Generation I: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
(→‎Discussion of Generation I: Deleted whining about clearly intentional things.)
Line 95: Line 95:
* {{m|Leech Seed}} and {{m|Toxic}} went off the same damage calculator when they were stacked alongside each other, allowing Leech Seed to drain twice as much damage.
* {{m|Leech Seed}} and {{m|Toxic}} went off the same damage calculator when they were stacked alongside each other, allowing Leech Seed to drain twice as much damage.
* Bad {{status|Poison}}ing would revert to standard poisoning if an inflicted Pokémon was switched out.
* Bad {{status|Poison}}ing would revert to standard poisoning if an inflicted Pokémon was switched out.
* [[Critical hit]] ratios were based off of a Pokémon's speed, allowing fast Pokémon such as {{p|Jolteon}} or {{p|Zapdos}} deal large amounts of critical hits.
* [[Critical hit]] ratios were based on a Pokémon's speed, allowing fast Pokémon such as {{p|Jolteon}} or {{p|Zapdos}} deal large amounts of critical hits.
** [[One-hit knockout move|One-hit KO moves]]s were also based off of speed, making them useless if the user was slower than the target.
** [[One-hit knockout move|One-hit KO moves]]s were also based on speed, making them useless if the user was slower than the target.
* Due to a glitch, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}}s ''cut'' the user's critical hit ratio by 75%, instead of doubling it.
* Due to a glitch, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}}s ''cut'' the user's critical hit ratio by 75%, instead of doubling it.
* Critical hits would ignore stat-ups from both parties rather than just the target. Three {{m|Swords Dance}}s would allow the user to do more damage normally than a critical hit from a target, allowing for a wide amount of luck-based victories in battles.
* Critical hits would ignore stat-ups from both parties rather than just the target.
* Using {{m|Agility}} or Swords Dance while {{status|Paralysis|paralyzed}} or {{status|burn}}ed (respectively) would negate the status impairments from those effects, then double the enhanced status.
* Using {{m|Agility}} or Swords Dance while {{status|Paralysis|paralyzed}} or {{status|burn}}ed (respectively) would negate the status impairments from those effects, then double the enhanced status.
* {{status|Freeze|Frozen}} Pokémon are only able to thaw out from an {{DL|Status condition healing item|Ice Heal}} or by being inflicted with {{type|Fire}} moves or {{m|Haze}}.
* {{m|Counter}} can be used in response to {{m|Guillotine}} or {{m|Horn Drill}} to instantly defeat an enemy Pokémon, even if the move hit the user's {{m|Substitute}}.
* {{m|Counter}} can be used in response to {{m|Guillotine}} or {{m|Horn Drill}} to instantly defeat an enemy Pokémon, even if the move hit the user's {{m|Substitute}}.
* Switching boxes required [[Save|saving]].
* With the exception of {{m|Swift}}, every attack had at least a 1/256 chance of missing.
* With the exception of {{m|Swift}}, every attack had at least a 1/256 chance of missing.
* {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2-5 turns as a side-effect. If a trapped Pokémon switched out, it'd ''still'' be considered trapped during that turn.
* {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2-5 turns as a side-effect. If a trapped Pokémon switched out, it'd ''still'' be considered trapped during that turn.
* {{m|Whirlwind}} and {{m|Roar}} did absolutely nothing in trainer battles.
* If {{m|Hyper Beam}} KOs a Pokémon, the user doesn't need to recharge on the succeeding turn.
* If {{m|Hyper Beam}} KOs a Pokémon, the user doesn't need to recharge on the succeeding turn.
* Although {{m|Rest}} acts as a {{DL|Potion|Full Restore}} with the side-effect of {{status|Sleep|falling asleep}}, it does not alleviate the status impairments caused by burns or paralysis.
* Although {{m|Rest}} acts as a {{DL|Potion|Full Restore}} with the side-effect of {{status|Sleep|falling asleep}}, it does not alleviate the status impairments caused by burns or paralysis.
* {{m|Struggle}} is programmed with {{type|Normal}} offensive properties instead of being programmed to ignore them, making it ineffective against {{t|Ghost}} types.
* {{m|Struggle}} is programmed with {{type|Normal}} offensive properties instead of being programmed to ignore them, making it ineffective against {{t|Ghost}} types.
* When his with a super-effective move, the message that displays only reflects whether or not the move was super-effective against the target's ''second'' type.
* When hit with a super-effective move, the message that displays only reflects whether or not the move was super-effective against the target's ''second'' type.
* Overusing stat-ups would eventually cause the boosted stats to roll over into absurdly low numbers.
* Overusing stat-ups would eventually cause the boosted stats to roll over into low numbers.
* Waking up from sleep takes an entire turn all on its own.
* Waking up from sleep takes a full turn.
* Substitutes do not defend against status impairments. Hyper Beam also doesn't require a recharge if it destroys the Substitute, and {{m|Self-Destruct|Selfdestruct}}ing and {{m|Explosion|Exploding}} does not make the user faint if it destroys the Substitute.
* Substitutes do not defend against status impairments. Hyper Beam also doesn't require a recharge if it destroys the Substitute, and {{m|Self-Destruct|Selfdestruct}}ing and {{m|Explosion|Exploding}} does not make the user faint if it destroys the Substitute.
* Using Substitute while having 25% or less of one's maximum HP left inadvertently KOs the user.
* Using Substitute while having 25% or less of one's maximum HP left inadvertently KOs the user.
* As soon as {{m|Rage}} connects, the user will become disobedient and will be unable to use any other move until it faints. When Rage is used, it only loses the initial 1PP, and if it misses, its accuracy drops to 1/256.
* As soon as {{m|Rage}} connects, the user will become disobedient and will be unable to use any other move until it faints. When Rage is used, it only loses the initial 1PP, and if it misses, its accuracy drops to 1/256.
* {{m|Mimic}} randomly mimics an enemy's move, allowing the user to duplicate the enemy's moveset.
* {{m|Disable}} randomly disables an enemy's move, and also builds the enemy's rage should it be in effect.
* If a {{m|Bide}} user is hit with a status move before its second turn, the damage dealt will equal that of the last attack used against it.
* If a {{m|Bide}} user is hit with a status move before its second turn, the damage dealt will equal that of the last attack used against it.
* {{m|Blizzard}} has an absurd accuracy of 90%.
* If a Pokémon's HP is 255 or 511HP below its maximum, then {{m|Recover}} and {{m|Softboiled}} will fail.
* If a Pokémon's HP is 255 or 511HP below its maximum, then {{m|recover}}y {{m|Soft-Boiled|moves}} will fail.
* Multi-hit moves (e.g. {{m|Fury Attack}} or {{m|Fury Swipes}}) deal the same amount of damage for each attack, meaning that if the first move is a critical hit, the next 1-4 turns will be critical hits as well.
* Multi-hit moves (e.g. {{m|Fury Attack}} or {{m|Fury Swipes}}) deal the same amount of damage for each attack, meaning that if the first move is a critical hit, the next 1-4 turns will be critical hits as well.