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Status, Field and Weather Effects; from rain and spikes to attraction
Tweet Topic Started: Sep 2 2010, 01:00 PM (598 Views)
Acubenz Sep 2 2010, 01:00 PM Post #1
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Pokemon battles would get fairly boring pretty quickly if they only consisted of launching your opposing champions at each other until they beat one another senseless. To this extent, we have status effects, field changes and even weather altering moves to give your combatants more variety in tactics and strategy, not to mention more obstacles to have to deal with.

Firstly, there are Status Effects, as detailed below. Primary status effects do not stack with one another, but do stack with secondary status effects, which also stack with one another. A Pokemon may be burned, confused and attracted all at the same time, but may not be asleep and burned.

Primary Status Effects:
  • Asleep Pokemon are unable to attack until they wake up. This status is difficult to inflict during battle, typically inducing drowsiness rather than out-and-out rest without several applications. Pokemon will awaken if struck with a powerful enough attack or jolt. The only moves that may be used while asleep are Snore and Sleep Talk.
  • Burned Pokemon are inflicted with severe superficial damage from flames or heat. They suffer a -3 Attack debuff for the duration of their burn, and in addition they suffer 3 damage per turn after all other damage calculations. Burned Pokemon are more susceptible to flinching.
  • Frozen Pokemon are unable to attack until they thaw or are broken free. This status takes time to fully inflict, first covering the opponent in thick frost and developing ice that slows the Pokemon's movement by -1 until thawed. A second successful freeze hit will complete the solidification, encasing the Pokemon in a few solid inches of ice or more. Pokemon will thaw if struck with any fire type move, breaking the Pokemon free of all the ice. They may also thaw or break free over time, although it takes longer once they are fully solidified.
  • Paralyzed Pokemon are in a shocked or otherwise inhibited state, and may not be able to attack during a turn. Strong electric type attacks or certain fighting moves that pinpoint pressure points may induce this state easily, reducing the target's movement speed significantly for the duration of the paralysis.
  • Poisoned Pokemon have been induced with a venom or spores of some sort, and suffer 3 damage per turn as their body fights back. Poison does not naturally wear off until after a battle, when a Pokemon may rest to recover. Pokemon with the Poison Heal ability gain 3 HP per turn instead.
  • Toxic is a specific sort of extremely potent Poison that increases in damage over time. Just like normal poison, it begins by dealing 3 damage on the first turn, but actually increases by 2 damage per turn (3, 5, 7 etc). Toxic poisoning does not naturally wear off and must be cured via an item, berry or Pokecenter. Pokemon with the Poison Heal ability gain the amount of damage in HP per turn instead, but the amount increases by 1 rather than 2 per turn (3, 4, 5 etc).

Secondary Status Effects:
  • Attracted Pokemon have been charmed in some manner by the opposing Pokemon, and may hesitate to attack. Attract and Cute Charm only work on Pokemon of the opposite gender, inducing an altered mental state where they don't believe the other Pokemon is a threat. Receiving damage from the Pokemon they are attracted to may snap a Pokemon out of attraction, although it may also... not.
  • Confused Pokemon have been induced with an altered mental state. What they see or experience depends on the situation, but they typically become disoriented or see things in a different way. Confused Pokemon may accidentally end up hurting themselves by trying to use their own moves, using the same amount of energy as usual. If a confused Pokemon hurts itself, it will take 5% of its HP in damage. Confusion wears off after a few turns, or with a strong enough jolt.
  • Flinching Pokemon are interrupted by a particularly painful or startling strike while preparing an attack, typically in a pressure point. They are unable to complete the single attack which they were preparing to unleash. This is the only status that is actually a temporary effect. A Pokemon can not be flinched if it executes its move before the opposing Pokemon.



Additionally, there are Field Hazards, as detailed below. Field hazards stack with one another, meaning that they may all be present.

Spikes:
  • scatters pointy pointy spikes across the battlefield.
  • Pokemon that do not alight on the ground are obviously immune to this effect (Flying Types, Magic Guard or Levitate Pokemon).
  • inflicts 5% ground type damage per turn that the Pokemon is on the ground.
  • additional layers increase the damage by 1% per turn per layer, up to 3 layers total (5%, 6% and 7% per turn).
  • this damage does gain super-effective and not-very effective bonuses as appropriate.
  • this damage applies to Flying Type Pokemon who use the move Roost, for the duration of the Roost.
  • the moves Rapid Spin, Whirlwind and Gust will all clear the field of the hazards.

Stealth Rock:
  • scatters sharp rocks across the battlefield.
  • Pokemon that do not alight on the ground are obviously immune to this effect (Flying Types, Magic Guard or Levitate Pokemon).
  • inflicts 5% rock type damage per turn that the Pokemon is on the ground.
  • additional layers increase the damage by 1% per turn per layer, up to 3 layers total (5%, 6% and 7% per turn).
  • this damage does gain super-effective and not-very effective bonuses as appropriate.
  • this damage applies to Flying Type Pokemon who use the move Roost, for the duration of the Roost.
  • the moves Rapid Spin, Whirlwind and Gust will all clear the field of the hazards.

Toxic Spikes:
  • scatters poisoned barbs across the battlefield.
  • Pokemon of can not be poisoned are immune to this effect (Poison Types, Steel Types, Immunity, Magic Guard or Poison Heal Pokemon)
  • these spikes do not do any direct damage.
  • one layer of toxic spikes induces poison.
  • two layers of toxic spikes induce toxic poisoning.
  • any Poison Pokemon will 'absorb' and nullify the spikes, rendering them useless.
  • the moves Rapid Spin, Whirlwind and Gust will all clear the field of the hazards.



Finally, there are Weather Effects as follows, only one of which may be active at a given time.

Sunny Day:
  • forms a small pseudo-sun of fire and fire energy that hovers over the summoning Pokemon until the battle is over or the weather changes.
  • increases Fire type moves damage by x1.5, factored into the battle equation appropriately.
  • decreases Water type moves damage by x.75, factored into the battle equation appropriately.
  • increases the accuracy of the extremely powerful move Fire Blast.
  • if the move Fire Blast is used in the presence of a pseudo-sun from Sunny Day, the sun itself becomes the fiery projectile, extinguishing upon impact.
  • the move Solar Beam drains a Pokemon's energy as usual, but the ambient 'solar' energy replenishes the Pokemon's reserves far faster than usual.
  • the move Thunder becomes extremely erratic and inaccurate.
  • the moves Synthesis, Morning Light and Moonlight restore 75% of a Pokemon's HP instead of 50%. Energy cost does not change.
  • Pokemon with abilities such as Chlorophyll (+3 Speed), Leaf Guard (no status) and Flower Gift (+2 Attack, +2 Speed) function as usual.
  • Solar Power Pokemon take 5% HP damage per turn, but receive an additional x1.2 to special attacks for the duration of the increased sunlight.
  • Dry Skin Pokemon lose 5% HP per turn - sun poisoning.

Rain Dance:
  • conjures a localized rain-cloud that hovers over the battlefield until the battle is over or the weather changes.
  • increases the power of Water type moves damage by x1.5, factored into the battle equation appropriately.
  • decreases the power of Fire type moves damage by x.75, factored into the battle equation appropriately.
  • the move Thunder becomes extremely accurate.
  • if this effect is used on the summoned rain-cloud opposed to natural weather, it charges the entire cloud with polarized energy; so it may only be used once every three turns.
  • the moves Synthesis, Morning Light and Moonlight restore 25% of a Pokemon's HP instead of 50%. Energy cost does not change.
  • Pokemon with abilities such as Hydration and Swift Swim (+2 Speed) function as usual.
  • Dry Skin Pokemon and Rain Dish Pokemon gain 5% HP per turn.

Sandstorm:
  • also created by the ability 'Sand Stream'.
  • causes intense winds to whip up across the battlefield, kicking dirt, sand and other debris into the air.
  • all non-Steel, Rock or Ground types are damaged each turn, taking 5% dmg per turn after all other calculations.
  • all Rock types gain +3 Special Defense for the duration of the Sandstorm.
  • the moves Thunder and Solar Beam become extremely erratic and inaccurate.
  • the moves Synthesis, Morning Light and Moonlight restore 25% of a Pokemon's HP instead of 50%. Energy cost does not change.
  • Sand Veil Pokemon become harder to hit, gaining a natural advantage in the reduced visibility.
  • Sand Throw Pokemon gain +2 Speed for the duration of the battle.
  • Sand Strength Pokemon gain x1.2 damage to all moves of the Rock, Steel or Ground type.

Hail:
  • also created by the ability 'Snow Warning'.
  • summons a dark cloud over the Pokemon, which quickly begins to spew chunks of sleet and hail until the battle is over or the weather changes.
  • all non-ice types are damaged each turn, taking 5% dmg per turn after all other calculations.
  • the move Blizzard becomes highly accurate.
  • if this effect is used on the summoned hail-cloud opposed to natural weather, the cloud itself becomes the blizzard, descending onto the battlefield in a wintry torrent of snow and ice that dissipates upon striking.
  • the moves Synthesis, Morning Light and Moonlight restore 25% of a Pokemon's HP instead of 50%. Energy cost does not change.
  • Ice Body Pokemon regain 5% HP per turn.
  • Snow Cloak Pokemon become harder to hit, gaining a natural advantage in the reduced visibility.

Fog:
  • mostly natural weather.
  • reduces visibility, causing all Pokemon to become harder to hit.
  • can sometimes be created by extensive use of the move Haze, Mist, or Smog.
  • can be dispersed by the move Defog or with any other weather change.
 
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