Pokémon Red Version, Blue Version, and Yellow Version - Attack Explanations
Contents
- Pokémon Red Version, Blue Version, and Yellow Version - Last move used
- Pokémon Red Version, Blue Version, and Yellow Version - Last move chosen for use
- Pokémon Red Version, Blue Version, and Yellow Version - Last damage dealt
- Pokémon Red Version, Blue Version, and Yellow Version - Descriptions of Common Effects
- Pokémon Red Version, Blue Version, and Yellow Version - Two-turn attacks
- Pokémon Red Version, Blue Version, and Yellow Version - Notes for Specific Moves
Pokémon Red Version, Blue Version, and Yellow Version - Last move used
Each Pokémon in battle has a "last move used" , which is the last move that the Pokémon chose for use and was not prevented from being used. Mirror Move, for example, depends on the "last move the opposing Pokémon used." When a Pokémon leaves the battle, the "last move the opposing Pokémon used" and "last move user used" are reset to zero.
In Pokémon Red Version, and Pokémon Blue Version, Pocket Monsters Green, and Pokémon Yellow Version, for two-turn attacks, the move is considered the "last used" only when it’s used on its second attack segment.
A move that can’t be used or chosen for use because of an effect can be successfully used by use of Mirror Move.
Pokémon Red Version, Blue Version, and Yellow Version - Last move chosen for use
The "last move chosen for use" changes when the player moves the cursor on the list of moves. The "last move chosen for use" is retained when a Pokémon leaves the battle (except when a battle ends). Each Pokémon in battle has a different "last move chosen for use" variable.
In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), the controller of a frozen or sleeping Pokémon or a Pokémon that’s using a multi-turn attack can still select a move.
If a Pokémon was somehow forced not to choose a move for use in a turn, (for instance, when that Pokémon is asleep or is the opposing Pokémon of a multi-turn attack), then it simply doesn’t use any moves in that turn (unless the attack is Thrash, Petal Dance, Rage, Bide, a multi-turn attack, a two-turn attack, or Hyper Beam, and that Pokémon is continuing the attack). If a Pokémon can’t choose a move for use at the beginning of a turn, it chooses Struggle for use instead.
Pokémon Red Version, Blue Version, and Yellow Version - Last damage dealt
The "last damage dealt" variable begins at zero. It is set whenever the attack process determines the HP to reduce to an opposing Pokémon, usually by applying the damage formula. It is not reset by switching out. If an attack that would affect an opposing Pokémon (including a non-damaging attack) misses, fails, becomes ineffective, or otherwise doesn’t deal damage, this variable is set to zero. This variable is set before damage is passed to a substitute (therefore, Bide and Counter are affected by damage dealt to a substitute). Because each hit of a multi-hit attack deals damage separately, only the final hit of multi-hit attacks can count as the "last damage dealt" for the purposes of Bide and Counter. Recoil doesn’t count as "damage dealt". Damage from confusion, and HP loss because of a miss from Jump Kick and Hi Jump Kick, can count as the "last damage dealt".
The "last damage dealt" variable is shared among all Pokémon in battle.
Damage dealt is adjusted to the opposing Pokémon’s current HP, but not when the opposing Pokémon is a substitute.
When Metronome or Mirror Move is used, the "last damage dealt" is reset before that move uses the move it calls.
In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), this variable is reset when switching out, being unable to move because of paralysis, or beginning to use a two-turn attack.
In the Game Boy games, this variable is not reset when a battle starts or ends, or when an item is used.
Pokémon Red Version, Blue Version, and Yellow Version - Descriptions of Common Effects
Effects that are common to many attacks are described below. Of the effects listed here, a Pokémon will remain poisoned, burned, paralysis, frozen, and asleep even when the Pokémon leaves the battle, including when a battle ends. (However, a Pokémon will stop being poisoned, burned, paralyzed, frozen, and asleep, as well as have full HP and PP, when it’s taken to a Pokémon Center nurse, but not when it’s placed in a PC storage box.) An effect can’t cause poison, burn, paralysis, freezing, or sleep against a Pokémon if it already has one of these five conditions or if it has fainted.
Poison (PSN)
If a Pokémon is poisoned, it loses 1/16 of its maximum HP (but not less than 1 HP) at the end of its attack segment. Poison types can’t become poisoned, not even by Twineedle. Outside of battle, a poisoned Pokémon loses 1 HP every four steps the player walks. (The effect of Toxic is similar to poison, see " Toxic ".)
Paralysis (PAR)
When a Pokémon becomes paralyzed, its Speed is recalculated so that it is reduced to 25% (see the section "Stat Stages"). If a Pokémon is paralyzed, there is a 25% chance that it will lose its chance to attack. Ground-type Pokémon can’t become paralyzed by Electric-type attacks.
Burn (PSN)
When a Pokémon becomes burned, its Attack is recalculated so that it is halved (see the section "Stat Stages"). If a Pokémon is burned, it loses 1/16 of its maximum HP (but not less than 1 HP) at the end of its attack segment. Fire-type Pokémon can’t become burned.
Sleep (SLP)
A sleeping Pokémon can’t choose any moves. When a Pokémon becomes asleep, it receives a count of 1 to 7 (or 1 to 3 in Pokémon Stadium (known as Pokémon Stadium 2 in Japan)). At a sleep check, this count is reduced by 1. If the count reaches zero, the Pokémon wakes up, but can’t attack on the same attack segment. The game stores the current duration of a Pokémon that’s asleep, in case the Pokémon leaves battle and enters the battle in another one.
Frozen (FRZ)
A frozen Pokémon can’t choose any moves. Use of Haze or Fire-type moves by the opposing Pokémon will cure freezing. Ice-type Pokémon can’t become frozen. If the Pokémon didn’t strike first and was defrosted by fire, it will use the last move chosen for use if possible, even if that move has zero PP. (If the move is used this way and it has 0 PP, the game erroneously subtracts 0 by 1, resulting in the value 255 (that is, 256 minus 1, wrapping around to 8 bits), or 63 PP (low 6 bits) and 3 PP Ups used (high 2 bits).)
In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), it is possible to choose a move while the Pokémon is frozen.
Confusion
When a Pokémon becomes confused, it receives a count of 2 to 8. At the beginning of the Pokémon’s attack segment, this count is reduced by 1, then if it is greater than 0, there is a 50% chance that the Pokémon will deal damage to itself rather than use an attack. The self-inflicted confusion attack is a physical attack, has a power of 40, has no type, is not varied with a random number, and ignores the effect of Reflect. (The attack can be a critical hit.) Confusion is removed from the Pokémon when it leaves the battle.
In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), messages concerning confusion are displayed after the message concerning the move to be used.
Flinch
After another Pokémon uses a move that causes a Pokémon to flinch in the same turn, it skips its attack this turn. A Pokémon can’t flinch if it is asleep or frozen.
Pokémon Red Version, Blue Version, and Yellow Version - Two-turn attacks
In a two-turn attack, the user prepares for the attack on the first of its attack segments, and hits the opposing Pokémon on the next of its attack segments. The user can’t take any action during the two-turn attack’s effect. The two-turn attack ends on the next possible attack segment in which the user doesn’t flinch and isn’t asleep, frozen, or under the effect of a multi-turn attack. If none of those events happen on that attack segment, and the attack isn’t otherwise prevented from being used, the last move chosen for use is used on that attack segment and is considered the "last move used" by the user, and PP is deducted from the two-turn attack’s move.
No PP is deducted from a two-turn attack on the first attack segment of its use.
A two-turn attack is not a multi-turn attack, and vice versa.
For all two-turn attacks, on the first attack segment of the attack’s use, no accuracy check is done and no check is made to determine whether the attack will be ineffective against the opposing Pokémon or otherwise be avoided by the opposing Pokémon.
In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), Bide will miss when used when the user is using Dig or Fly.
In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), a two-turn attack is considered the "last move used" by the user on the attack segment that the effect began.
Pokémon Red Version, Blue Version, and Yellow Version - Notes for Specific Moves
Blizzard
In the Japanese games Pocket Monsters Red , Pocket Monsters Green , Pocket Monsters Blue , and Pocket Monsters Pikachu (other than in Colosseum Mode), Blizzard’s chance of freezing the opposing Pokémon is 77/256 instead.
Haze
If the last move used by the user on the previous turn is not set, Haze resets the last move chosen for use to the invalid 0xFF, which causes erroneous behavior if Hyper Beam was used immediately before it became frozen: the Pokémon can’t make a move until it faints, even after being defrosted by the opposing Pokémon’s Haze.
Bind/Wrap/Fire Spin/Clamp
If the opposing Pokémon switches out before the multi-turn attack’s effect ends, the effect ends and the user will use the last move chosen for use by the user, even if has zero PP. (In that case, if the user is an AI-controlled Pokémon in a battle in which Exp. Points can gained, the user will have chosen a move for use in this turn by itself. ) (If the move is used this way and it has 0 PP, the game erroneously subtracts 0 by 1, resulting in the value 255 (that is, 256 minus 1, wrapping around to 8 bits), or 63 PP (low 6 bits) and 3 PP Ups used (high 2 bits).)
On the last attack segment of the multi-turn attack’s effect, if the user attacks, the effect ends at the end of the turn (the opposing Pokémon "can’t move" during that turn.) Otherwise (for example if the user uses an item), the effect ends before each Pokémon’s attack segment begins.
Transform
If a wild Pokémon is under 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 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 enemy Pokémon under Transform.
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.) This is also the amount of HP lost by an opposing Pokémon that’s under the effect of Leech Seed, and is also the amount of HP the user of Leech Seed gains from that effect. T will stop increasing and its effect will end when the battle ends or the opposing Pokémon leaves the battle, upon which all poisoning on the opposing Pokémon’s side reverts to normal poison. Curing the poison will, of course, also end the effect.
Toxic’s effect causes poison like other effects. It will fail, however, if the opposing Pokémon is already poisoned, burned, paralyzed, frozen, or asleep.
Rest has no effect on T, in Pokémon Red Version , Pokémon Blue Version , Pocket Monsters Green , and Pokémon Yellow Version .
Haze resets T to zero and ends the effect of Toxic.
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 amount of HP lost can be 0.) This attack fails if the if the user has less than that amount (or in Pokémon Stadium (known as Pokémon Stadium 2 in Japan), less than or equal to that amount). The substitute has life points equal to 1 plus 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 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:
- Confusion as a primary effect, paralysis as an additional effect, poison, freezing, flinching, burns, and effects that reduce the user’s stat stages can’t be inflicted by the opposing Pokémon against the user, and confusion as an additional effect can’t be inflicted by the opposing Pokémon against the user if the attack causes the substitute to break. In addition, in Pokémon Stadium (known as Pokémon Stadium 2 in Japan), all effects of confusion, all effects of paralysis, as well as sleep, can’t be inflicted by the opposing Pokémon against the user. Effects mentioned above that are additional effects are prevented even if the attack causes the substitute to break.
- If the user would lose HP because of a damaging attack by the opposing Pokémon, the user’s substitute loses that many life points instead.
Note that the last effect listed above is a replacement effect.
When the substitute has no life points left, it breaks 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, recoil, and so on; and to effects that make the user gain HP. Moreover, effects that need to know the user’s HP (user’s substitute) 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 or if the user faints before the substitute breaks.
Other notes regarding Substitute are given below.
- Recoil from a user’s recoil attack is given to the user. HP loss because of a miss from Jump Kick and Hi Jump Kick is also given to the user.
- While the user has a substitute, damage from the user’s confusion is erroneously directed to the opposing Pokémon’s substitute, even if the opposing Pokémon doesn’t have a substitute.
- Bide and Counter are affected by damage dealt to a substitute as normal (both moves use the "last damage dealt" variable). Rage is also affected by damage dealt to a substitute.
- The opposing Pokémon can use Disable, Leech Seed, and Transform normally. Damage from multi-turn attacks is given to the substitute, as the continuous attack is an attack by the opposing Pokémon.
- The opposing Pokémon can use a recoil move and receives recoil according to the number of life points lost by the substitute, but doesn’t receive recoil after breaking a substitute.
- Pay Day won’t cause the attacker to gain money from that attack if the attack breaks a substitute.
- The effects of multi-hit attacks end after the attack breaks a substitute.
- Haze is unaffected by Substitute.
- In Pokémon Red Version , Pokémon Blue Version , Pocket Monsters Green , and Pokémon Yellow Version , if the opposing Pokémon uses Selfdestruct or Explosion to break the substitute, it won’t faint.
- Absorb, Dream Eater, Leech Life, or Mega Drain, when it hits a substitute, cause their user to gain HP according to the number of life points lost by the substitute. In Pokémon Red Version , Pokémon Blue Version , Pocket Monsters Green , and Pokémon Yellow Version , if such a move breaks a substitute, no HP is restored to its user. In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), such moves will fail for the opposing Pokémon while the user has a substitute.
Hyper Beam
After using Hyper Beam, if the user tries to use an attack, it "must recharge" instead. If the user becomes asleep or frozen, it flinches, or it becomes defrosted, these events end the effect of Hyper Beam. In Pokémon Red Version , Pokémon Blue Version , Pocket Monsters Green , and Pokémon Yellow Version , if a multi-turn attack targets the user (even if it misses), this event also ends the effect of Hyper Beam.
If Hyper Beam ends by an event mentioned above on the next turn, and the user strikes second, the user will use the last move it chose for use (which will usually be Hyper Beam) without recharging for the previous use, even if that move now has zero PP. (In the case that Haze’s defrosting was the event that ended Hyper Beam, it won’t have a valid last move chosen for use.) (If the move is used this way and it has 0 PP, the game erroneously subtracts 0 by 1, resulting in the value 255 (the 8-bit two’s complement signed integer form of -1), or 63 PP (low 6 bits) and 3 PP Ups used (high 2 bits).)
In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), a "recharge" attack segment is required every time it’s used.
Mimic
If one PP is spent on the copied move while Mimic has 0 PP, the game erroneously subtracts 0 (Mimic’s PP) by 1, resulting in the value 255 (that is, 256 minus 1, wrapping around to 8 bits), or 63 PP (low 6 bits) and 3 PP Ups used (high 2 bits).Disable
Disable causes a random move of the opposing Pokémon (with at least 1 PP) to be prevented from being used or chosen for use. When Disable is used, the opposing Pokémon receives a count of 1 to 8 (random). Every turn, including the current turn, during the effect, this count is reduced by 1 when the opposing Pokémon tries to use the move (upon reaching the Disable check). When the count is reduced to zero or the opposing Pokémon leaves the battle, the opposing Pokémon’s Disable effect ends. During the effect, Disable will fail for the user. If the opposing Pokémon uses Transform, the moves located where the affected moves were, become affected by Disable until Disable’s effect ends.
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.
Apparently, using Disable against the opposing Pokémon (even if it fails in Pokémon Red Version , and Pokémon Blue Version , Pocket Monsters Green , and Pokémon Yellow Version ) counts as a hit for the purposes of Rage.
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.