Pokémon Gold Version, Silver Version, and Crystal Version - Notes for Specific Moves
Toxic
Toxic uses a value called T to calculate how much HP to remove from the opposing Pokémon. When Toxic is used, T is set to 0. At the end of the opposing Pokémon’s attack segment every turn, including the current one, T rises by 1 and the opposing Pokémon’s HP is reduced by int(maximum HP/16)*T, but not less than 1 HP, as long as the opposing Pokémon remains poisoned. (This HP loss happens instead of the HP loss for regular poisoning.) The current value of T is retained when the opposing Pokémon uses Baton Pass. It is not reset if the user uses another poison move such as Poisonpowder on the new Pokémon, and T will still increase if the new the opposing Pokémon becomes or is poisoned. When the battle ends or the opposing Pokémon leaves the battle (except Baton Pass) , T will stop increasing, the effect of Toxic will end, and all poisoning on the opposing Pokémon’s side will revert to normal poison. Curing the poison will, of course, also end the effect.
Toxic will fail if the opposing Pokémon is already poisoned, by any means.
Rest removes the PSN status and ends the effect of Toxic.
Haze has no effect on T when used by either player.
Transform
In Pokémon Gold Version , Pokémon Silver Version , and Pokémon Crystal Version , there are several bugs related to DVs and gender calculation. If Transform is used by the opposing Pokémon of the player, it calculates gender using the DVs of user before the transformation, but if used by the player, gender is not recalculated. When a Pokémon that is controlled by the opposing Trainer and is under the effect of Transform leaves the battle, the Pokémon that replaces it, if any, receives the DVs of the old Pokémon and a recalculated gender, both of which are reverted to their original values when the new Pokémon leaves the battle.
When Transform is used, the opposing Pokémon’s Attack, Defense, Special Attack, Special Defense, and Speedstats, as modified by stat stages, badges, paralysis, and burns, are copied and the user’s stats become equal to those values. (However, any further effects that change the user’s stat stages, paralysis, or burns will use the user’s original stat as a starting point, not the opposing Pokémon’s stats.)
If a wild Pokémon has the effect of Transform and it is caught, its species becomes Ditto, regardless of its original species. After it is caught, its stats and moves become those of a wild Ditto at the same level, except current HP.
Even if Transform is in effect for the user, its stats are recalculated according to its level and original DVs when it levels up.
In battles in which Exp. Points can be gained, the player’s Pokémon gain Exp. Points based on the original species of the opposing Pokémon under Transform.
Substitute
Substitute creates a copy of the user called a substitute; to make a substitute, the user loses 1/4 of its maximum HP. (The HP lost can be 0.) This attack fails if the HP reduced would faint the user or if the user already has a substitute. The substitute has life points equal to the HP lost this way. (The term "life points" is used here to differentiate it from HP, to avoid confusion when describing Substitute’s effect.)
If an effect (such as a move or item) is absent in this description, it is assumed to work as normal both with and without Substitute’s effect.
These are the main effects that happen while the user has a substitute:
- Attacks by the opposing Pokémon can’t cause poison, burn, paralysis, freezing, sleep, confusion, or flinching against the user. Additional effects of attacks by the opposing Pokémon can’t inflict such effects if the user had a substitute as the attack began (for Twineedle, the additional effect is prevented even if the substitute fades on the first hit of the attack).
- Attacks by the opposing Pokémon can’t lower the user’s stat stages. Additional effects of attacks by other Pokémon can’t do so if the user had a substitute as the attack began.
- If user would lose HP because of an attack by the opposing Pokémon, the user’s substitute loses that many life points instead.
When the substitute has no life points left, it fades and Substitute’s effect ends.
Any other effects that affect the user’s HP do not involve the substitute in any way. This applies to reductions of the user’s HP from poison, Leech Seed, Sandstorm, recoil, and so on; and to effects that make the user gain HP. Moreover, effects that need to know the user’s HP (Super Fang, Reversal, Flail, False Swipe, and so on.) won’t use the substitute’s life points in place of the user’s HP. (This is why "life points" is used instead of HP to describe the substitute’s vitality.)
The substitute will be removed, and Substitute’s effect will end, when the user leaves the battle (except Baton Pass) or if the user faints before the substitute fades. If the user uses Baton Pass, the substitute retains its current life points.
Other notes regarding Substitute are given below.
- While the user has a substitute, attacks and confusion damage can deal damage equal to or greater than the user’s HP even if an effect prevents it from fainting (such as Focus Band).
- Counter and Mirror Coat will miss when used by the user. The opposing Pokémon can use these attacks normally.
- Pain Split modifies the user’s and the opposing Pokémon’s HP and will work as normal for the user.
- Damage from confusion is given to the user.
- The returned attack from Future Sight is directed to the substitute, since it’s considered an "attack by its user".
- Bide can be used by the user, but it won’t be affected by damage intercepted by a substitute. It will work as normal after the substitute fades. Rage and its effect will work as normal.
- The opposing Pokémon is always given 1 HP of recoil when attacking a substitute with a recoil attack (because recoil is calculated from HP the attacker’s the opposing Pokémon loses because of that attack; in this case the user doesn’t lose any HP). Jump Kick and Hi Jump Kick, if they miss, cause the opposing Pokémon to lose HP as normal (because this HP loss is based on hypothetical damage).
- The user can use Selfdestruct or Explosion and faint, or faint because of Destiny Bond or Perish Song, even if it has a substitute.
- The game checks whether a substitute fades after every hit of a multi-hit attack. The multi-hit attack will continue even after the substitute fades.
- Absorb, Dream Eater, Giga Drain, Leech Life (the attack will miss), and Mega Drain, as well as Pain Split (won’t affect user) will fail for the opposing Pokémon. The user can use these attacks normally.
- The secondary effect of multi-turn attacks won’t occur when the opposing Pokémon uses a multi-turn attack against the user. The effect of multi-turn attacks against the user will end when the user creates a substitute.
- Detect, Endure, and Protect will fail for the user. The opposing Pokémon can use these attacks normally.
- Lock-on and Mind Reader (won’t affect user) will fail for the opposing Pokémon. The user can use these attacks normally.
- Nightmare will fail for the opposing Pokémon. If the opposing Pokémon is a Ghost type, Curse will fail for the opposing Pokémon. The user can use Nightmare and Curse normally, whether or not user is of Ghost type.
- Leech Seed (attack will be evaded) will fail for the opposing Pokémon. The user can use Leech Seed normally.
- The substitute will absorb damage from Pursuit if it attempts to switch normally.
- If the opposing Pokémon uses Swagger, the substitute won’t develop confusion but will receive the Attack increase. (These effects are covered elsewhere.) The user can use Swagger normally.
- If Thief hits the user’s substitute, it will damage the substitute but won’t steal the item from the user. The user can use Thief normally.
- Sketch will fail for the opposing Pokémon. The user can use Sketch normally.
- Mimic will work as normal for both user and the opposing Pokémon.
- Transform and Pay Day will work as normal.
- Substitute can’t prevent Whirlwind, Roar, Disable, Encore, Spite, Foresight, Attract, Haze, Destiny Bond, Spider Web, Mean Look, Spikes, or Perish Song.
Disable
Disable causes the last move used by the opposing Pokémon to be prevented from being used or chosen. When Disable is used, the opposing Pokémon receives a count of 2 to 8 (random). Every turn, including the current turn, during the effect, this count is reduced by 1 when the opposing Pokémon begins to use an attack (before confusion check), except when it flinches. When the count is reduced to zero or the opposing Pokémon leaves the battle, the opposing Pokémon’s Disable effect ends. Disable will fail if the selected move has zero PP. During the effect, Disable will fail for the user.
In the unusual case that the opposing Pokémon has more than one copy of the attack, the first copy will be prevented from being chosen, and the other copies will be prevented from being used.
If the Pokémon can’t choose a move for use and one of its moves is affected by Disable, the Pokémon won’t automatically choose Struggle for use instead unless all its moves have zero PP.
Present
In Pokémon Gold Version and Pokémon Silver Version , when Present deals damage to the opposing Pokémon, several values are substituted in the damage calculation formula:- Attacker’s Attack: 10 multiplied by the type matchup of the attack’s type against the opposing Pokémon’s types.
- Opposing Pokémon’s Defense: A number that depends on the attacker’s current second type (for example, Charizard’s second type is normally Flying, but Charmander’s second type is normally Fire).
- Attacker’s level: A number that depends on the opposing Pokémon’s current second type.
- The numbers used in the modified Defense and level are as follows: Normal - 0; Fighting - 1; Flying - 2; Poison - 3; Ground - 4; Rock - 5; Bug - 7; Ghost - 8; Steel - 9; Fire - 20; Water - 21; Grass - 22; Electric - 23; Psychic - 24; Ice - 25; Dragon - 26; Dark - 27.
- If a calculation would divide by 0, it divides by 1 instead.
This bug has been corrected in Crystal and Stadium 2. ("Stadium 2" is called "Pokémon Stadium Gold and Silver" in Japan and "Pokémon Stadium 2" elsewhere.)
Belly Drum
Belly Drum uses the following procedure when raising the Attack stat stage:
- Raise stat stage by 2 (but not to more than +6) and calculate the modified Attack (as explained in "Stat Modification").
-
While the stat stage is less than +6 and the modified Attack is less
than 999:
- Raise stat stage by 2 (but not to more than +6) and calculate the modified Attack (as explained in "Stat Modification").
Belly Drum fails if the reduced HP would faint the user or the user’s Attack can’t be raised. Because of a bug, however, the attack always does step 1 of the above process even if it fails because the reduced HP would faint the user (in which case the user doesn’t lose any HP).
In Stadium 2, Belly Drum raises the Attack stat stage to +6 instead, and will fail if the reduced HP would faint the user or the user’s Attack can’t be raised. The bug just mentioned doesn’t occur in Stadium 2. ("Stadium 2" is called "Pokémon Stadium Gold and Silver" in Japan and "Pokémon Stadium 2" elsewhere.)