Approved by The Immortal and Eevee General and also Unfixable thinks it's cool
A move's base power generally gives you an idea of how powerful it is, but the actual damage requires a complex formula of adding, multiplying, and dividing. What if moves and damaging were simpler? What if a move's base power decides how much damage it does?
The Main Rule:
Possible bans:
A move's base power generally gives you an idea of how powerful it is, but the actual damage requires a complex formula of adding, multiplying, and dividing. What if moves and damaging were simpler? What if a move's base power decides how much damage it does?
The Main Rule:
- On normal situations, a move's base power decides how much damage it does. (Swift does 60 damage, Flamethrower does 90, High Jump Kick does 130)
- STAB is taken into account as a 1.5x boost (A water type using Surf will do 135 damage while a non-water type using Surf will do 90)
- Type effectiveness is taken into account (Ice Beam against a Gliscor will do 360 damage while Ice Beam against a Zapdos will do 180 and Ice Beam against a Cryogonal will do 45)
- Moves with variable base power (Gyro Ball, Water Spout, Seismic Toss, Psywave) do damage based on its base power
- Abilities are also taken into account (Adaptability users get 2x on STAB, Fur Coat cuts physical damage in half, Thick Fat halves Fire and Ice damage, Blaze/Overgrow/Torrent/Swarm will increase the power of Fire/Grass/Water/Bug moves by 50% if the user has 33% HP or less, Technician increases damage done by 50% if the move has 60 base power or less, Strong Jaws boosts biting moves by 50%)
- Stat changes are taken into account (A neutral +1 Dragon Claw will do 120 damage while a neutral +2 Dragon Claw will do 160 damage, defense boosts work likewise)
- Critical hits will increase the damage by 50% and ignore offensive drops and defense boosts
- Type boosting moves boost damage done by that type by 20%. Expert Belt increases Super effective moves by 20%
- Choice Band/Specs increases physical/special damage by 50% but locks you into a move. Choice Scarf works as normal
- Life Orb increases damage done by 30% at the expense of 10% HP loss each attack
- Certain Pokemon-exclusive items like Thick Club or Light Orb or Stick work like they're supposed to (either doubling attack/damage or increase critical chances)
- A Pokemon not fully evolved holding Eviolite takes 33% less damage
- Moves that heal or do damage based on a % work as normal
- Secondary effects work as normal
Possible bans:
- Huge Power and Pure Power seem powerful, and thus will have no effect for balance
- Some high HP Pokemon that are too strong
- Eviolite, Pokemon-specific items for possibly being too powerful
- Recovery moves
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