat
Modifiers
Many attacks in the game
alter the statistics of either the attacker or
the victim. Sometimes statistic modification is
the sole purpose of the attack causing it (eg,
Screech), while sometimes it is merely an
occasional side-effect of a damaging attack (eg,
Aurora Beam). Statistics can also be altered as a
result of the BRN and PAR status changes.
In the Red, Blue, and Yellow
games, there are seven statistics of Pokémon
that can change during the course of battle: HP,
Attack, Defense, Speed, Special, Evade, and
Accuracy. Evade and Accuracy are fundamentally
different from the other five in several ways,
and will not be discussed here. Hit Points are
also a special case, in that HP does not change
from what we normally think of as statistic
modifiers. A few moves (eg, Recover) can increase
your Pokémon's HP, while many, many moves can be
used to decrease the HP of your opponent.
The purpose of this document
is therefore to explain the effect of attacks
that alter the remaining four statistics: Attack,
Defense, Speed, and Special.
General:
Stat modifiers have two
levels of potency: standard and great. The former
category includes attacks like Tail Whip and
Growth. The latter category includes attacks that
the game describes as "greatly"
effective, such as Screech and Amnesia.
When a stat-increasing
attack is used, and the relevant statistic is
starting at its normal value, the effect of the
stat mod is easy to describe. Standard mods
increase the stat by 50% of its initial value
with each usage, while great mods increase the
stat by 100% of its initial value with each
usage. Things are not so neat and tidy for the
use of stat-decreasers, however. Nor is there any
simple way to express the effect of
stat-increasers on a statistic that has
previously been lowered below its initial value.
Fortunately, the following
table provides an easy way to visualize the
effects of statistic modifiers. On the top row is
the full range of possible modifier values
a way to represent the current direction
and degree of modification for a given statistic.
Ordinarily a stat's mod value is zero. However,
standard stat-increasers raise the mod value by
1, while great stat-increasers raise it by 2.
Standard stat-decreasers reduce the mod value by
1, while great stat-decreasers reduce the mod
value by 2.
The numbers in the bottom
row are the statistic multipliers that correspond
to each of the possible mod values.
-6
|
-5
|
-4
|
-3
|
-2
|
-1
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
0.25 |
0.28 |
0.33 |
0.40 |
0.50 |
0.66 |
1.5 |
2 |
2.5 |
3 |
3.5 |
4 |
Let's illustrate these
concepts with a few examples in which a
Pokémon's Attack statistic is altered. The most
common Attack stat mods are Swords Dance (a great
increaser, hence a mod value of +2), Meditate,
and Sharpen (both standard increasers, hence mod
value = +1). Finally, Growl is a standard
decreaser, and therefore has a mod value of -1.
(Wait! We just said that
statistics have "mod values". Now we're
saying that attacks have them too! What gives?
Well, technically the numbers ascribed to attacks
should probably be called "net effect on mod
value", or "mod value deltas", but
that's awfully cumbersome. We'll just call these
numbers "mod values", on the
understanding that we're really referring to how
the attack affects the mod value of the stat.)
Example 1. Your Pokémon
employs Swords Dance (+2) once, but subsequently
gets hit by one Growl (-1). To find the current
value of your Pokémon's Attack statistic, sum
the mod values of the relevant attacks used to
that point. In this case, (+2) + (-1) = +1, so
Attack will be at 1.5 times its normal value.
Example 2. Your Pokémon
gets hit by 3 Growls (-1, -1, -1) and then uses
Meditate (+1) once. The current mod value for its
Attack will be (-3) + (+1) = -2. Attack will
therefore be at 0.50 times its normal value.
The table specifies two
limits of statistic modifiers: they cannot be
used to raise a stat to more than 4 times of its
initial value (mod value +6), nor lower it to
less than 0.25 of its original value (mod value
-6). Additionally, no statistic can be raised
above 999 or lowered below 1 without the use of a
cheating device. Once either of the upper limits
(+6 or 999) have been reached, subsequent
stat-increasers will fail. Once either of the
lower limits (-6 or 1) have been reached,
subsequent stat-decreasers will fail, though
damaging moves with stat-lowering side effects
will still do damage: they will simply fail to
produce the side effect.
If neither of the upper
limits have been reached, but a stat-increaser
would result in a mod value greater than +6 (or
cause the stat to exceed 999), the move will
raise the stat only up to the relevant limit. For
example, suppose a battling Lickitung with an
Attack mod value of +5 is instructed to use
Swords Dance. The move will not have full
function (raising the Attack mod by 2), but will
still raise the stat up to the limit (Attack mod
= +6). Subsequent Swords Dancing will fail.
Similarly, if neither of the lower limits have
been reached, but a stat-decreaser would result
in a mod value less than -6 (or cause the stat to
fall below 1), the move will lower the stat only
down to the relevant limit.
The 999 limit is what keeps
a trained, L100 Mewtwo from successfully using
Amnesia more than twice. His Special is so
obnoxiously high that it reaches 999 before the
statistic multiplier reaches 4. However, if the
Mewtwo is subsequently hit by a Special-lowering
Psychic, it will be able to use Amnesia again to
restore the stat to 999. Because Amnesia is a
great stat mod, only one is needed to fully
recover from the effects of two Special-lowering
Psychics.
Altered statistic values are
temporary: the effect of stat mods is negated if
the Pokémon switches away or faints, or if the
battle ends. Haze also resets all the stats
(other than HP) of both Pokémon to their initial
values.
Attack, Defense and Special:
Attack |
Type |
PP |
Pow |
Acc% |
Effect |
TM |
Aurora beam |
ICE |
20 |
65 |
99.6 |
Causes damage /
lowers victims defense (10% chance) |
---- |
Growl |
NOR |
40 |
---- |
99.6 |
lower victim Attack
(100% chance) |
---- |
Meditate |
NOR |
40 |
---- |
100 |
raise Attack (100%
chance) |
---- |
Rage |
NOR |
20 |
20 |
99.6 |
Causes damage /
attacker goes crazy/ raise Attack when
hit |
20 |
Sharpen |
NOR |
30 |
---- |
100 |
raise Attack (100%
chance) |
---- |
Swords dance |
NOR |
30 |
---- |
100 |
greatly raise Attack
(100% chance) |
03 |
Acid |
POI |
30 |
40 |
99.6 |
Causes damage /
lowers victim Defense (10% chance) |
---- |
Acid Armor |
POI |
40 |
---- |
100 |
greatly raise
Defense (100% chance) |
---- |
Barrier |
PSY |
30 |
---- |
100 |
greatly raise
Defense (100% chance) |
---- |
Defense curl |
NOR |
40 |
---- |
100 |
raise Defense (100%
chance) |
---- |
Harden |
NOR |
30 |
---- |
100 |
raise Defense (100%
chance) |
---- |
Leer |
NOR |
30 |
---- |
99.6 |
lower victim Defense
(100% chance) |
---- |
Screech |
NOR |
40 |
---- |
84.4 |
greatly lower victim
Defense (100% chance) |
---- |
Tail whip |
NOR |
30 |
---- |
99.6 |
lower victim Defense
(100% chance) |
---- |
Withdraw |
WAT |
40 |
---- |
100 |
raise Defense (100%
chance) |
---- |
Amnesia |
PSY |
20 |
---- |
100 |
greatly raise
Special (100% chance) |
---- |
Growth |
NOR |
40 |
---- |
100 |
raise Special (100%
chance) |
---- |
Psychic |
PSY |
10 |
90 |
99.6 |
Causes damage /
lowers victim's Special (30% chance) |
29 |
All attack defense and
special modifiers:
You can use the system
described in the General section to understand
how statistic modifiers will affect your
Pokémon's ability to do (and withstand) damage.
Simply use the modifier value table to find the
multiplier for the relevant statistic, and use
the new statistic value at the appropriate place
in the Battle Damage Formula. Thus, if the
relevant stat (Attack, if using a physical
attack; Special, if using a special attack) of
the attacker has changed, you should adjust the
value of the B variable. If the relevant stat of
the defender has changed, adjust the value of the
D variable.
An interesting consequence
of the way B and D relate to each other in the
damage formula is that the interaction between
say, Attack-modifiers and Defense-modifiers is
multiplicative, not additive. For instance, using
either 3 Swords Dances on yourself, or 3
Screeches on your opponent, will each ordinarily
result in 4x normal damage. However, using all
six of these attacks in a single battle (ie, with
a single opponent who does not switch away) will
yield not 8x normal damage, but 16x. And Harden
combined with Growl is more effective at reducing
damage than 2 Hardens. (All of this has been
confirmed through testing.)
Tactical notes:
Full descriptions of the
physical and special attacks that have
statistic-modifying side effects can be found on
their individual pages, and advice on their use
is available in the Attack Type comparison pages.
None of these moves provide
a very reliable means of altering statistics, but
Rage suffers an additional limitation: the Attack
boost it provides cannot be used to improve the
effectiveness of any other attack. The remainder
of this section discusses the non-damaging
statistic modifiers.
Also worthy of note is
Psychic, which, as if Mewtwo needed another
advantage, actually gets stronger as it used. It
lowers the victim's Special, the statistic on
which Psychic defense is based. Acid does a
similar trick with the Defense statistic, but it
is otherwise a weak attack, and its
Defense-lowering side effect does not happen as
frequently as Psychic's.
All pure statistic modifiers
have plenty of PP, and most are very accurate.
Furthermore, any non-damaging stat mod will work
on any Pokémon (eg, although it is Normal, Growl
can be used to reduce Haunter's Attack) so Type
is not an issue. A theoretical consideration for
selection is addressed on the Evade/Accuracy
page: whether to choose a move that modifies the
stats of the Pokémon using it, or one that
affects the enemy Pokémon. However, in practice
this really comes down to a choice between Growl
and Defense Curl for Chansey - not something that
should keep you up at night. A potential choice
between Screech and Swords Dance for Tentacruel
or Lickitung is made easy by Screech's lower
accuracy, and there simply aren't any
non-damaging Special-lowering attacks to be
weighed against Growth or Amnesia.
The major consideration for
these moves is therefore whether to include one
of them in your Pokémon's moveset. When
deciding, keep in mind that offensive stat mods
will typically not begin to pay off until the 2nd
(for great mods) or 3rd (for standard mods) round
following their use. For example, suppose you
instruct Hitmonlee to Meditate. On the subsequent
round, a Hi Jump Kick will do 1.5x the usual
amount of damage - but remember that Lee is
already one kick behind (ie, the one he could
have done instead of stat boosting). On the next
round, the boosted Lee will have delivered two
kicks at 1.5x normal power, or the equivalent of
three kicks: exactly what he would have done
without Meditating! It is only on the 3rd round
following Meditation that the serene,
contemplative Lee starts to show a numerical
advantage in ass-whooping.
The problem with this
scenario is that due to his low defensive stats,
Hitmonlee may not last long enough to make the
stat-boosting worthwhile. Even if he were able to
learn Swords Dance, using it would be only
occasionally beneficial. A similar problem
afflicts defensive stat-boosters: sure it's nice
to double or triple your Defense, but not if the
enemy has whittled you down to 1/5 of max HP in
the meantime. Another thing to remember when
boosting a defensive stat is that Critical Hits
ignore statistic modifications entirely, and the
fastest Pokémon (who are, not coincidentally,
among the most popular) tend to CH about 20 to
25% of the time.
Because of these concerns,
the best way to make a stat mod worthwhile is to
supplement it with an HP-restoring move such as
Recover or Rest.
Recover is only available to a handful of lucky
Pokémon, but nearly anyone can learn Rest, and
can use Double
Team to reduce the likelihood of
rude disturbances during nap time.
Finally, when looking for a
way to make statistic modifiers work for you,
keep in mind that Growth and Amnesia are
particularly attractive, since they
simultaneously boost the offensive and defensive
capacity of your Pokémon.
Burns:
In the absence of any other
Attack modifiers, the Attack statistic of a
burned Pokémon is cut in half. However, things
get a lot more complex if other Attack modifiers
are also in effect. There be rough waters ahead
for the faint of heart, so you can skip past the
rest of this section if you aren't interested in
the oddities of Attack interactions. If you are
interested, but are also impatient, skip down to
the end of this section and read the three rules
that sum everything up...but it'll probably help
you understand things better if you let us walk
you through this.
The simplest way to
correctly predict the interaction between
Attack-decreasing moves and burns is to remember
that at a mod value of 0, the Attack of a BRNed
Pokémon will be 1/2 of its normal value. For
example, suppose a Pokémon with 200 Attack
becomes burned. Its Attack will obviously become
100; if it is subsequently hit by Growl, its new
Attack will be 0.66 x 100, or 66.
It is therefore possible for
a BRNed Pokémon to be at less than 0.25 of its
normal Attack. If the victim in the preceding
example were hit by 6 Growls, its Attack would be
0.25 x 100, or 25. This is a mere 12.5% of its
original Attack!
Attack-increasing moves have
an unexpected effect when used by burned
Pokémon: they negate the Attack penalty
associated with that status change and raise
Attack by the expected amount. Thus, suppose our
burned friend (presently at 100 Attack) used
Swords Dance: its Attack would become 400 (that
is, 200 x 2)! The 2nd and 3rd uses of Swords
Dance would also have the expected effects:
Attack would become 600 and then 800.
Now for the really tricky
part. Even if Swords Dance has been used, and the
BRN penalty thereby negated, a subsequent use of
Growl (or other Attack-reducing attack) in a link
battle will affect Attack's mod value in the
usual way and reinstate the penalty caused by the
burn! So, suppose our friend had used Swords
Dance only once, and was therefore at 400 Attack.
If it were then hit by Growl, the new mod value
would be (+2, for Swords Dance) + (-1, for Growl)
= +1. The table tells us that this mod value
results in a statistic multiplier of 1.5.
However, because Growl was the last Attack
modifier used, this multiplier will act upon 100,
not the normal value of 200. The Pokémon's
Attack will therefore be 150.
In a wild battle, the
situation is better for the burned Pokémon: any
Attack modifier negates the BRN penalty to that
stat. Suppose that a BRNed Pokémon with an
Attack of 200 (hence, current Attack = 100) is
hit by Growl. This move will change the mod value
to -1, which has a multiplier of 0.66. However,
the victim's Speed after Growl will be 0.66 x
200, or 132 (rounded down), not 0.66 x 100. In a
wild battle, Growl on a BRNed Pokémon will
actually increase its Attack. (Yes, this is
lunacy. Yes, we have actually tested it.)
It's not known whether this
confusing state of affairs was intended by the
game's programmers. Regardless, you can determine
the current Attack statistic of a BRNed Pokémon
under any circumstances by applying the following
rules:
Determine the mod value for
Attack normally. That is, begin with 0 and
subtract 1 for each instance of Growl or Aurora
Beam (if it produces its side-effect). Add 1 for
each instance of Meditate or Sharpen, and add 2
for each instance of Swords Dance.
When the mod value is determined, use the table
to find the appropriate statistic multiplier.
If the last Attack modifier used was an increaser
(Meditate, Sharpen, or Swords Dance,
apply the stat multiplier to the normal Attack
value (that is, what it would be without the
BRN). If you're in a link battle, and the last
Attack-modifier was Growl or Aurora Beam, apply
the stat multiplier to the BRN Attack (1/2 of the
normal value). If you're in a wild battle, all
stat multipliers apply to the normal (non-BRN)
Attack.
Damage Inhibitors:
Attack |
Type |
PP |
Acc% |
Effect |
TM |
Light Screen |
PSY |
30 |
100 |
reduces damage from
Special attacks by 50% |
---- |
Reflect |
PSY |
20 |
100 |
reduces damage from
Physical attacks by 50% |
33 |
Reflect and Light screen:
Reflect doubles the current
value of the D variable in the Battle Damage
Formula, if the incoming attack is physical in
nature. Light Screen has the same effect, but is
only helpful against special attacks. However,
this is not to say that these moves double the
statistic on which D is based: if this were the
case, Light Screen would increase a Pokémon's
offensive capacity with Special attacks, but this
does not occur.
These attacks can be used in
combination with statistic modifiers. No Pokémon
that learns Light Screen also learns either
Growth or Amnesia, and there are no TMs for any
of these moves (though they might still be
combined through the use of Mimic).
However, a number of Pokémon that are able to
learn Reflect can also learn a Defense-boosting
attack. As stated above, Reflect doubles the
current value of D.
Thus, suppose your Pokémon
has a Defense of 100 and uses Harden. This is a
standard stat mod, and therefore will boost
Defense to 150 in this case. If your Pokémon
also uses Reflect, the D variable will become 300
when the incoming attack is physical. Note that
the order in which these moves are used has no
effect on the final protective value: Reflect
simply takes the current value of D and
multiplies it by 2. If Reflect had been used
first in this example, D would be 200 against
physical attacks until Harden was used. Of
course, in an actual battle it would be wise to
use Reflect first: while building your full
defense there will be one round on which you can
only have one attack in place, and Reflect
provides greater protection with a single use.
Reflect and Light Screen can
interact with other defensive moves in surprising
ways if the value of D becomes very high.
Consider the following examples, in which a
cheating device was used to teach the Pokémon
moves they could not ordinarily learn:
Example 1. A Mewtwo
used Amnesia twice, after which its Special was
999. A second Mewtwo used Surf
against the first, and damage was averaged over
10 trials. The Amnesia'd Mewtwo then used Light
Screen, and another 10 trials of Surf were done.
Average damage was virtually identical!
Example 2. A Golbat
with a Special of 181 was taught Amnesia and
Light Screen, and used them to defend against a
Mew using Surf. Without the benefit of either
move, Golbat took an average of 100 HP of damage
from Surf (all averages are approximate, as only
4 to 6 trials were done in each case). After one
use of either Amnesia or LS, average damage was
about 60 points. After both moves were used (in
either order), average damage was about 30
points. So far, so good. However, after two uses
of Amnesia were combined with LS (again, the
order did not matter), average damage was 375
points! Finally, after three uses of Amnesia were
combined with LS, average damage was about 52
points.
The explanation for this
appears to be that D has a maximum value of 1023
(2^10-1, or 3FF in hexadecimal). When it reaches
1024 (2^10, or 400 in hex), it "rolls
over", so that 1024 is equal to 1 for
purposes of calculating damage. This theory is
consistent with the preceding examples. When the
Mewtwo with 999 Special used Light Screen, the D
variable against special attacks should have
become 1998. If the value resets to 1 after 1023,
however, the actual value of D would have been
975 (1998 - 1023): nearly the same as what it was
without the use of Light Screen.
Meanwhile, Golbat's problems
started when LS was combined with two uses of
Amnesia. This would result in a D of 1086 (181 x
3 x 2), but the 375 points of damage is explained
if the rollover reduced D to 63 (1086-1023): a
fraction of his normal, un-"boosted"
Special. A third use of Amnesia (with LS still in
place) would result in a D of 425 (1448 - 1023),
explaining the damage reduction that was found in
the test.
Speed:
Attack |
Type |
PP |
Acc% |
Pow |
Effect |
TM |
Agility |
PSY |
30 |
100 |
---- |
greatly raise Speed
(100% chance) |
---- |
Bubble |
WAT |
30 |
99.6 |
20 |
lowers victim's
Speed (10% chance) |
---- |
Bubblebeam |
WAT |
20 |
99.6 |
65 |
lower victim's Speed
(10% chance) |
11 |
Constrict |
NOR |
35 |
99.6 |
10 |
lowers victim's
Speed (10% chance) |
---- |
String Shot |
BUG |
40 |
94.5 |
---- |
lower victim Speed
(100% chance) |
---- |
All speed modifiers:
Speed is modified in exactly
the same way as Attack, Defense, and Special,
though of course the current value of your
Pokémon's Speed is not directly relevant to the
Battle Damage Formula. In addition to the attacks
listed above, Speed can also be reduced by any
move that causes paralysis.
In the absence of any other Speed modifiers,
paralysis reduces the victim's Speed to 25% of
its original value.
The Speed modifiers listed
above interact with the PAR penalty in the same
confusing way that Attack modifiers interact with
the BRN penalty. These interactions are
illustrated with specific examples in the section
on burns, but in brief, you can determine the
currect Speed statistic of a PAR Pokémon under
any circumstances by applying the following
rules:
Determine the mod value for
Speed normally. That is, begin with 0 and
subtract 1 for each instance of String Shot,
Bubble, Bubblebeam,
or Constrict (only if the last 3 produce their
side-effect, of course). Add 2 for each instance
of Agility.
When the mod value is determined, use the table
to find the appropriate statistic multiplier.
If Agility was the last Speed-modifying attack
used, apply the stat multiplier to the normal
Speed value (that is, what it would be without
paralysis). If you're in a link battle, and the
last Speed-modifier was String Shot, Bubble,
Bubblebeam, or Constrict, apply the stat
multiplier to the PAR Speed (1/4 of the normal
value). If you're in a wild battle, all stat
multipliers apply to the normal (non-PAR) Speed.
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