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Pokémon Ruby Version, Sapphire Version, and Emerald Version - Timing Notes

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Timing Notes

Tags: pokemon-ruby-sapphire-and-emerald, in-depth-guides, timing-notes, battle-system

Contents

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Turn Phases

A turn consists of four phases done in order:

  • Each player chooses a command for each Pokémon in battle, at the same time. For each Pokémon in battle he or she controls, a player does one of the following: have the Pokémon use one of its moves; use an item from the Bag (in battles that allow it); or switch it out for another Pokémon (that Pokémon must be an unfainted Pokémon not in battle, and not an Egg, controlled by that player).
    • If a player chooses an item, it’s used immediately, at that point.
  • Switching Pokémon for both players (resolves in the order leader-first, opposing-first, leader-second, opposing-second)
  • Attacks
  • Post-turn effects

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Priority and Turn Order

Turn order is determined two times each turn: once after commands are chosen, and again at the end of each turn (before end-of-turn effects).

  • Attacks with a higher priority level strike first.
  • If two or more attacks have the same priority level, ties are broken using each Pokémon in battle’s Speed. At a 20% chance (which chance was determined as the turn began), all holders of Quick Claw whose attacks have the same priority level will strike at a random order and before other Pokémon whose attacks have the same priority level.
  • If there are still ties in priority or Speed, ties are broken at random.

Priority Levels

Every move is categorized in one of ten priority levels:

  • 5: Helping Hand
  • 4: Magic Coat, Snatch
  • 3: Protect, Detect, Endure, Follow Me
  • 1: Quick Attack, Mach Punch, Extremespeed, Fake Out
  • 0: All other attacks
  • -1: Vital Throw
  • -3: Focus Punch
  • -4: Revenge
  • -5: Counter, Mirror Coat
  • -6: Whirlwind, Roar

Modifications to Speed

  • Speed stat stage is applied.
  • If Pokémon has Swift Swim, Speed is doubled in rain.
  • If Pokémon has Chlorophyll, Speed is doubled during Sunny Day.
  • If Pokémon is holding Macho Brace, Speed is halved.
  • If Pokémon is paralyzed, Speed is multiplied by 1/4.
  • In battles in which the Bag can be used (except in the Battle Pyramid), if the player has the Dynamo Badge or the Thunder Badge, the Speed of the player’s team’s Pokémon is multiplied by 1.1.

Turn Order Rules

For the purposes of Detect, Endure, and Protect, Pokémon that chose to switch at the beginning of a turn are ignored when determining whether a particular Pokémon "strikes last" in that turn.

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Switching Out

Before Pokémon switch out at the switching-out phase of the turn, a message is shown for each Pokémon that chose Focus Punch for use in the order of leader-first, nonleader-first, leader-second, nonleader-second.

Section A: All steps below resolve as soon as the Pokémon enters the battle.

  1. Pokémon loses HP if Spikes are on its side (If Pokémon faints, the next Pokémon is chosen and enters the battle immediately)
  2. Drizzle/Drought/Sand Stream (no order between them) (At the beginning of the battle, this step instead resolves in turn order, including the Quick Claw effect)

Section B: Each step below resolves after all Pokémon enter the battle, in the order of leader-first, opposing-first, leader-second, opposing-second.

  1. Intimidate, if not already applied
  2. Trace, if not already applied
  3. Forecast, if not already applied

If more than one Pokémon was chosen to be switched out, the above steps (in both sections) are resolved for each Pokémon when it enters the battle, before the next Pokémon switches out.

If more than one Pokémon is switched in from fainted ones at the same time, new ones are switched in in the order of leader-first, nonleader-first, leader-second, nonleader-second. Each Pokémon switched in this way enters the battle before the next Pokémon is chosen.

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Before the Attack

In the attack phase, the turn order guides the order in which Pokémon do their attacks. Each attack is known as an "attack segment".

Before a Pokémon uses an attack, the following effects are checked, in this order:

  1. Sleep check
  2. If frozen, check if defrosted
  3. Battle Palace check
  4. If attacker used Hyper Beam or a similar move last turn, display "X must recharge!" and end processing
  5. Torment message (for Battle Palace)
  6. If Truant check succeeds, display "X is loafing around!" and end processing
  7. If attacker flinches, end processing
  8. Disable check
  9. Taunt check
  10. Imprison check
  11. Confusion check
  12. Paralysis check
  13. Attract check
  14. If frozen and Flame Wheel or Sacred Fire was chosen, defrost
  15. Obedience check

If the pre-attack checks succeed, the Pokémon uses the move and PP is reduced by 1.

If the PP can’t be reduced this way, the Pokémon doesn’t use that move instead. (In this case, Snatch doesn’t consider the move as used.)

When it comes to PP reduction, if the move is taken with Snatch or Magic Coat, the new user doesn’t lose PP for that use, even if it also has that move.

The exception to PP reduction is Struggle when it’s chosen for use automatically because the Pokémon has no moves it could choose.

Explosion, If Selfdestruct, and Memento were used, the user’s HP immediately becomes 0 at this time.

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Obedience Check

In Trainer Tower battles and battles in which Exp. Points are gained, if the Pokémon tries to attack, the Pokémon’s 32-bit ID number, OT (Original Trainer) name, or both are different from those of the player, and its level is greater than the player’s "badge level", then this process is followed to determine whether the attack can be used.

  1. The badge level is determined based on the Badges the player has:
    • No badges: Badge level=10
    • Knuckle Badge/Cascade Badge: Badge level=30
    • Heat Badge/Rainbow Badge: Badge level=50
    • Feather Badge/Marsh Badge: Badge level=70
    • Rain Badge/Earth Badge: Badge level=100
    • In Pokémon Emerald Version, Pokémon FireRed Version, and Pokémon LeafGreen Version, if the Pokémon is a Mew or Deoxys without the obedience flag, the badge level is 0 instead. Even those Pokémon, however, will obey the player in battles not subject to this obedience check, even without the obedience flag.
  2. A random integer from 0 through 255 is generated, and A is set to ((Level of Pokémon)+(Badge level))*(Random integer)/256.
  3. If A is greater than or equal to the badge level, the Pokémon is disobedient. Otherwise, this process stops and the attack is used as usual.
  4. If the Pokémon chose Rage for use, the effect of Rage is canceled.
  5. If the attack is Snore or Sleep Talk while the Pokémon is asleep, display "X ignored orders while asleep!" and the attack is canceled.
  6. Another random integer from 0 through 255 is generated, and B is set to ((Level of Pokémon)+(Badge level))*(random number)/256.
  7. If B is less than the badge level, display the message "X ignored orders!" and the Pokémon uses a different move that can be chosen for use if possible. If a different move is used this way, PP is spent for that different move instead of the move ordered, and the ordered move is still the last move chosen for use, but the different move can be the last move used as usual.
  8. If B is greater than or equal to the badge level, C is set to (Level of Pokémon)-(badge level), and R is set to a random integer from 0 through 255.
    1. If R is less than C and the Pokémon doesn’t have Vital Spirit or Insomnia and Uproar is not in effect for a Pokémon in battle, display "X began to nap!" and the Pokémon falls asleep. (Not prevented by Safeguard or Substitute.)
    2. Otherwise, if R minus C is less than C, display "X won’t obey!" and the Pokémon deals confusion damage to itself.
    3. Otherwise, display one of the following messages: "X won’t obey!", "X turned away!", "X is loafing around!", "X pretended not to notice!".

No obedience check is done if Pursuit is used as a Pokémon is about to switch or while the Pokémon’s Thrash, Petal Dance, Outrage, Bide, Uproar, Rollout, Ice Ball, or two-turn attack effect is continuing.

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Targeting

The game now finds the attack’s target. This depends on the attack’s range.

The word "target" in the move list refers to a single target of the attack. If a Pokémon "uses a move with no particular target", or if the range is "no particular target" it means that no target is predefined for the move. If an attack has more than one target in its range, the effect is applied to each target separately, in the order of the player Trainer’s left, opposing Trainer’s left, player Trainer’s right, opposing Trainer’s right.

If an effect causes a Pokémon to use a move "with no particular target", or no target was selected for the move, and the move has a range of "single Pokémon except user", "no particular target", or "opposing Pokémon selected at random", the target is chosen randomly among the opposing Pokémon. For all other target types, the move targets all Pokémon that fit the targeting criteria.

If there is no Pokémon at a potential target’s position and the move has a single target, the move targets the opposing Pokémon closest to the (Trainer’s) left. If there is still no target, the attack does nothing.

These effects can change the target of moves and are applied in this order.

  • Follow Me takes effect. If the attack is redirected to another target, the remaining effects below are ignored. (See attack description for Follow Me for details.)
  • If a Pokémon other than the target has Lightningrod, and the attack’s type is Electric, the attack is redirected to that target. (See that ability’s descriptions for details.)
  • If Magic Coat is in effect for the target when certain moves are used, that target uses that attack instead. (See attack description for Magic Coat for details. If this effect happens, effects that trigger whenever that target is targeted by an attack don’t happen.)

The Pressure, Volt Absorb, Water Absorb, and Flash Fire take into account the target determined after Follow Me, Lightningrod, and Magic Coat are applied.

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Accuracy Check

After targets are found, the attack proceeds against each target.

Attacks that ignore this accuracy check are Aerial Ace, Faint Attack, Magical Leaf, Shadow Punch, Shock Wave, Swift, and Vital Throw, as well as Thunder during Rain Dance. The use of Protect and Detect can override these attacks, though.

Moves that have an accuracy of 0 in the list of moves don’t have an accuracy check.

  1. The accuracy starts at its original value.
  2. If the attack is a one-hit KO attack:
    • If the target’s level is greater than the attacker’s, the target is unaffected by the attack.
    • The accuracy rises by the difference between the attacker’s level and the target’s.
    • If the target has Sturdy, the target is unaffected by the attack.
  3. Otherwise:
    1. If the attack is Thunder and the weather is sunny, the accuracy is 50.
    2. The attacker’s accuracy stat stage is reduced by the target’s evasiveness stat stage.
    3. The resulting accuracy stat stage is modified so it is neither less than -6 nor greater than 6.
    4. The accuracy is multiplied by the respective multiplier for the resulting accuracy stat stage.
    5. If the attacker has Compoundeyes, the accuracy is multiplied by 1.3.
    6. If the target has Sand Veil and the weather is a sandstorm, the accuracy is multiplied by 4/5.
    7. If the attacker has Hustle and the attack is a physical attack, the accuracy is multiplied by 4/5.
    8. If the target is holding Brightpowder, the accuracy is multiplied by 0.9.
    9. If the target is holding Lax Incense, the accuracy is multiplied by 0.95.
  4. If a random integer from 1 through 100 is less than or equal to the accuracy, the attack hits.

Accuracy Stat Stage

Multipliers for the accuracy stat stage. As described above, the accuracy stat stage is reduced by the target’s evasiveness stat stage. After applying the multiplier, the result is rounded down.

  • -6: 33/100
  • -5: 36/100
  • -4: 43/100
  • -3: 50/100
  • -2: 60/100
  • -1: 75/100
  • 0: 100/100
  • 1: 133/100
  • 2: 166/100
  • 3: 2/1
  • 4: 250/100
  • 5: 133/50
  • 6: 3/1

Pokémon Ruby Version, Sapphire Version, and Emerald Version - During the attack

If the attack hits and the attack deals damage, its damage is calculated.

Otherwise, if the attack hits, the attack’s effect happens, if possible.

If damage was dealt to a target and the target has a substitute and the substitute was defeated, it fades.

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Damage Calculation

The game performs the following steps in this order.

  1. Some moves have a calculated power, the determination of which is handled here. This applies to Hidden Power, Rollout and Ice Ball, Reversal and Flail, Magnitude, and so on.
  2. If the attacker has Pure Power or Huge Power, Attack is doubled.
  3. In Trainer Tower battles and battles in which Exp. Points are gained, the Gym Badges increase the appropriate stat by 1.1. (The Stone Badge/Boulder Badge raises Attack, the Balance Badge/Soul Badge raises Defense, and the Mind Badge/Volcano Badge raises Special Attack and Special Defense.)
  4. The following items increase Attack by 1.1 if the attacker is holding it and the attack is the appropriate type:
    • Silk Scarf - Normal
    • Black Belt - Fighting
    • Sharp Beak - Flying
    • Poison Barb - Poison
    • Soft Sand - Ground
    • Hard Stone - Rock
    • Silverpowder - Bug
    • Spell Tag - Ghost
    • Metal Coat - Steel
  5. The following items increase Special Attack by 1.1 if the attacker is holding it and the attack is the appropriate type:
    • Charcoal - Fire
    • Mystic Water - Water
    • Miracle Seed - Grass
    • Magnet - Electric
    • TwistedSpoon - Psychic
    • Nevermeltice - Ice
    • Dragon Fang - Dragon
    • Blackglasses - Dark
  6. If the attacker holds a Sea Incense and the attack is a Water type, multiply Special Attack by 1.05.
  7. If the attacker holds a Choice Band, multiply Attack by 1.5.
  8. If the attacker’s current species is Latios or Latias and the attacker is holding Soul Dew, multiply Special Attack by 1.5 except in the Battle Tower and the Battle Frontier.
  9. If the target’s current species is Latios or Latias and the target is holding Soul Dew, multiply Special Defense by 1.5 except in the Battle Tower and the Battle Frontier.
  10. If the attacker’s current species is Clamperl and the attacker is holding Deepseatooth, Special Attack is doubled.
  11. If the target’s current species is Clamperl and the target is holding Deepseascale, Special Defense is doubled.
  12. If the attacker’s current species is Pikachu and the attacker is holding Light Ball, Special Attack is doubled.
  13. If the target’s current species is Ditto and the target is holding Metal Powder, Defense is doubled.
  14. If the attacker’s current species is Cubone or Marowak and the attacker is holding Thick Club, Attack is doubled.
  15. If the target has Thick Fat and the attack is either of Fire or Ice type, Special Attack is halved.
  16. If the attacker has Hustle, multiply Attack by 1.5.
  17. If the attacker has Plus and another Pokémon in battle has Minus, or vice versa, multiply Special Attack by 1.5.
  18. If the attacker has Guts and is poisoned, burned, paralyzed, frozen, or asleep, multiply Attack by 1.5.
  19. If the target has Marvel Scale and is poisoned, burned, paralyzed, frozen, or asleep, multiply Defense by 1.5.
  20. If the attack’s type is Electric and Mud Sport is in effect, the power is halved.
  21. If the attack’s type is Fire and Water Sport is in effect, the power is halved.
  22. If the attacker has 1/3 of its maximum HP or less and one of the following is true, multiply the power by 1.5.
    • Attacker has Overgrow and attack is of type Grass.
    • Attacker has Blaze and attack is of type Fire.
    • Attacker has Torrent and attack is of type Water.
    • Attacker has Swarm and attack is of type Bug.
  23. If the attack is Selfdestruct or Explosion, the target’s Defense is halved.
  24. The stats are modified according to the attacker’s and the target’s stat stages . If the attack is a critical hit, the Attack or Special Attack stat stage is treated as 0 if it is less than 0, and the Defense or Special Defense stat stage is treated as 0 if it is greater than 0.
  25. The damage becomes equal to:

    int(int(int(2*L/5+2)*A*P/D)/50)

    where L is the attacker’s level, A is the attacker’s Attack or Special Attack value, P is the attack’s power, and D is the target’s Defense or Special Defense value. For physical attack types (Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel), use the Attack and Defense values. For special attack types (Fire, Water, Electric, Grass, Ice, Psychic, Dragon, Dark), use the Special Attack and Special Defense values.
  26. If the attacker is burned, damage from physical attacks is halved unless attacker has Guts.
  27. If Reflect is in effect for the target’s side and the attack is not a critical hit, damage from physical attacks is halved if there was only one Pokémon in battle on the target’s side as the attacker began to use the move, or divided by 3 then multiplied by 2 otherwise.
  28. If Light Screen is in effect for the target’s side and the attack is not a critical hit, damage from special attacks is halved if there was only one Pokémon in battle on the target’s side as the attacker began to use the move, or divided by 3 then multiplied by 2 otherwise.
  29. If the attack targets "all opposing Pokémon" and there were two Pokémon on the opposing Pokémon’s side as the attacker began to use the move, divide the calculated damage by 2.
  30. If no Pokémon in battle has the Cloud Nine or Air Lock ability, the damage is modified as follows.
    • During Sunny Day, damage from Fire-type attacks is multiplied by 1.5 and damage from Water-type attacks is halved.
    • During Rain Dance, damage from Water-type attacks is multiplied by 1.5 and damage from Fire-type attacks is halved.
    • During Hail, Rain Dance, or Sandstorm, Solarbeam’s damage is halved.
  31. If the attacker’s Flash Fire was activated, multiply the power by 1.5 if the attack is of Fire type.
  32. For physical attacks, the damage is set to 1 if it equals 0.
  33. Add 2 to the calculated damage.
  34. If the attack is a critical hit (see below), the damage is doubled.
  35. Some attacks, namely, Astonish, Extrasensory, Facade, Needle Arm, Pursuit, Revenge, SmellingSalt, Stomp, and Weather Ball, add a multiplier to the damage when certain conditions are met. The damage is multiplied accordingly if those conditions are met.
  36. If Charge is in effect for the attacker and the move’s original type is Electric, the damage is doubled.
  37. If the attacker’s partner used Helping Hand this turn, multiply the damage by 1.5.
  38. If the attack type shares a type with one of the attacker’s types, multiply the damage by 1.5. (This is popularly called Same Type Attack Bonus.) This doesn’t apply if the attack is Struggle.
  39. For each type the target has, a number is multiplied according to the attack type’s type matchup to that type. See below . This doesn’t apply if the attack is Struggle, which is always normally effective against the target’s types.
  40. In a final step called "damage variance", the damage is multiplied by X, where X is a random integer from 85 through 100, and divided by 100, then the damage is set to 1 if it equals 0.

For Beat Up, only the Helping Hand effect, critical hit damage multiplier, and damage variance are applied, in that order. Other effects of moves, items, types, and abilities are not applied.

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Critical Hit Method

  • Set C to 0.
  • If Focus Energy is in effect for attacker, add 2 to C.
  • If attack has a "good chance for a critical hit", add 1 to C.
  • If attacker’s current species is Chansey and the attacker is holding Lucky Punch, add 2 to C.
  • If attacker’s current species is Farfetch’d and the attacker is holding Stick, add 2 to C.
  • If attacker is holding Scope Lens, add 1 to C.
  • The critical hit ratio is as follows:
    • C = 0: 1/16
    • C = 1: 1/8
    • C = 2: 1/4
    • C = 3: 1/3
    • C = 4 or more: 1/2

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Stat Stages

Stat stages refer to levels that raise or lower stats during a battle. Each stat stage has 13 different levels.

Stat Stage -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6
Stat Multiplier 10/40 10/35 10/30 10/25 10/20 10/15 10/10 15/10 20/10 25/10 30/10 35/10 40/10

That stat scale applies to the stat stages for Attack, Defense, Special Attack, Special Defense, and Speed. At the start of a battle, each Pokémon’s stat stages begin at 0. The stat stages for a Pokémon are reset to 0 when the Pokémon leaves the battle, (except Baton Pass).. Each stat stage can’t go lower than -6 or higher than 6.

To apply stat stages, multiply the stat by the stat multiplier for the corresponding stat stage.

The term "stat stages" refers to those for Attack, Defense, Special Attack, Special Defense, and Speed, as well as those for evasiveness and accuracy (see Accuracy check ).

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Type Matchup Chart

Attack types are the rows; Pokémon types are the columns. If a Pokémon has two types, the type matchups from both types are multiplied.

Attack Type NOR FIG FLY POI GRO ROC BUG GHO STE FIR WAT GRA ELE PSY ICE DRA DAR
NORMAL 1x 1x 1x 1x 1x 1/2 1x 0 1/2 1x 1x 1x 1x 1x 1x 1x 1x
FIGHTING 2x 1x 1/2 1/2 1x 2x 1/2 0 2x 1x 1x 1x 1x 1/2 2x 1x 2x
FLYING 1x 2x 1x 1x 1x 1/2 2x 1x 1/2 1x 1x 2x 1/2 1x 1x 1x 1x
POISON 1x 1x 1x 1/2 1/2 1/2 1x 1/2 0 1x 1x 2x 1x 1x 1x 1x 1x
GROUND 1x 1x 0 2x 1x 2x 1/2 1x 2x 2x 1x 1/2 2x 1x 1x 1x 1x
ROCK 1x 1/2 2x 1x 1/2 1x 2x 1x 1/2 2x 1x 1x 1x 1x 2x 1x 1x
BUG 1x 1/2 1/2 1/2 1x 1x 1x 1/2 1/2 1/2 1x 2x 1x 2x 1x 1x 2x
GHOST 0 1x 1x 1x 1x 1x 1x 2x 1/2 1x 1x 1x 1x 2x 1x 1x 1/2
STEEL 1x 1x 1x 1x 1x 2x 1x 1x 1/2 1/2 1/2 1x 1/2 1x 2x 1x 1x
FIRE 1x 1x 1x 1x 1x 1/2 2x 1x 2x 1/2 1/2 2x 1x 1x 2x 1/2 1x
WATER 1x 1x 1x 1x 2x 2x 1x 1x 1x 2x 1/2 1/2 1x 1x 1x 1/2 1x
GRASS 1x 1x 1/2 1/2 2x 2x 1/2 1x 1/2 1/2 2x 1/2 1x 1x 1x 1/2 1x
ELECTRIC 1x 1x 2x 1x 0 1x 1x 1x 1x 1x 2x 1/2 1/2 1x 1x 1/2 1x
PSYCHIC 1x 2x 1x 2x 1x 1x 1x 1x 1/2 1x 1x 1x 1x 1/2 1x 1x 0
ICE 1x 1x 2x 1x 2x 1x 1x 1x 1/2 1/2 1/2 2x 1x 1x 1/2 2x 1x
DRAGON 1x 1x 1x 1x 1x 1x 1x 1x 1/2 1x 1x 1x 1x 1x 1x 2x 1x
DARK 1x 1/2 1x 1x 1x 1x 1x 2x 1/2 1x 1x 1x 1x 2x 1x 1x 1/2

Pokémon Ruby Version, Sapphire Version, and Emerald Version - After the attack

After an attack is successful, the following happens:

  1. If not the last hit, show "it’s "super effective" or "it’s not effective", as applicable
  2. Recoil (If user now has 0 HP, it faints.)
  3. Additional effect ("May...") if it affects user or if the target isn’t defeated
    • Note: Effects that contain the word "may" in the list of moves are considered additional effects. An additional effect won’t occur on a target if it has zero HP remaining, but will occur on its user (such as Metal Claw’s additional effect) even if the target is defeated.
  4. Rage effect
  5. The target thaws out if attack is a Fire-type attack and isn’t Hidden Power
  6. If the target is defeated and user isn’t defeated, Grudge effect
  7. Destiny Bond effect
    • If user now has 0 HP, it faints.
  8. The target faints if defeated
  9. Resolve effects based on ability (Static, Synchronize, Rough Skin, Color Change, and so on.) Here the ability the target had when the damage was dealt is used.
    • If user now has 0 HP, it faints.
  10. Berry and Herb check (for all Pokémon in battle)
  11. User’s Shell Bell effect

Additional effects of multi-hit effects (additional effects have the word "may" in the attack descriptions) take place after all hits of the multi-hit attack resolve.

After all hits of a successful attack have resolved:

  1. User faints if Selfdestruct/Explosion was used
  2. Player’s unfainted participants gain Exp Points if the target faints, if it’s a Pokémon on the other side from the player’s side
  3. Player’s unfainted participants gain Exp Points if user faints, if it’s a Pokémon on the other side from the player’s side
  4. Switch Pokémon if necessary, according to this turn’s priority.

In Single Battles, if a Pokémon faints during its attack segment and the other Pokémon hasn’t taken its attack segment yet, that Pokémon’s attack segment is skipped. (However, if it used Hyper Beam or an equivalent move on the previous turn, it need not "recharge" for the following turn.)

Pokémon Ruby Version, Sapphire Version, and Emerald Version - End of turn

Before applying end-of-turn effects, the priority for the turn is again calculated.

Applied for each Pokémon.

  • End effect of Protect/Detect/Endure
  • Hyper Beam
  • Substitute breaks if it was defeated

Each step is applied for each side (player’s side, then foe’s side).

  • Reflect
  • Light Screen
  • Mist
  • Safeguard

Then for each unfainted Pokémon, in turn order, all of these steps are applied.

  • Wish
  • Rain Dance
  • Sandstorm
  • Sunny Day
  • Hail
  • Pokémon faints if it has reached 0 HP

Then the player’s Pokémon gain Exp. Points for fainted opposing Pokémon and new Pokémon in battle are chosen if necessary.

Then for each unfainted Pokémon, in turn order, all of the steps listed below are applied. If a step causes the Pokémon to reach 0 HP, the Pokémon faints immediately.

  • Ingrain
  • Rain Dish
  • Speed Boost
  • Truant
  • Shed Skin
  • Leftovers
  • Berry and Herb check
  • Leech Seed
  • HP loss because of Poison
  • HP loss because of Toxic
  • HP loss because of Burn
  • Nightmare
  • Curse
  • Multi-turn attacks
  • Uproar
  • Outrage/Thrash/Petal Dance
  • Reduce Disable count, if any, by 1
  • Encore
  • Taunt/Lock-on/Mind Reader
  • Yawn
  • If the Pokémon has fainted, the game is decided. If the opposite side has no Pokémon left, any Pokémon remaining on the player’s side gains Exp. Points, if possible and allowed.

Then the player’s Pokémon gain Exp. Points for unfainted Pokémon, if necessary. Then any fainted Pokémon become switched with others, if possible.

Then Future Sight/Doom Desire is resolved for each unfainted Pokémon in the order leader-first, opposing-first, leader-second, opposing-second. If a Pokémon faints this way, Exp. Points are gained if necessary and a new Pokémon in battle is chosen before this effect resolves for other Pokémon.

Then Perish Song is resolved for each unfainted Pokémon in turn order. If a Pokémon faints this way, Exp. Points are gained if necessary and a new Pokémon in battle is chosen before this effect resolves for other Pokémon.

After both Future Sight/Perish Song steps above, not in between, the game is decided.

Applied for each Pokémon.

  • End effect of Protect/Detect/Endure
  • Hyper Beam
  • Substitute breaks if it was defeated

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Chance of Running in Wild Battles

In a wild Pokémon battle, if the unmodified Speed of the Pokémon trying to run is equal to or greater than the target’s, running is successful. Otherwise, the formula below is used.

X=(int(A*128/B)+(30*C)) % 256

where:

  • A = Unmodified Speed of Pokémon trying to run
  • B = Unmodified Speed of the target. If this value is 0, it becomes 1 instead.
  • C = Number of times the player already tried to run this battle, not counting the current attempt. Doesn’t count attempts to run when an effect (such as Mean Look) prevents the Pokémon from running. This variable doesn’t change when the player’s Pokémon changes or when the Pokémon chooses an attack.
  • "%" is the remainder operator.

If a random integer from 0 through 255 is less than X, running is successful. Otherwise, running fails.

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Single Battle

A Single Battle is a battle with one Pokémon in battle on each side. When a Single Battle starts, the first Pokémon on each side enters the battle.

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Double Battle

A Double Battle is a battle with two Pokémon in battle on each side. A Double Battle requires two or more Pokémon. When a Double Battle starts, the first Pokémon on each side takes the left position, and the second Pokémon on each side takes the right position. If there are two Trainers on a single side, instead the first Pokémon on the left Trainer’s party takes the left position of that side, and the first Pokémon on the right Trainer’s party takes the right position of that side.

If a Double Battle has at least one side with two players on it, then it’s called a Multi Battle . In a Multi Battle, each side has two Pokémon on it, with each Pokémon controlled by a different player, and each player can have one to three Pokémon. (In some Multi Battles, one side can have a single player. In such a case, that player controls both Pokémon on a side, must have at least two Pokémon, and can have up to six Pokémon.) In a Multi Battle, when switching out a Pokémon or replacing a fainted one, a player can choose only a Pokémon he or she controls to replace it. However, in Multi Battles that allow the use of the Bag, that player can still use items (such as Potion or Antidote) on a Pokémon the other player controls.