Timing Notes

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This page details the series of steps the game takes when handling each turn of a Pokémon battle.

Content

Round phases

The phases of a turn are: use of items (with the Bag command); voluntary switching; use of attacks; and end of turn. At the beginning of the turn, the menu of commands appears with "Fight", "Pokémon", "Pack", and "Run."

Priority

After both Pokémon choose an attack the attack initiative (who gets to use the attack first) is determined. All attacks are categorized in four priority levels:

2: Endure, Protect, Detect -> 1: Quick Attack, Mach Punch, Extremespeed -> 0: All other attacks -> -1: Counter, Mirror Coat, Whirlwind, Roar, Vital Throw

Calculating Speed

This process is followed to calculate a Pokémon's Speed in battle. These calculations are done in advance rather than when determining turn order.

  1. Multiply the Speed by the Speed multiplier derived from the Pokémon's Speed stat stage.
  2. In a battle in which Exp. Points can be gained, if the Pokémon is controlled by the player and the player has earned the Plain Badge, the Speed is raised by 1/8 of its previous value.
  3. If the Pokémon is paralyzed, divide the Speed by 4.
For the purposes of Detect, Endure, and Protect, Pokémon who chose to switch at the beginning of a turn are ignored when determining whether a particular Pokémon "strikes last" in that turn.

Process

After the initiative is determined, the following steps are taken for each Pokémon about to use an attack.

First checks

If the Pokémon flinches and isn't asleep or frozen, it skips its attack.

If the Pokémon used Hyper Beam on its previous turn, it "must recharge" and skips its attack. (If the Pokémon also flinches, the "X must recharge!" message isn't shown but Hyper Beam's effect will still end.)

Sleep and Freeze Checks

Then, the game checks to see if the attacker is asleep. If so, the attack is not executed unless either Snore or Sleep Talk was chosen.
Next, if Pokémon is asleep ("[Name] is fast asleep!") the game checks if the Pokémon has waken up. If the Pokémon is frozen, the Pokémon won't use the attack unless it's Flame Wheel or Sacred Fire (not even on the second attack turn of Fly, Dig, and so on).

Other Pre-Attack Checks

  1. If the attacker is confused, there is a 50% chance for the attacker to hit itself instead.
  2. If the attacker is in love, there is a 50% chance for the attack to be canceled.
  3. The attacker can't use the move if it can't be used because of Disable.
  4. If the attacker is paralyzed, there is a 50% chance for the attacker to be unable to move.
  5. Obedience check, see below.

Obedience check

In a battle in which Exp. Points can be gained, only after choosing an attack, the game checks to see if the Pokémon is of a different ID from that of the player. (The OT name is not considered.) If so, the following process is used:

An obedience check is done even if the Pokémon uses Pursuit as the opposing Pokémon is about to switch. An obedience check is not done if the Pokémon is continuing to use Thrash, Petal Dance, Outrage, Bide, Rollout, or a two-turn attack during their effects.

Attacker uses the attack

"[Name] used [Attack]!"

Check PP (Power Points)

If, as commands were chosen, there is no PP remaining for all moves ("There's no PP left for this move!"), the move Struggle is used instead. Otherwise, the move's PP is reduced by 1. If the PP can't be reduced this way, the Pokémon doesn't use that move instead. Fly, Dig, Petal Dance, Thrash, Rollout, and the like use up 1 PP only when selected. If a different attack is used because of disobedience, 1 PP is spent for the attack actually used.

Is it a critical hit?

The method for determining a critical hit is below.

A critical hit deals two times more damage than usual (see below). Also during a critical hit, if the attacker's Attack or Special Attack stat stage is equal to or less than the opposing Pokémon's Attack or Special Defense stat stage, changes to Attack, Defense, Special Attack, and Special Defense because of Reflect, Light Screen, badges, stat stages, and burns are ignored.

Damage Calculation

After that, the damage is calculated. This is the damage calculation process for the second generation. The game performs each step in the following order.

* This effect is ignored if the attack does a critical hit and the attacker's Attack or Special Attack stat stage is less than or equal to the opposing Pokémon's Attack or Special Defense stat stage.

Stat Stages

Stat stages refer to levels that increase or decrease 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 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

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 those stat stages, multiply the stat by the stat multiplier for the corresponding stat stage, then adjust the stat so that it's neither less than 1 nor greater than 999.

The term "stat stages" refers to those for Attack, Defense, Special Attack, Special Defense, and Speed, as well as those for Evasion and Accuracy (see the "Accuracy Check" section, below).

Type Matchup Chart

Attack types are the rows; Pokémon types are the columns.

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

Accuracy

The following situations are checked in order. Earlier effects take precedence over later effects.

  1. Using Dream Eater when the opposing Pokémon is not sleeping will fail.
  2. If the opposing Pokémon had used Protect or Detect, attack will fail.
  3. If attacker had used Mind Reader or Lock-on, attack won't hit Pokémon using Fly if attack is Earthquake, Fissure, or Magnitude, or the attack will succeed otherwise (Gust, Thunder, Twister, and Whirlwind will be effective even to opponents using Dig). Either way, the effect of Mind Reader and Lock-on now ends.
  4. Absorb, Dream Eater, Giga Drain, Leech Life, and Mega Drain on a substitute will fail.
  5. Gust, Thunder, Twister, and Whirlwind are effective to Pokémon using Fissure, Fly; Earthquake, and Magnitude are effective to Pokémon using Dig. All other attacks will fail in either case.
  6. During Rain Dance, Thunder won't miss.
  7. Swift won't miss.

Then, the accuracy rate is decided as follows. Each Pokémon has one stat stage each for evasion and accuracy, which are not really stats, but affect an attack's probability of hitting an opposing Pokémon. The table below shows the multipliers for evasion and accuracy.

Stat Stage -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6
Accuracy Multiplier 0.33 0.36 0.43 0.5 0.6 0.75 1 1.33 1.66 2 2.33 2.66 3
Evasion Multiplier 3 2.66 2.33 2 1.33 1.66 1 0.75 0.6 0.5 0.43 0.36 0.33

An attack's accuracy is multiplied by its user's accuracy multiplier, as shown in the table above, but not to less than 1, then multiplied by its the opposing Pokémon's evasion multiplier, as shown in the table above, but not to less than 1 or greater than 255. For certain attacks, if the opposing Pokémon is holding BrightPowder, the accuracy is lowered by 20, but not to less than 0. Then, if the accuracy equals 255, it will hit. Otherwise, the attack will hit if a random number from 0 through 255 is less than its accuracy.

Accuracy and evasion are two of a Pokémon's stat stages. Like other stat stages, each Pokémon begins with a stat stage of 0, and a Pokémon's stat stages are reset to 0 when it leaves the battle (except Baton Pass).

Some attacks can't be evaded and always have the accuracy defined for the attack. No accuracy checks are performed for such attacks.

Additional Effects

If the attack has an additional effect such as a stat stage modification or a status problem, the probability of the effect happening is determined in this last step. If a random number from 0 through 255 is less than the attack's additional effect chance, the additional effect will occur. For instance, for Blizzard, there is a 51/256 chance the opposing Pokémon will become frozen. The additional effect won't occur if the opposing Pokémon faints because of damage (even if the attack is Ancientpower), Metal Claw, or Steel Wing.

Attack Effects

If an attack is successful (including each hit of a multi-hit attack), the following effects resolve:

  1. Recoil/Drain
  2. Additional effect if the opposing Pokémon doesn't have zero HP
  3. The opposing Pokémon faints if it has zero HP
  4. Destiny Bond/Rage effect
  5. Defrost check

Multi-hit attacks

The attack process, in its short form, for multi-hit attacks is below.

  1. Check accuracy and success
  2. For each hit:
    1. Calculate damage
    2. Stop multi-hit attack if the opposing Pokémon fainted
  3. Check for additional effect

Switching Out

When a Pokémon enters the battle, the effect of Spikes applies for that Pokémon and faints if it causes the Pokémon to have zero HP. If both sides have Spikes and both Pokémon are switched out, here is what happens:

Leader's Pokémon switches out → Leader's Pokémon loses HP because of Spikes → Other player's Pokémon switches out → Other player's Pokémon loses HP because of Spikes → Pokémon with zero HP faint

End of attack

After a Pokémon's attack turn, any end-of-attack effects will happen for that Pokémon. These effects happen even if a Pokémon doesn't choose a move for use at the beginning of the attack turn. These effects are, in order:

  1. HP loss from poison/burn
  2. HP loss and recovery from Leech Seed
  3. Effect of Nightmare
  4. Effect of Curse

End of turn

These effects are invoked at the end of the turn, after all Pokémon take their attack turns. The effects are, in order:

  1. Future Sight (non-leader first)
  2. Sandstorm/Sunny Day/Rain Dance
  3. Multi-turn attacks
  4. Perish Song
  5. Recover with Leftovers
  6. Check if defrosted
  7. Check end of Reflect/Light Screen/Safeguard
  8. Check for condition based on Berry
  9. Check end of Encore

Effects above that apply to both players are resolved leader-first unless noted otherwise.

For Future Sight, Perish Song, and Sandstorm, the game applies the effect to each Pokémon; then each Pokémon with 0 HP faints; then the player's Pokémon gain Exp. Points for fainted opponents if necessary; then new Pokémon in battle are chosen if necessary; then the game is decided.

Chance of Running in Wild Battles

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

X=int(A*32/B)+(30*C)

where:

If X is greater than 255, running is successful. Otherwise, if a random number from 0 through 255 is less than or equal to X, running is successful. Otherwise, running fails.

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