User:Awesomelink234/Stat modifiers

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Specifically, I will be looking at (Special) Attack, (Special) Defense, and Speed modifiers. Per usual, all operations prior to Generation V are rounded down to the nearest integer.

Stat stage modifiers, for reference:

Stage multipliers
Stage -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
Gen I-II 25/100 28/100 33/100 40/100 50/100 66/100 100/100 150/100 200/100 250/100 300/100 350/100 400/100
Gen III+ 2/8 2/7 2/6 2/5 2/4 2/3 2/2 3/2 4/2 5/2 6/2 7/2 8/2

Generation I

Since the modifiers work a bit differently here, I'll be putting this in its own section.

When a Pokémon enters battle:

  • Multiply its Attack by 0.5 if it is burned.
  • Multiply its Speed by 0.25 if it is paralyzed.
  • If the battle is not a Link Battle, and the Pokémon is owned by the player, apply the appropriate Badge boosts, done by multiplying certain stats by 1.125, namely:
    • Attack if the player has the Boulder Badge.
    • Defense if the player has the Thunder Badge.
    • Speed if the player has the Soul Badge.
    • Special if the player has the Volcano Badge.

When a stat stage is successfully modified:

  • Raise or lower the stat stage to the appropriate value.
  • Multiply the Pokémon's appropriate out-of-battle stat by the corresponding stat stage multiplier. If it is being raised, cap it at 999.
  • If Badge boosts apply, multiply all the appropriate stats by 1.125.
  • If the Pokémon whose turn it is not is burned, multiply its Attack by 0.5.
  • If the Pokémon whose turn it is not is paralyzed, multiply its Speed by 0.25.

When a Pokémon's status condition is cured via an AI Trainer using an item on it, the player using a Full Restore on it when it is not at full HP, the player using a Poké Flute to cure sleep, or a Pokémon using Rest, the stat drops from burn and paralysis will stay.

When a Pokémon's status condition is cured via the player using a dedicated healing item on it (Burn Heal, Antidote, Parlyz Heal, Awakening, Ice Heal, Full Heal), a Full Restore when it is at full HP, or Haze being used by the opponent (which also resets the stat stages themselves), the stats will be reset to their out-of-battle stats, including Badge boosts.

When a Pokémon levels up, its stats are reset to its new out-of-battle stats, and then stat stages, status drops, and Badge boosts are applied, in that order.

Other stuff:

  • If the move landed a critical hit, use the out-of-battle Attack, Defense, or Special instead.
  • If the used move is Selfdestruct or Explosion, the target's Defense is multiplied by 0.5, bumped up to 1 if it is 0.
  • If Reflect or Light Screen is up for the target, its Defense or Special, respectively, will be doubled.
  • If either the Attack, Defense, or Special used in damage calculation exceeds 255, both are divided by 4. They will remain at 0 if reached, and if this happens to the defensive stat, the game will attempt to divide by 0 and softlock as a result.

(Special) Attack

If I do not specify physical or Special Attack, the effect applies to whichever one gets used. If it ends up as 0, bump it up to 1.

Generation II

  • 1.125x to physical Attack or Special Attack if the battle is not a Link Battle or taking place in the Battle Tower and the player has the Zephyr Badge or Glacier Badge, respectively.
  • Apply stat stages.
  • 0.5x to physical Attack if the attacker is burned.
  • 2x to Special Attack if the attacker is Pikachu holding a Light Ball.
  • 2x to physical Attack if the attacker is Cubone or Marowak holding a Thick Club.
  • 0.25x to the Attack and Defense stat used in damage calculation if either exceeds 255.
  • If the move lands a critical hit and the attacker's Attack stat stage is less than or equal to the target's corresponding Defense stat stage, the effects of stat stages, Badge boosts, and burn are ignored.

Generation III

  • Apply stat stages.
  • 2x to physical Attack if the attacker's Ability is Pure Power or Huge Power.
  • 1.1x to physical Attack or Special Attack if the battle is not a Link Battle or taking place in a battle facility and the player has the Stone BadgeRSE/Boulder BadgeFRLG or Mind BadgeRSE/Volcano BadgeFRLG, respectively.
  • 1.1x if the used move is of a certain type and the attacker is holding the type-enhancing held item corresponding to it.
  • 1.05x if the used move is Water-type and the attacker is holding a Sea Incense.
  • 1.5x to physical Attack if the attacker is holding a Choice Band.
  • 1.5x to Special Attack if the attacker is Latias or Latios holding a Soul Dew.
  • 2x to Special Attack if the attacker is Clamperl holding a DeepSeaTooth or Pikachu holding a Light Ball.
  • 2x to physical Attack if the attacker is Cubone or Marowak holding a Thick Club.
  • 0.5x to Special Attack if the used move is Fire or Ice-type and the target's Ability is Thick Fat.
  • 1.5x to physical Attack if the attacker's Ability is Hustle.
  • 1.5x to Special Attack if the attacker's Ability is Plus and its ally's is Minus.
  • 1.5x to Special Attack if the attacker's Ability is Minus and its ally's is Plus.
  • 1.5x to physical Attack if the attacker's Ability is Guts and it has a non-volatile status condition.

Generation IV

  • Apply stat stages.
  • 2x to physical Attack if the attacker's Ability is Pure Power or Huge Power.
  • 2x to physical Attack if the attacker's Ability is Slow Start and it has not yet been on the field for 5 turns.
  • 1.5x to physical Attack or Special Attack if the attacker is holding a Choice Band or Choice Specs, respectively.
  • 1.5x to Special Attack if the attacker is Latias or Latios holding a Soul Dew.
  • 2x to Special Attack if the attacker is Clamperl holding a DeepSeaTooth.
  • 2x to physical Attack if the attacker is Cubone or Marowak holding a Thick Club.
  • 1.5x to physical Attack if the attacker's Ability is Hustle.
  • 1.5x to physical Attack if the attacker's Ability is Guts and it has a non-volatile status condition.
  • 1.5x to Special Attack if the attacker's Ability is Plus and its ally's is Minus.
  • 1.5x to Special Attack if the attacker's Ability is Minus and its ally's is Plus.
  • 1.5x to Special Attack if the attacker's Ability is Solar Power, the weather is harsh sunlight, and no Pokémon on the field have the Ability Cloud Nine or Air Lock.
  • 1.5x to physical Attack if the attacker or its ally's Ability is Flower Gift, the weather is harsh sunlight, and no Pokémon on the field have the Ability Cloud Nine or Air Lock. If both are, apply this twice.

Generation V onward

  • Apply stat stages. Divisions are rounded down.
  • 1.5x to physical Attack if the attacker's Ability is Hustle, rounded half down.
  • Apply chained modifiers. This is done by starting at 4096, multiplying by each applicable modifier in order with the number specified, dividing it by 4096 and rounding half up, and when the final value is gotten, multiplying it by the result thus far, and dividing by 4096 and rounding half down. If multiple Abilities or items take effect, they are chained in the order of the out-of-battle Speed stat of the Pokémon with them.

(Special) Defense

Generation II

  • 1.125x to physical Attack or Special Attack if the battle is not a Link Battle or taking place in the Battle Tower and the player has the Zephyr Badge or Glacier Badge, respectively.
  • Apply stat stages.
  • 0.5x to the target's physical Defense if the used move is Selfdestruct or Explosion.
  • 2x to physical Attack or Special Attack if Reflect or Light Screen, respectively, is up for the target.
  • 0.25x to the Attack and Defense stat used in damage calculation if either exceeds 255.
  • 1.5x if the target is a Ditto holding a Metal Powder.
  • If the move lands a critical hit and the attacker's Attack stat stage is less than or equal to the target's corresponding Defense stat stage, the effects of stat stages, Badge boosts, and Reflect and Light Screen are ignored.

Generation III

Generation IV

Generation V onward

  • Apply stat stages. Divisions are rounded down.
  • 1.5x to Special Defense if the weather is sandstorm, the target is Rock-type, and and no Pokémon on the field have the Ability Cloud Nine or Air Lock, rounded half down.
  • 1.5x to physical Defense if the weather is snow, the target is Ice-type, and and no Pokémon on the field have the Ability Cloud Nine or Air Lock, rounded half down.
  • Apply chained modifiers. This is done by starting at 4096, multiplying by each applicable modifier in order with the number specified, dividing it by 4096 and rounding half up, and when the final value is gotten, multiplying it by the result thus far, and dividing by 4096 and rounding half down. If multiple Abilities or items take effect, they are chained in the order of the out-of-battle Speed stat of the Pokémon with them.

Speed

Generation II

  • Apply stat stages.
  • 1.125x if the battle is not a Link Battle or taking place in the Battle Tower and the player has the Plain Badge, respectively.
  • 0.25x if the attacker is paralyzed.

Generation III

Generation IV

Generation V onward

  • Apply stat stages. Divisions are rounded down.
  • Apply chained modifiers. This is done by starting at 4096, multiplying by each applicable modifier in order with the number specified, dividing it by 4096 and rounding half up, and when the final value is gotten, multiplying it by the result thus far, and dividing by 4096 and rounding half down. If multiple Abilities or items take effect, they are chained in the order of the out-of-battle Speed stat of the Pokémon with them.
  • 0.5x (0.25x prior to Generation VII, rounded down, if the attacker is paralyzed and its Ability is not Quick Feet.