Misc. Mechanic Basics
Quote from Francois on August 5, 2023, 9:45 pm------------------------------------------------------
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Misc. Mechanic Basics
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TABLE OF CONTENTS:
-Additional Typing Effects
-Weather Basics
-Terrain Basics
-Z-Status Moves
-Terastal Phenomenon Rules
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Additional Typing Effects:
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Bug:
-None
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Dark:
-Immunity to the effects of Support moves whose Priority was increased by the Prankster ability
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Dragon
-None
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Electric:
-Immunity to Paralysis
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Fairy:
-None
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Fighting:
-None
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Fire:
-Immunity to Burn
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Flying:
-Is not affected by the effects of Spikes, Toxic Spikes, Sticky Web, Electric Terrain, Psychic Terrain, Grassy Terrain, and Misty Terrain
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Ghost:
-Cannot be prevented from switching out or fleeing from battle
-Interacts differently with the move Curse
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Grass:
-Immunity to the effects Powder Moves.Moves with the Powder Icon:
-Cotton Spore
-Magic Powder
-Poison Powder
-Powder
-Rage Powder
-Sleep Powder
-Spore
-Stun Spore
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Ground:
-Immunity to Sandstorm Damage
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Ice:
-Immunity to Freeze
-Immunity to Sheer Cold
-Immunity to Hail Damage
-Defense is Increased by 1 in Snow
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Poison
-Immunity to Poison
-Removes Toxic Spikes from the Battlefield when switched in unless they are Flying type or have the Levitate ability
-When using Toxic it has the "Never Fails" property
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Psychic
-None
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Rock
-Immunity to Sandstorm Damage
-Special Defense is increased by 1 in Sandstorm
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Steel:
-Immunity to Poison
-Immunity to Sandstorm Damage
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Water:
-None
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Weather Basics:
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------------------------------------------------------Weather Basics:
-Weather can exist on the field at the same time as a terrain effect. For example during thunderstorms the battledfield is simultaneously effected by the Rain weather condition and Electric Terrain.
-Naturally-occurring fog can be represented in battle by either the Thick Fog weather condition, the effects of the move Misty Terrain, or both, based on Storyteller discretion.Abilities that ignore the effects of Weather(with the exception of the Water-Type Move and Fire-Type Move negating of Extremely Harsh Sunlight and Heavy Rain, respectively):
-Air Lock
-Cloud Nine------------------------------------------------------
Harsh Sunlight:
-All Fire-Type moves add 1 Extra Dice to their Damage Pools
-All Water-Type moves(Except Hydro Steam) get their total damage reduced by 1
-No one can be affected by the Frozen Status Condition, but those Frozen prior to this weather appearing on the battlefield will not thaw.Abilities that Activate Harsh Sunlight:
-Drought
-Orichalcum PulseMoves that Activate Harsh Sunlight:
-Sunny Day
-Max Flare (Max Move)Abilities that are affected by Harsh Sunlight:
-Chlorophyll: Increase Dexterity by 2
-Dry Skin: Get dealt 1 damage at end of round
-Flower Gift: Cherrim transforms into its Sunshine Form
-Forecast: Castform transforms into it Sunny Form
-Harvest: Berry regrows at end of round up to three times per Scene
-Leaf Guard: Cannot get status ailments
-Orichalcum Pulse: Increase Strength by 1
-Protosynthesis: Increase Attribute with highest cap by 1
-Solar Power: Increase Special by 2 and get dealt 1 damage at end of roundMoves that are affected by Harsh Sunlight:
-Growth: Increase Strength and Special by 2 instead of 1
-Hydro Steam: Add 1 Extra Die to its Damage Pool instead of getting Damage reduced by 1
-Hurricane: Increase reduced Accuracy from -2 to -3
-Moonlight: Basic Heal Becomes Complete Heal
-Morning Sun: Basic Heal Becomes Complete Heal
-Solar Beam: Skip Charge Turn
-Solar Blade: Skip Charge Turn
-Synthesis: Basic Heal Becomes Complete Heal
-Thunder: Increase reduced Accuracy from -2 to -3
-Weather Ball: Turns into a Fire-Type move and deals 2 Extra Dice of DamageHold Items that have an effect on Harsh Sunlight:
-Heat Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
-Utility Umbrella: Holder ignores all effects of Harsh Sunlight------------------------------------------------------
Rain:
-All Water-Type moves add 1 Extra Dice to their Damage Pools
-All Fire-Type moves get their total damage reduced by 1Abilities that Activate Rain:
-DrizzleMoves that Activate Rain:
-Rain Dance
-Max Geyser (Max Move)Abilities that are affected by Rain:
-Dry Skin: Heal 1 HP at end of round
-Forecast: Castform transforms into it Rainy Form
-Hydration: Cure status ailments at end of round
-Rain Dish: Heal 1 HP at end of round
-Swift Swim: Increase Dexterity by 2Moves that are affected by Rain:
-Bleakwind Storm: Ignore innate reduced Accuracy
-Hurricane: Ignore innate reduced Accuracy
-Morning Sun: Basic Heal changed to 1 HP
-Moonlight: Basic Heal changed to 1 HP
-Sandsear Storm: Ignore innate reduced Accuracy
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Thunder: Ignore innate reduced Accuracy
-Weather Ball: Turns into a Water-Type move and deals 2 Extra Dice of Damage
-Wildbolt Storm: Ignore innate reduced AccuracyHold Items that have an effect on Rain:
-Damp Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
-Utility Umbrella: Holder ignores all effects of Rain------------------------------------------------------
Sandstorm:
-Deal 1 damage to all non Rock, Ground, or Steel Type Pokemon in the field at the end of the round/
-Increase 1 Point to the Special Defense of all Rock-Type Pokemon in the fieldAbilities that Activate Sandstorm:
-Sand Stream
-Sand SpitMoves that Activate Sandstorm:
-Sandstorm
-Max Rockfall (Max Move)Abilities that are affected by Sandstorm:
-Magic Guard: Immunity to Sandstorm damage regardless of Type
-Overcoat: Immunity to Sandstorm damage regardless of Type
-Sand Force: Add 1 Extra Die to damage pools of Rock, Ground, and Steel moves and has immunity to Sandstorm damage regardless of Type
-Sand Rush: Increase Dexterity by 2 and has immunity to Sandstorm damage regardless of Type
-Sand Veil: Add 1 Extra Die to Evasion rolls and has immunity to Sandstorm damage regardless of TypeMoves that are affected by Harsh Sandstorm:
-Morning Sun: Basic Heal changed to 1 HP
-Moonlight: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Shore Up: Basic Heal Becomes Complete Heal
-Synthesis: Basic Heal changed to 1 HP
-Weather Ball: Turns into a Rock-Type move and deals 2 Extra Dice of DamageHold Items that have an effect on Sandstorm:
Smooth Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
Safety Goggles: Holder is immune to Sandstorm damage regardless of Type------------------------------------------------------
Hail:
-Deal 1 damage to all non-Ice Type Pokemon in the field at the end of the round.Abilities that Activate Hail:
-N/AMoves that Activate Hail:
-Hail
-Max Hailstorm (Max Move)Abilities that are affected by Hail:
-Forecast: Castform transforms into it Snowy Form
-Ice Body: Heal 1 HP at end of round and has immunity to Hail damage regardless of Type
-Ice Face: Eiscue transforms into its Ice Face form at end of the first round of weather activation
-Magic Guard: Immunity to Hail damage regardless of Type
-Overcoat: Immunity to Hail damage regardless of Type
-Slush Rush: Increase Dexterity by 2
-Snow Cloak: Add 1 Extra Die to Evasion rolls and has immunity to Hail damage regardless of TypeMoves that are affected by Hail:
-Aurora Veil: Can by used without failing
-Blizzard: Ignore innate reduced Accuracy
-Moonlight: Basic Heal changed to 1 HP
-Morning Sun: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Weather Ball: Turns into an Ice-Type move and deals 2 Extra Dice of DamageHold Items that have an effect on Hail:
-Icy Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
-Safety Goggles: Holder is immune to Hail damage regardless of Type------------------------------------------------------
Snow:
-Increase 1 Point to the Defense of all Ice Pokemon in the fieldAbilities that Activate Snow:
-Snow WarningMoves that Activate Snow:
-Snowscape
-Chilly ReceptionAbilities that are affected by Snow:
-Forecast: Castform transforms into it Snowy Form
-Ice Body: Heal 1 HP at end of round
-Ice Face: Eiscue transforms into its Ice Face form at end of the first round of weather activation
-Slush Rush: Increase Dexterity by 2
-Snow Cloak: Add 1 Extra Die to Evasion rollsMoves that are affected by Snow:
-Aurora Veil: Can by used without failing
-Blizzard: Ignore innate reduced Accuracy
-Moonlight: Basic Heal changed to 1 HP
-Morning Sun: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Weather Ball: Turns into an Ice-Type move and deals 2 Extra Dice of DamageHold Items that have an effect on Snow:
-Icy Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder------------------------------------------------------
Extremely Harsh Sunlight:
-All Fire-Type moves add 1 Extra Dice to their Damage Pools
-All Water-Type Moves fail to be executed
-Harsh Sunlight, Rain, Sandstorm, Hail, and Snow fail to activate through any means.Abilities that Activate Extremely Harsh Sunlight:
-Desolate LandMoves that Activate Extremely Harsh Sunlight:
-N/AAbilities that are affected by Extremely Harsh Sunlight:
-Chlorophyll: Increase Dexterity by 2
-Dry Skin: Get dealt 1 damage at end of round
-Flower Gift: Cherrim transforms into its Sunshine Form
-Forecast: Castform transforms into it Sunny Form
-Harvest: Berry regrows at end of round up to three times per Scene
-Leaf Guard: Cannot get status ailments
-Orichalcum Pulse: Increase Strength by 1
-Protosynthesis: Increase Attribute with highest cap by 1
-Solar Power: Increase Special by 2 and get dealt 1 damage at end of roundMoves that are affected by Harsh Extremely Sunlight:
-Growth: Increase Strength and Special by 2 instead of 1
-Hurricane: Increase reduced Accuracy from -2 to -3
-Moonlight: Basic Heal Becomes Complete Heal
-Morning Sun: Basic Heal Becomes Complete Heal
-Solar Beam: Skip Charge Turn
-Solar Blade: Skip Charge Turn
-Synthesis: Basic Heal Becomes Complete Heal
-Thunder: Increase reduced Accuracy from -2 to -3
-Weather Ball: Turns into a Fire-Type move and deals 2 Extra Dice of DamageItems that have an effect on Extremely Harsh Sunlight:
-N/A------------------------------------------------------
Heavy Rain:
-All Water-Type moves add 1 Extra Dice to their Damage Pools
-All Fire-Type Moves fail to be executed
-Harsh Sunlight, Rain, Sandstorm, Hail, and Snow fail to activate through any means.Abilities that Activate Heavy Rain:
-Primordial SeaMoves that Activate Heavy Rain:
-N/AAbilities that are affected by Heavy Rain:
-Dry Skin: Heal 1 HP at end of round
-Forecast: Castform transforms into it Rainy Form
-Hydration: Cure status ailments at end of round
-Rain Dish: Heal 1 HP at end of round
-Swift Swim: Increase Dexterity by 2Moves that are affected by Heavy Rain:
-Bleakwind Storm: Ignore innate reduced Accuracy
-Hurricane: Ignore innate reduced Accuracy
-Morning Sun: Basic Heal changed to 1 HP
-Moonlight: Basic Heal changed to 1 HP
-Sandsear Storm: Ignore innate reduced Accuracy
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Thunder: Ignore innate reduced Accuracy
-Weather Ball: Turns into a Water-Type move and deals 2 Extra Dice of Damage
-Wildbolt Storm: Ignore innate reduced AccuracyItems that have an effect on Heavy Rain:
N/A------------------------------------------------------
Strong Winds:
-Outside of Inverse Battles Electric, Ice, and Rock-Type moves deal neutral damage to Flying-type Pokemon.
-During Inverse Battles Bug, Fighting, Grass, and Ground-Type moves deal neutral damage to Flying-type Pokemon
-Harsh Sunlight, Rain, Sandstorm, Hail, and Snow fail to activate through any means.Abilities that Activate Strong Winds:
-Delta StreamMoves that Activate Strong Winds:
-N/AAbilities that are affected by Strong Winds:
-N/AMoves that are affected by Strong Winds:
-N/AItems that have an effect on Strong Winds:
-N/A------------------------------------------------------
Thick Fog:
-Decrease the accuracy of all moves without the Never Fails property by 2
-Disappears if the move Defog is usedAbilities that Activate Fog:
-N/AMoves that Activate Fog:
-N/AAbilities that are affected by Fog:
-N/AMoves that are affected by Fog:
-Moonlight: Basic Heal changed to 1 HP
-Morning Sun: Basic Heal changed to 1 HP
-Synthesis: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Weather Ball: Deals 2 Extra Dice of DamageItems that have an effect on Thick Fog:
-N/A------------------------------------------------------
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Terrain Basics:
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------------------------------------------------------Terrain Basics:
-Non-Grounded Pokemon are not affected by Terrain(Pokemon are Non-Grounded Pokemon by having the Flying type, having the Levitate Ability, holding an Air Balloon, or are under the effects of moves Magnet Rise or Telekinesis
-Terrain can exist on the field at the same time as a weather condition. For example during thunderstorms the battledfield is simultaneously affected by the Rain weather condition and Electric Terrain.The Following moves remove Terrain from the battlefield:
-Defog
-Ice Spinner
-Steel Roller
-Splintered Stormshards (Signature Z-Move of Lycanroc)
-G-Max Wind Rage (Signature G-Max Move of Corviknight)------------------------------------------------------
Electric Terrain:
-All Electric-Type moves add 1 Extra Die to their Damage Pools
-No one can be affected by the Sleep Status Condition, but those put to sleep prior to this terrain appearing on the battlefield will not wake up.Abilities that Activate Electric Terrain:
-Electric Surge
-Hadron EngineMoves that Activate Electric Terrain:
-Electric Terrain
-Max Lightning (Max Move)Abilities that are affected by Electric Terrain:
-Hadron Engine: Increase Special by 1
-Mimicry: Galarian Stunfisk changes its typing to Electric
-Quark Drive: Increase Attribute with highest cap by 1
-Surge Surfer: Increase Dexterity by 2Moves that are affected by Electric Terrain:
-Camouflage: User's typing changes to Electric
-Nature Power: Turns into the move Thunderbolt when used
-Rising Voltage: Add 2 Extra Dice to the damage pool
-Secret Power: Roll 3 Chance Dice to Paralyze the target
-Terrain Pulse: Turns into an Electric-Type move and deals 2 Extra Dice of DamageHold Items that have an effect on Electric Terrain:
-Electric Seed: When holder is on the field at the same time as Electric Terrain, even if they are not grounded, increase Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder------------------------------------------------------
Grassy Terrain:
-All Grass-Type moves add 1 Extra Die to their Damage Pools
-All Pokemon heal 1 HP at the end of each roundAbilities that Activate Grassy Terrain:
-Grassy Surge
-Seed SowerMoves that Activate Grassy Terrain:
-Grassy Terrain
-Max Overgrowth (Max Move)Abilities that are affected by Grassy Terrain:
-Grass Pelt: Increased Defense by 2
-Mimicry: Galarian Stunfisk changes its typing to GrassMoves that are affected by Grassy Terrain:
-Camouflage: User's typing changes to Grass
-Floral Healing: Basic Heal Becomes Complete Heal
-Grassy Glide: Increase priority by 2
-Nature Power: Turns into the move Energy Ball when used
-Secret Power: Roll 3 Chance Dice to make the target fall Asleep
-Terrain Pulse: Turns into a Grass-Type move and deals 2 Extra Dice of DamageHold Items that have an effect on Grassy Terrain:
-Grassy Seed: When holder is on the field at the same time as Grassy Terrain, even if they are not grounded, increase Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder------------------------------------------------------
Misty Terrain:
-All Dragon-Type moves get their total damage reduced by 1
-No one can be affected by any status ailments, but those affected by one prior to this terrain appearing on the battlefield will not be cured.Abilities that Activate Misty Terrain:
-Misty SurgeMoves that Activate Misty Terrain:
-Misty Terrain
-Max Starfall (Max Move)Abilities that are affected by Misty Terrain:
-Mimicry: Galarian Stunfisk changes its typing to FairyMoves that are affected by Misty Terrain:
-Camouflage: User's typing changes to Fairy
-Misty Explosion: Add 2 Extra Dice to the damage pool
-Nature Power: Turns into the move Moonblast when used
-Secret Power: Roll 3 Chance Dice to lower the target's Special by 1
-Terrain Pulse: Turns into a Fairy-Type move and deals 2 Extra Dice of DamageHold Items that have an effect on Misty Terrain:
-Misty Seed: When holder is on the field at the same time as Misty Terrain, even if they are not grounded, increase Special Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder------------------------------------------------------
Psychic Terrain:
-All Psychic-Type moves add 1 Extra Die to their Damage Pools
-No one can be targeted by moves with increased PriorityAbilities that Activate Psychic Terrain:
-Psychic SurgeMoves that Activate Psychic Terrain:
-Psychic Terrain
-Genesis Supernova (Signature Z-Move of Mew)
-Max Mindstorm (Max Move)Abilities that are affected by Psychic Terrain:
-Mimicry: Galarian Stunfisk changes its typing to PsychicMoves that are affected by Psychic Terrain:
-Camouflage User's typing changes to Psychic
-Expanding Force: Add 1 Extra Die to the damage pool and this move affects All Foes in range
-Nature Power: Turns into the move Psychic when used
-Secret Power: Roll 3 Chance Dice to lower the target's Dexterity by 1
-Terrain Pulse: Turns into a Psychic-Type move and deals 2 Extra Dice of DamageHold Items that have an effect on Psychic Terrain:
-Psychic Seed: When holder is on the field at the same time as Psychic Terrain, even if they are not grounded, increase Special Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder------------------------------------------------------
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Z-Status Moves:
Add these effects to the corresponding move immediately before using their normal effects.
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------------------------------------------------------Bug:
Z-Defend Order: Increase user's Defense by 1
Z-Heal Order: Resets user's lowered stats
Z-Powder: Increase user's Special Defense by 2
Z-Quiver Dance: Resets user's lowered stats
Z-Rage Powder: Resets user's lowered stats
Z-Spider Web: Increase user's Defense by 1
Z-Sticky Web: Increase user's Dexterity by 1
Z-String Shot: Increase user's Dexterity by 1
Z-Tail Glow: Resets user's lowered stats------------------------------------------------------
Dark:
Z-Dark Void: Resets user's lowered stats
Z-Embargo: Increase user's Special by 1
Z-Fake Tears: Increase user's Special by 1
Z-Hone Claws: Increase user's Strength by 1
Z-Nasty Plot: Resets user's lowered stats
Z-Taunt: Increase user's Strength by 1
Z-Torment: Increase user's Defense by 1
Z-Flatter: Increase user's Special Defense by 1
Z-Memento: Fully restores switched-in ally's HP
Z-Parting Shot: Fully restores switched-in ally's HP
Z-Quash: Increase user's Dexterity by 1
Z-Snatch: Increase user's Dexterity by 2
Z-Switcheroo: Increase user's Dexterity by 2
Z-Topsy-Turvy: Increase user's Strength by 1------------------------------------------------------
Dragon:
Z-Dragon Dance: Resets user's lowered stats------------------------------------------------------
Electric:
Z-Charge: Increase user's Special Defense by 1
Z-Eerie Impulse: Increase user's Special Defense by 2
Z-Electric Terrain: Increase user's Dexterity by 1
Z-Electrify: Increase user's Special by 1
Z-Ion Deluge: Increase user's Special by 1
Z-Magnetic Flux: Increase user's Special Defense by 1
Z-Magnet Rise: The user can now make up to 5 Evasions per round
Z-Thunder Wave: Increase user's Special Defense by 1------------------------------------------------------
Fairy:
Z-Aromatic Mist: Increase user's Special Defense by 2
Z-Baby-Doll Eyes: Increase user's Defense by 1
Z-Charm: Increase user's Defense by 1
Z-Crafty Shield: Increase user's Special Defense by 1
Z-Fairy Lock: Increase user's Defense by 1
Z-Floral Healing: Resets user's lowered stats
Z-Flower Shield: Increase user's Defense by 1
Z-Geomancy: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Misty Terrain: Increase user's Special Defense by 1
Z-Moonlight: Resets user's lowered stats
Z-Sweet Kiss: Increase user's Special by 1------------------------------------------------------
Fighting:
Z-Bulk Up: Increase user's Strength by 1
Z-Detect: The user can now make up to 5 Evasions per round
Z-Mat Block: Increase user's Defense by 1
Z-Quick Guard: Increase user's Defense by 1------------------------------------------------------
Fire:
Z-Sunny Day: Increase user's Dexterity by 1
Z-Will-O-Wisp: Increase user's Strength by 1------------------------------------------------------
Flying:
Z-Defog: Increase user's Accuracy by 1
Z-Feather Dance: Increase user's Defense by 1
Z-Mirror Move: Increase user's Strength by 2. The copied move is upgraded to it's Z-move form.
Z-Roost: Resets user's lowered stats
Z-Tailwind: All of the user's damaging moves now have "High Critical". This effect lasts until the end of the scene or if the user is removed from battle.------------------------------------------------------
Ghost:
Z-Confuse Ray: Increase user's Special by 1
Z-Curse: Fully restores user's HP(Ghost Types), : Increase user's Strength by 1(non-Ghost Types)
Z-Destiny Bond: Until the end of the round, all of the foe's moves will target the user.
Z-Grudge: Until the end of the round, all of the foe's moves will target the user.
Z-Nightmare: Increase user's Special by 1
Z-Spite: Fully restores user's HP
Z-Trick-or-Treat: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1------------------------------------------------------
Grass:
Z-Aromatherapy: Fully restores user's HP
Z-Cotton Guard: Resets user's lowered stats
Z-Cotton Spore: Resets user's lowered stats
Z-Forest's Curse: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Grass Whistle: Increase user's Dexterity by 1
Z-Grassy Terrain: Increase user's Defense by 1
Z-Ingrain: Increase user's Special Defense by 1
Z-Leech Seed: Resets user's lowered stats
Z-Sleep Powder: Increase user's Dexterity by 1
Z-Spiky Shield: Increase user's Defense by 1
Z-Spore: Resets user's lowered stats
Z-Strength Sap: Increase user's Defense by 1
Z-Stun Spore: Increase user's Special Defense by 1
Z-Synthesis: Resets user's lowered stats
Z-Worry Seed: Increase user's Dexterity by 1------------------------------------------------------
Ground:
Z-Mud Sport: Increases user's Special Defense by 1
Z-Rototiller: Increase user's Strength by 1
Z-Sand Attack: The user can now make up to 5 Evasions per round
Z-Shore Up: Resets user's lowered stats
Z-Spikes: Increase user's Defense by 1------------------------------------------------------
Ice:
Z-Aurora Veil: Increase user's Dexterity by 1
Z-Mist: Fully restores user's HP
Z-Hail: Increase user's Dexterity by 1
Z-Haze: Fully restores user's HP------------------------------------------------------
Normal:
Z-Acupressure: All of the user's damaging moves now have "High Critical". This effect lasts until the end of the scene or if the user is removed from battle.
Z-After You: Increase user's Dexterity by 1
Z-Assist: The chosen move is upgraded to it's Z-move form.
Z-Attract: Resets user's lowered stats
Z-Baton Pass: Resets user's lowered stats
Z-Belly Drum: Fully restores user's HP
Z-Bestow: Increase user's Dexterity by 2
Z-Block: Increase user's Defense by 1
Z-Camouflage: The user can now make up to 5 Evasions per round
Z-Captivate: Increase user's Special Defense by 2
Z-Celebrate: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Confide: Increase user's Special Defense by 1
Z-Conversion: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Conversion 2: Fully restores user's HP
Z-Copycat: Increase user's Accuracy by 1. The copied move is upgraded to it's Z-move form.
Z-Defense Curl: Increase user's Accuracy by 1
Z-Disable: Resets user's lowered stats
Z-Double Team: Resets user's lowered stats
Z-Encore: Increase user's Dexterity by 1
Z-Endure: Resets user's lowered stats
Z-Entrainment: Increase user's Special Defense by 1
Z-Follow Me: Resets user's lowered stats
Z-Foresight: All of the user's damaging moves now have "High Critical". This effect lasts until the end of the scene or if the user is removed from battle.
Z-Flash: The user can now make up to 5 Evasions per round
Z-Focus Energy: Increase user's Accuracy by 1
Z-Glare: Increase user's Special Defense by 1
Z-Growl: Increase user's Defense by 1
Z-Growth: Increase user's Special by 1
Z-Happy Hour: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Harden: Increase user's Defense by 1
Z-Heal Bell: Fully restores user's HP
Z-Helping Hand: Resets user's lowered stats
Z-Hold Hands: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Howl: Increase user's Strength by 1
Z-Laser Focus: Increase user's Strength by 1
Z-Leer: Increase user's Strength by 1
Z-Lock-On: Increase user's Dexterity by 1
Z-Lovely Kiss: Increase user's Dexterity by 1
Z-Lucky Chant: The user can now make up to 5 Evasions per round
Z-Mean Look: Increase user's Special Defense by 1
Z-Me First: Increase user's Dexterity by 2. The copied move is upgraded to it's Z-move form.
Z-Metronome: This move becomes a damaging Z-move of the Storyteller's choice. Roll a die to determine the base power of that Z-move.
Z-Milk Drink: Resets user's lowered stats
Z-Mimic: Increase user's Accuracy by 1
Z-Minimize: Resets user's lowered stats
Z-Mind Reader: Increase user's Special by 1
Z-Morning Sun: Resets user's lowered stats
Z-Nature Power: Upgrade to the damaging Z-move of the terrain's corresponding move.
Z-Noble Roar: Increase user's Defense by 1
Z-Odor Sleuth: Increase user's Strength by 1
Z-Pain Split: Increase user's Defense by 1
Z-Perish Song: Resets user's lowered stats
Z-Play Nice: Increase user's Defense by 1
Z-Protect: Resets user's lowered stats
Z-Psych UP: Fully restores user's HP
Z-Recover: Resets user's lowered stats
Z-Recycle: Increase user's Dexterity by 2
Z-Reflect Type: Increase user's Special by 1
Z-Refresh: Fully restores user's HP
Z-Roar: Increase user's Defense by 1
Z-Safeguard: Increase user's Dexterity by 1
Z-Scary Face: Increase user's Dexterity by 1
Z-Screech: Increase user's Strength by 1
Z-Sharpen: Increase user's Strength by 1
Z-Shell Smash: Resets user's lowered stats
Z-Simple Beam: Increase user's Special by 1
Z-Sing: Increase user's Dexterity by 1
Z-Sketch: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Slack Off: Resets user's lowered stats
Z-Soft-Boiled: Resets user's lowered stats
Z-Sleep Talk: All of the user's damaging moves now have "High Critical". This effect lasts until the end of the scene or if the user is removed from battle.
Z-Smokescreen: The user can now make up to 5 Evasions per round
Z-Splash: Increase user's Strength by 3
Z-Spotlight: Increase user's Special Defense by 1
Z-Stockpile: Fully restores user's HP
Z-Substitute: Resets user's lowered stats
Z-Supersonic: Increase user's Dexterity by 1
Z-Swagger: Resets user's lowered stats
Z-Swallow: Resets user's lowered stats
Z-Sweet Scent: Increase user's Accuracy by 1
Z-Swords Dance: Resets user's lowered stats
Z-Tail Whip: Increase user's Strength by 1
Z-Tearful Look: Increase user's Defense by 1
Z-Teeter Dance: Increase user's Special by 1
Z-Tickle: Increase user's Defense by 1
Z-Transform: Fully restores user's HP
Z-Whirlwind: Increase user's Special Defense by 1
Z-Wish: Increase user's Special Defense by 1
Z-Work Up: Increase user's Strength by 1
Z-Yawn: Increase user's Dexterity by 1------------------------------------------------------
Poison:
Z-Acid Armor: Resets user's lowered stats
Z-Baneful Bunker: Increase user's Defense by 1
Z-Coil: Resets user's lowered stats
Z-Gastro Acid: Increase user's Dexterity by 1
Z-Poison Gas: Increase user's Defense by 1
Z-Poison Powder: Increase user's Defense by 1
Z-Purify: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Toxic: Increase user's Defense by 1
Z-Toxic Spikes: Increase user's Defense by 1
Z-Toxic Thread: Increase user's Dexterity by 1
Z-Venom Drench: Increase user's Defense by 1------------------------------------------------------
Psychic:
Z-Agility: Resets user's lowered stats
Z-Ally Switch: Increase user's Dexterity by 2
Z-Amnesia: Resets user's lowered stats
Z-Barrier: Resets user's lowered stats
Z-Calm Mind: Resets user's lowered stats
Z-Cosmic Power: Increase user's Special Defense by 1
Z-Gravity: Increase user's Special by 1
Z-Guard Split: Increase user's Dexterity by 1
Z-Guard Swap: Increase user's Dexterity by 1
Z-Heal Block: Increase user's Special by 2
Z-Healing Wish: No Added Effect
Z-Heal Pulse: Resets user's lowered stats
Z-Heart Swap: All of the user's damaging moves now have "High Critical". This effect lasts until the end of the scene or if the user is removed from battle.
Z-Hypnosis: Increase user's Dexterity by 1
Z-Imprison: Increase user's Special Defense by 2
Z-Instruct: Increases user's Special by 1
Z-Kinesis: The user can now make up to 5 Evasions per round
Z-Light Screen: Increase user's Special Defense by 1
Z-Lunar Dance: No Added Effect
Z-Magic Coat: Increase user's Special Defense by 2
Z-Magic Room: Increase user's Special Defense by 1
Z-Meditate: Increases user's Strength by 1
Z-Miracle Eye: Increase user's Special by 1
Z-Power Split: Increase user's Dexterity by 1
Z-Power Swap: Increase user's Dexterity by 1
Z-Power Trick: Increase user's Strength by 1
Z-Psychic Terrain: Increases user's Special by 1
Z-Psycho Shift: Increase user's Special by 2
Z-Reflect: Increase user's Defense by 1
Z-Rest: Resets user's lowered stats
Z-Roleplay: Increase user's Dexterity by 1
Z-Skill Swap: Increase user's Dexterity by 1
Z-Speed Swap: Increase user's Dexterity by 1
Z-Telekinesis: Increase user's Special by 1
Z-Teleport: Fully restores user's HP
Z-Trick: Increase user's Dexterity by 2
Z-Trick Room: Increase user's Accuracy by 1
Z-Wonder Room: Increase user's Special Defense by 1------------------------------------------------------
Rock:
Z-Rock Polish: Resets user's lowered stats
Z-Sandstorm: Increase user's Dexterity by 1
Z-Stealth Rock: Increase user's Defense by 1
Z-Wide Guard: Increase user's Defense by 1------------------------------------------------------
Steel:
Z-Autotomize: Resets user's lowered stats
Z-Iron Defense: Resets user's lowered stats
Z-King's Shield: Resets user's lowered stats
Z-Metal Sound: Increase user's Special by 1
Z-Shift Gear: Resets user's lowered stats------------------------------------------------------
Water:
Z-Aqua Ring: Increase user's Defense by 1
Z-Gear Up: Increases user's Special by 1
Z-Rain Dance: Increase user's Dexterity by 1
Z-Soak: Increases user's Special by 1
Z-Water Sport: Increase user's Special Defense by 1
Z-Withdraw: Increase user's Defense by 1------------------------------------------------------
Gen VIII/IX Z-Status Move Effects:
Z-Burning Bulwark: Increase the user's Defense by 1
Z-Chilly Reception: Fully restores switched-in ally's HP
Z-Clangorous Soul: Resets user's lowered stats
Z-Coaching: Increases user's Strength by 1
Z-Corrosive Gas: Increase user's Defense by 1
Z-Court Change: Increase user's Dexterity by 2
Z-Decorate: Increase user's Special by 1
Z-Doodle: Increase user's Dexterity by 1
Z-Dragon Cheer: Increase user's Accuracy by 1
Z-Fillet Away: Fully restores user's HP
Z-Jungle Healing: Resets user's lowered stats
Z-Life Dew: Resets user's lowered stats
Z-Lunar Blessing: Resets user's lowered stats
Z-Magic Powder: Increases user's Special by 1
Z-No Retreat: Resets user's lowered stats
Z-Obstruct: Resets user's lowered stats
Z-Octolock: Increase user's Dexterity by 1
Z-Power Shift: Increase user's Strength by 1
Z-Revival Blessing: Resets user's lowered stats
Z-Shed Tail: Fully restores user's HP
Z-Shelter: Resets user's lowered stats
Z-Silk Trap: Resets user's lowered stats
Z-Snowscape: Increase user's Dexterity by 1
Z-Spicy Extract: Increases user's Strength by 1
Z-Stuff Cheeks: Resets user's lowered stats
Z-Take Heart: Fully restores user's HP
Z-Tar Shot: Increase user's Dexterity by 1
Z-Teatime: Resets user's lowered stats
Z-Tidy Up: Increase user's Strength by 1
Z-Victory Dance: Resets user's lowered stats
------------------------------------------------------
------------------------------------------------------
Misc. Mechanic Basics
------------------------------------------------------
------------------------------------------------------
TABLE OF CONTENTS:
-Additional Typing Effects
-Weather Basics
-Terrain Basics
-Z-Status Moves
-Terastal Phenomenon Rules
------------------------------------------------------
------------------------------------------------------
Additional Typing Effects:
------------------------------------------------------
------------------------------------------------------
Bug:
-None
------------------------------------------------------
Dark:
-Immunity to the effects of Support moves whose Priority was increased by the Prankster ability
------------------------------------------------------
Dragon
-None
------------------------------------------------------
Electric:
-Immunity to Paralysis
------------------------------------------------------
Fairy:
-None
------------------------------------------------------
Fighting:
-None
------------------------------------------------------
Fire:
-Immunity to Burn
------------------------------------------------------
Flying:
-Is not affected by the effects of Spikes, Toxic Spikes, Sticky Web, Electric Terrain, Psychic Terrain, Grassy Terrain, and Misty Terrain
------------------------------------------------------
Ghost:
-Cannot be prevented from switching out or fleeing from battle
-Interacts differently with the move Curse
------------------------------------------------------
Grass:
-Immunity to the effects Powder Moves.
Moves with the Powder Icon:
-Cotton Spore
-Magic Powder
-Poison Powder
-Powder
-Rage Powder
-Sleep Powder
-Spore
-Stun Spore
------------------------------------------------------
Ground:
-Immunity to Sandstorm Damage
------------------------------------------------------
Ice:
-Immunity to Freeze
-Immunity to Sheer Cold
-Immunity to Hail Damage
-Defense is Increased by 1 in Snow
------------------------------------------------------
Poison
-Immunity to Poison
-Removes Toxic Spikes from the Battlefield when switched in unless they are Flying type or have the Levitate ability
-When using Toxic it has the "Never Fails" property
------------------------------------------------------
Psychic
-None
------------------------------------------------------
Rock
-Immunity to Sandstorm Damage
-Special Defense is increased by 1 in Sandstorm
------------------------------------------------------
Steel:
-Immunity to Poison
-Immunity to Sandstorm Damage
------------------------------------------------------
Water:
-None
------------------------------------------------------
------------------------------------------------------
Weather Basics:
------------------------------------------------------
------------------------------------------------------
Weather Basics:
-Weather can exist on the field at the same time as a terrain effect. For example during thunderstorms the battledfield is simultaneously effected by the Rain weather condition and Electric Terrain.
-Naturally-occurring fog can be represented in battle by either the Thick Fog weather condition, the effects of the move Misty Terrain, or both, based on Storyteller discretion.
Abilities that ignore the effects of Weather(with the exception of the Water-Type Move and Fire-Type Move negating of Extremely Harsh Sunlight and Heavy Rain, respectively):
-Air Lock
-Cloud Nine
------------------------------------------------------
Harsh Sunlight:
-All Fire-Type moves add 1 Extra Dice to their Damage Pools
-All Water-Type moves(Except Hydro Steam) get their total damage reduced by 1
-No one can be affected by the Frozen Status Condition, but those Frozen prior to this weather appearing on the battlefield will not thaw.
Abilities that Activate Harsh Sunlight:
-Drought
-Orichalcum Pulse
Moves that Activate Harsh Sunlight:
-Sunny Day
-Max Flare (Max Move)
Abilities that are affected by Harsh Sunlight:
-Chlorophyll: Increase Dexterity by 2
-Dry Skin: Get dealt 1 damage at end of round
-Flower Gift: Cherrim transforms into its Sunshine Form
-Forecast: Castform transforms into it Sunny Form
-Harvest: Berry regrows at end of round up to three times per Scene
-Leaf Guard: Cannot get status ailments
-Orichalcum Pulse: Increase Strength by 1
-Protosynthesis: Increase Attribute with highest cap by 1
-Solar Power: Increase Special by 2 and get dealt 1 damage at end of round
Moves that are affected by Harsh Sunlight:
-Growth: Increase Strength and Special by 2 instead of 1
-Hydro Steam: Add 1 Extra Die to its Damage Pool instead of getting Damage reduced by 1
-Hurricane: Increase reduced Accuracy from -2 to -3
-Moonlight: Basic Heal Becomes Complete Heal
-Morning Sun: Basic Heal Becomes Complete Heal
-Solar Beam: Skip Charge Turn
-Solar Blade: Skip Charge Turn
-Synthesis: Basic Heal Becomes Complete Heal
-Thunder: Increase reduced Accuracy from -2 to -3
-Weather Ball: Turns into a Fire-Type move and deals 2 Extra Dice of Damage
Hold Items that have an effect on Harsh Sunlight:
-Heat Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
-Utility Umbrella: Holder ignores all effects of Harsh Sunlight
------------------------------------------------------
Rain:
-All Water-Type moves add 1 Extra Dice to their Damage Pools
-All Fire-Type moves get their total damage reduced by 1
Abilities that Activate Rain:
-Drizzle
Moves that Activate Rain:
-Rain Dance
-Max Geyser (Max Move)
Abilities that are affected by Rain:
-Dry Skin: Heal 1 HP at end of round
-Forecast: Castform transforms into it Rainy Form
-Hydration: Cure status ailments at end of round
-Rain Dish: Heal 1 HP at end of round
-Swift Swim: Increase Dexterity by 2
Moves that are affected by Rain:
-Bleakwind Storm: Ignore innate reduced Accuracy
-Hurricane: Ignore innate reduced Accuracy
-Morning Sun: Basic Heal changed to 1 HP
-Moonlight: Basic Heal changed to 1 HP
-Sandsear Storm: Ignore innate reduced Accuracy
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Thunder: Ignore innate reduced Accuracy
-Weather Ball: Turns into a Water-Type move and deals 2 Extra Dice of Damage
-Wildbolt Storm: Ignore innate reduced Accuracy
Hold Items that have an effect on Rain:
-Damp Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
-Utility Umbrella: Holder ignores all effects of Rain
------------------------------------------------------
Sandstorm:
-Deal 1 damage to all non Rock, Ground, or Steel Type Pokemon in the field at the end of the round/
-Increase 1 Point to the Special Defense of all Rock-Type Pokemon in the field
Abilities that Activate Sandstorm:
-Sand Stream
-Sand Spit
Moves that Activate Sandstorm:
-Sandstorm
-Max Rockfall (Max Move)
Abilities that are affected by Sandstorm:
-Magic Guard: Immunity to Sandstorm damage regardless of Type
-Overcoat: Immunity to Sandstorm damage regardless of Type
-Sand Force: Add 1 Extra Die to damage pools of Rock, Ground, and Steel moves and has immunity to Sandstorm damage regardless of Type
-Sand Rush: Increase Dexterity by 2 and has immunity to Sandstorm damage regardless of Type
-Sand Veil: Add 1 Extra Die to Evasion rolls and has immunity to Sandstorm damage regardless of Type
Moves that are affected by Harsh Sandstorm:
-Morning Sun: Basic Heal changed to 1 HP
-Moonlight: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Shore Up: Basic Heal Becomes Complete Heal
-Synthesis: Basic Heal changed to 1 HP
-Weather Ball: Turns into a Rock-Type move and deals 2 Extra Dice of Damage
Hold Items that have an effect on Sandstorm:
Smooth Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
Safety Goggles: Holder is immune to Sandstorm damage regardless of Type
------------------------------------------------------
Hail:
-Deal 1 damage to all non-Ice Type Pokemon in the field at the end of the round.
Abilities that Activate Hail:
-N/A
Moves that Activate Hail:
-Hail
-Max Hailstorm (Max Move)
Abilities that are affected by Hail:
-Forecast: Castform transforms into it Snowy Form
-Ice Body: Heal 1 HP at end of round and has immunity to Hail damage regardless of Type
-Ice Face: Eiscue transforms into its Ice Face form at end of the first round of weather activation
-Magic Guard: Immunity to Hail damage regardless of Type
-Overcoat: Immunity to Hail damage regardless of Type
-Slush Rush: Increase Dexterity by 2
-Snow Cloak: Add 1 Extra Die to Evasion rolls and has immunity to Hail damage regardless of Type
Moves that are affected by Hail:
-Aurora Veil: Can by used without failing
-Blizzard: Ignore innate reduced Accuracy
-Moonlight: Basic Heal changed to 1 HP
-Morning Sun: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Weather Ball: Turns into an Ice-Type move and deals 2 Extra Dice of Damage
Hold Items that have an effect on Hail:
-Icy Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
-Safety Goggles: Holder is immune to Hail damage regardless of Type
------------------------------------------------------
Snow:
-Increase 1 Point to the Defense of all Ice Pokemon in the field
Abilities that Activate Snow:
-Snow Warning
Moves that Activate Snow:
-Snowscape
-Chilly Reception
Abilities that are affected by Snow:
-Forecast: Castform transforms into it Snowy Form
-Ice Body: Heal 1 HP at end of round
-Ice Face: Eiscue transforms into its Ice Face form at end of the first round of weather activation
-Slush Rush: Increase Dexterity by 2
-Snow Cloak: Add 1 Extra Die to Evasion rolls
Moves that are affected by Snow:
-Aurora Veil: Can by used without failing
-Blizzard: Ignore innate reduced Accuracy
-Moonlight: Basic Heal changed to 1 HP
-Morning Sun: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Weather Ball: Turns into an Ice-Type move and deals 2 Extra Dice of Damage
Hold Items that have an effect on Snow:
-Icy Rock: Increases Duration from 5 Rounds to 8 if the weather was activated by the holder
------------------------------------------------------
Extremely Harsh Sunlight:
-All Fire-Type moves add 1 Extra Dice to their Damage Pools
-All Water-Type Moves fail to be executed
-Harsh Sunlight, Rain, Sandstorm, Hail, and Snow fail to activate through any means.
Abilities that Activate Extremely Harsh Sunlight:
-Desolate Land
Moves that Activate Extremely Harsh Sunlight:
-N/A
Abilities that are affected by Extremely Harsh Sunlight:
-Chlorophyll: Increase Dexterity by 2
-Dry Skin: Get dealt 1 damage at end of round
-Flower Gift: Cherrim transforms into its Sunshine Form
-Forecast: Castform transforms into it Sunny Form
-Harvest: Berry regrows at end of round up to three times per Scene
-Leaf Guard: Cannot get status ailments
-Orichalcum Pulse: Increase Strength by 1
-Protosynthesis: Increase Attribute with highest cap by 1
-Solar Power: Increase Special by 2 and get dealt 1 damage at end of round
Moves that are affected by Harsh Extremely Sunlight:
-Growth: Increase Strength and Special by 2 instead of 1
-Hurricane: Increase reduced Accuracy from -2 to -3
-Moonlight: Basic Heal Becomes Complete Heal
-Morning Sun: Basic Heal Becomes Complete Heal
-Solar Beam: Skip Charge Turn
-Solar Blade: Skip Charge Turn
-Synthesis: Basic Heal Becomes Complete Heal
-Thunder: Increase reduced Accuracy from -2 to -3
-Weather Ball: Turns into a Fire-Type move and deals 2 Extra Dice of Damage
Items that have an effect on Extremely Harsh Sunlight:
-N/A
------------------------------------------------------
Heavy Rain:
-All Water-Type moves add 1 Extra Dice to their Damage Pools
-All Fire-Type Moves fail to be executed
-Harsh Sunlight, Rain, Sandstorm, Hail, and Snow fail to activate through any means.
Abilities that Activate Heavy Rain:
-Primordial Sea
Moves that Activate Heavy Rain:
-N/A
Abilities that are affected by Heavy Rain:
-Dry Skin: Heal 1 HP at end of round
-Forecast: Castform transforms into it Rainy Form
-Hydration: Cure status ailments at end of round
-Rain Dish: Heal 1 HP at end of round
-Swift Swim: Increase Dexterity by 2
Moves that are affected by Heavy Rain:
-Bleakwind Storm: Ignore innate reduced Accuracy
-Hurricane: Ignore innate reduced Accuracy
-Morning Sun: Basic Heal changed to 1 HP
-Moonlight: Basic Heal changed to 1 HP
-Sandsear Storm: Ignore innate reduced Accuracy
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Synthesis: Basic Heal changed to 1 HP
-Thunder: Ignore innate reduced Accuracy
-Weather Ball: Turns into a Water-Type move and deals 2 Extra Dice of Damage
-Wildbolt Storm: Ignore innate reduced Accuracy
Items that have an effect on Heavy Rain:
N/A
------------------------------------------------------
Strong Winds:
-Outside of Inverse Battles Electric, Ice, and Rock-Type moves deal neutral damage to Flying-type Pokemon.
-During Inverse Battles Bug, Fighting, Grass, and Ground-Type moves deal neutral damage to Flying-type Pokemon
-Harsh Sunlight, Rain, Sandstorm, Hail, and Snow fail to activate through any means.
Abilities that Activate Strong Winds:
-Delta Stream
Moves that Activate Strong Winds:
-N/A
Abilities that are affected by Strong Winds:
-N/A
Moves that are affected by Strong Winds:
-N/A
Items that have an effect on Strong Winds:
-N/A
------------------------------------------------------
Thick Fog:
-Decrease the accuracy of all moves without the Never Fails property by 2
-Disappears if the move Defog is used
Abilities that Activate Fog:
-N/A
Moves that Activate Fog:
-N/A
Abilities that are affected by Fog:
-N/A
Moves that are affected by Fog:
-Moonlight: Basic Heal changed to 1 HP
-Morning Sun: Basic Heal changed to 1 HP
-Synthesis: Basic Heal changed to 1 HP
-Solar Beam: Reduce Power from 5 to 3
-Solar Blade: Reduce Power from 5 to 3
-Weather Ball: Deals 2 Extra Dice of Damage
Items that have an effect on Thick Fog:
-N/A
------------------------------------------------------
------------------------------------------------------
Terrain Basics:
------------------------------------------------------
------------------------------------------------------
Terrain Basics:
-Non-Grounded Pokemon are not affected by Terrain(Pokemon are Non-Grounded Pokemon by having the Flying type, having the Levitate Ability, holding an Air Balloon, or are under the effects of moves Magnet Rise or Telekinesis
-Terrain can exist on the field at the same time as a weather condition. For example during thunderstorms the battledfield is simultaneously affected by the Rain weather condition and Electric Terrain.
The Following moves remove Terrain from the battlefield:
-Defog
-Ice Spinner
-Steel Roller
-Splintered Stormshards (Signature Z-Move of Lycanroc)
-G-Max Wind Rage (Signature G-Max Move of Corviknight)
------------------------------------------------------
Electric Terrain:
-All Electric-Type moves add 1 Extra Die to their Damage Pools
-No one can be affected by the Sleep Status Condition, but those put to sleep prior to this terrain appearing on the battlefield will not wake up.
Abilities that Activate Electric Terrain:
-Electric Surge
-Hadron Engine
Moves that Activate Electric Terrain:
-Electric Terrain
-Max Lightning (Max Move)
Abilities that are affected by Electric Terrain:
-Hadron Engine: Increase Special by 1
-Mimicry: Galarian Stunfisk changes its typing to Electric
-Quark Drive: Increase Attribute with highest cap by 1
-Surge Surfer: Increase Dexterity by 2
Moves that are affected by Electric Terrain:
-Camouflage: User's typing changes to Electric
-Nature Power: Turns into the move Thunderbolt when used
-Rising Voltage: Add 2 Extra Dice to the damage pool
-Secret Power: Roll 3 Chance Dice to Paralyze the target
-Terrain Pulse: Turns into an Electric-Type move and deals 2 Extra Dice of Damage
Hold Items that have an effect on Electric Terrain:
-Electric Seed: When holder is on the field at the same time as Electric Terrain, even if they are not grounded, increase Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder
------------------------------------------------------
Grassy Terrain:
-All Grass-Type moves add 1 Extra Die to their Damage Pools
-All Pokemon heal 1 HP at the end of each round
Abilities that Activate Grassy Terrain:
-Grassy Surge
-Seed Sower
Moves that Activate Grassy Terrain:
-Grassy Terrain
-Max Overgrowth (Max Move)
Abilities that are affected by Grassy Terrain:
-Grass Pelt: Increased Defense by 2
-Mimicry: Galarian Stunfisk changes its typing to Grass
Moves that are affected by Grassy Terrain:
-Camouflage: User's typing changes to Grass
-Floral Healing: Basic Heal Becomes Complete Heal
-Grassy Glide: Increase priority by 2
-Nature Power: Turns into the move Energy Ball when used
-Secret Power: Roll 3 Chance Dice to make the target fall Asleep
-Terrain Pulse: Turns into a Grass-Type move and deals 2 Extra Dice of Damage
Hold Items that have an effect on Grassy Terrain:
-Grassy Seed: When holder is on the field at the same time as Grassy Terrain, even if they are not grounded, increase Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder
------------------------------------------------------
Misty Terrain:
-All Dragon-Type moves get their total damage reduced by 1
-No one can be affected by any status ailments, but those affected by one prior to this terrain appearing on the battlefield will not be cured.
Abilities that Activate Misty Terrain:
-Misty Surge
Moves that Activate Misty Terrain:
-Misty Terrain
-Max Starfall (Max Move)
Abilities that are affected by Misty Terrain:
-Mimicry: Galarian Stunfisk changes its typing to Fairy
Moves that are affected by Misty Terrain:
-Camouflage: User's typing changes to Fairy
-Misty Explosion: Add 2 Extra Dice to the damage pool
-Nature Power: Turns into the move Moonblast when used
-Secret Power: Roll 3 Chance Dice to lower the target's Special by 1
-Terrain Pulse: Turns into a Fairy-Type move and deals 2 Extra Dice of Damage
Hold Items that have an effect on Misty Terrain:
-Misty Seed: When holder is on the field at the same time as Misty Terrain, even if they are not grounded, increase Special Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder
------------------------------------------------------
Psychic Terrain:
-All Psychic-Type moves add 1 Extra Die to their Damage Pools
-No one can be targeted by moves with increased Priority
Abilities that Activate Psychic Terrain:
-Psychic Surge
Moves that Activate Psychic Terrain:
-Psychic Terrain
-Genesis Supernova (Signature Z-Move of Mew)
-Max Mindstorm (Max Move)
Abilities that are affected by Psychic Terrain:
-Mimicry: Galarian Stunfisk changes its typing to Psychic
Moves that are affected by Psychic Terrain:
-Camouflage User's typing changes to Psychic
-Expanding Force: Add 1 Extra Die to the damage pool and this move affects All Foes in range
-Nature Power: Turns into the move Psychic when used
-Secret Power: Roll 3 Chance Dice to lower the target's Dexterity by 1
-Terrain Pulse: Turns into a Psychic-Type move and deals 2 Extra Dice of Damage
Hold Items that have an effect on Psychic Terrain:
-Psychic Seed: When holder is on the field at the same time as Psychic Terrain, even if they are not grounded, increase Special Defense by 1 and this item is consumed
-Terrain Extender: Increases Duration from 5 Rounds to 8 if the terrain was activated by the holder
------------------------------------------------------
------------------------------------------------------
Z-Status Moves:
Add these effects to the corresponding move immediately before using their normal effects.
------------------------------------------------------
------------------------------------------------------
Bug:
Z-Defend Order: Increase user's Defense by 1
Z-Heal Order: Resets user's lowered stats
Z-Powder: Increase user's Special Defense by 2
Z-Quiver Dance: Resets user's lowered stats
Z-Rage Powder: Resets user's lowered stats
Z-Spider Web: Increase user's Defense by 1
Z-Sticky Web: Increase user's Dexterity by 1
Z-String Shot: Increase user's Dexterity by 1
Z-Tail Glow: Resets user's lowered stats
------------------------------------------------------
Dark:
Z-Dark Void: Resets user's lowered stats
Z-Embargo: Increase user's Special by 1
Z-Fake Tears: Increase user's Special by 1
Z-Hone Claws: Increase user's Strength by 1
Z-Nasty Plot: Resets user's lowered stats
Z-Taunt: Increase user's Strength by 1
Z-Torment: Increase user's Defense by 1
Z-Flatter: Increase user's Special Defense by 1
Z-Memento: Fully restores switched-in ally's HP
Z-Parting Shot: Fully restores switched-in ally's HP
Z-Quash: Increase user's Dexterity by 1
Z-Snatch: Increase user's Dexterity by 2
Z-Switcheroo: Increase user's Dexterity by 2
Z-Topsy-Turvy: Increase user's Strength by 1
------------------------------------------------------
Dragon:
Z-Dragon Dance: Resets user's lowered stats
------------------------------------------------------
Electric:
Z-Charge: Increase user's Special Defense by 1
Z-Eerie Impulse: Increase user's Special Defense by 2
Z-Electric Terrain: Increase user's Dexterity by 1
Z-Electrify: Increase user's Special by 1
Z-Ion Deluge: Increase user's Special by 1
Z-Magnetic Flux: Increase user's Special Defense by 1
Z-Magnet Rise: The user can now make up to 5 Evasions per round
Z-Thunder Wave: Increase user's Special Defense by 1
------------------------------------------------------
Fairy:
Z-Aromatic Mist: Increase user's Special Defense by 2
Z-Baby-Doll Eyes: Increase user's Defense by 1
Z-Charm: Increase user's Defense by 1
Z-Crafty Shield: Increase user's Special Defense by 1
Z-Fairy Lock: Increase user's Defense by 1
Z-Floral Healing: Resets user's lowered stats
Z-Flower Shield: Increase user's Defense by 1
Z-Geomancy: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Misty Terrain: Increase user's Special Defense by 1
Z-Moonlight: Resets user's lowered stats
Z-Sweet Kiss: Increase user's Special by 1
------------------------------------------------------
Fighting:
Z-Bulk Up: Increase user's Strength by 1
Z-Detect: The user can now make up to 5 Evasions per round
Z-Mat Block: Increase user's Defense by 1
Z-Quick Guard: Increase user's Defense by 1
------------------------------------------------------
Fire:
Z-Sunny Day: Increase user's Dexterity by 1
Z-Will-O-Wisp: Increase user's Strength by 1
------------------------------------------------------
Flying:
Z-Defog: Increase user's Accuracy by 1
Z-Feather Dance: Increase user's Defense by 1
Z-Mirror Move: Increase user's Strength by 2. The copied move is upgraded to it's Z-move form.
Z-Roost: Resets user's lowered stats
Z-Tailwind: All of the user's damaging moves now have "High Critical". This effect lasts until the end of the scene or if the user is removed from battle.
------------------------------------------------------
Ghost:
Z-Confuse Ray: Increase user's Special by 1
Z-Curse: Fully restores user's HP(Ghost Types), : Increase user's Strength by 1(non-Ghost Types)
Z-Destiny Bond: Until the end of the round, all of the foe's moves will target the user.
Z-Grudge: Until the end of the round, all of the foe's moves will target the user.
Z-Nightmare: Increase user's Special by 1
Z-Spite: Fully restores user's HP
Z-Trick-or-Treat: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
------------------------------------------------------
Grass:
Z-Aromatherapy: Fully restores user's HP
Z-Cotton Guard: Resets user's lowered stats
Z-Cotton Spore: Resets user's lowered stats
Z-Forest's Curse: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Grass Whistle: Increase user's Dexterity by 1
Z-Grassy Terrain: Increase user's Defense by 1
Z-Ingrain: Increase user's Special Defense by 1
Z-Leech Seed: Resets user's lowered stats
Z-Sleep Powder: Increase user's Dexterity by 1
Z-Spiky Shield: Increase user's Defense by 1
Z-Spore: Resets user's lowered stats
Z-Strength Sap: Increase user's Defense by 1
Z-Stun Spore: Increase user's Special Defense by 1
Z-Synthesis: Resets user's lowered stats
Z-Worry Seed: Increase user's Dexterity by 1
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Ground:
Z-Mud Sport: Increases user's Special Defense by 1
Z-Rototiller: Increase user's Strength by 1
Z-Sand Attack: The user can now make up to 5 Evasions per round
Z-Shore Up: Resets user's lowered stats
Z-Spikes: Increase user's Defense by 1
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Ice:
Z-Aurora Veil: Increase user's Dexterity by 1
Z-Mist: Fully restores user's HP
Z-Hail: Increase user's Dexterity by 1
Z-Haze: Fully restores user's HP
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Normal:
Z-Acupressure: All of the user's damaging moves now have "High Critical". This effect lasts until the end of the scene or if the user is removed from battle.
Z-After You: Increase user's Dexterity by 1
Z-Assist: The chosen move is upgraded to it's Z-move form.
Z-Attract: Resets user's lowered stats
Z-Baton Pass: Resets user's lowered stats
Z-Belly Drum: Fully restores user's HP
Z-Bestow: Increase user's Dexterity by 2
Z-Block: Increase user's Defense by 1
Z-Camouflage: The user can now make up to 5 Evasions per round
Z-Captivate: Increase user's Special Defense by 2
Z-Celebrate: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Confide: Increase user's Special Defense by 1
Z-Conversion: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Conversion 2: Fully restores user's HP
Z-Copycat: Increase user's Accuracy by 1. The copied move is upgraded to it's Z-move form.
Z-Defense Curl: Increase user's Accuracy by 1
Z-Disable: Resets user's lowered stats
Z-Double Team: Resets user's lowered stats
Z-Encore: Increase user's Dexterity by 1
Z-Endure: Resets user's lowered stats
Z-Entrainment: Increase user's Special Defense by 1
Z-Follow Me: Resets user's lowered stats
Z-Foresight: All of the user's damaging moves now have "High Critical". This effect lasts until the end of the scene or if the user is removed from battle.
Z-Flash: The user can now make up to 5 Evasions per round
Z-Focus Energy: Increase user's Accuracy by 1
Z-Glare: Increase user's Special Defense by 1
Z-Growl: Increase user's Defense by 1
Z-Growth: Increase user's Special by 1
Z-Happy Hour: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Harden: Increase user's Defense by 1
Z-Heal Bell: Fully restores user's HP
Z-Helping Hand: Resets user's lowered stats
Z-Hold Hands: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Howl: Increase user's Strength by 1
Z-Laser Focus: Increase user's Strength by 1
Z-Leer: Increase user's Strength by 1
Z-Lock-On: Increase user's Dexterity by 1
Z-Lovely Kiss: Increase user's Dexterity by 1
Z-Lucky Chant: The user can now make up to 5 Evasions per round
Z-Mean Look: Increase user's Special Defense by 1
Z-Me First: Increase user's Dexterity by 2. The copied move is upgraded to it's Z-move form.
Z-Metronome: This move becomes a damaging Z-move of the Storyteller's choice. Roll a die to determine the base power of that Z-move.
Z-Milk Drink: Resets user's lowered stats
Z-Mimic: Increase user's Accuracy by 1
Z-Minimize: Resets user's lowered stats
Z-Mind Reader: Increase user's Special by 1
Z-Morning Sun: Resets user's lowered stats
Z-Nature Power: Upgrade to the damaging Z-move of the terrain's corresponding move.
Z-Noble Roar: Increase user's Defense by 1
Z-Odor Sleuth: Increase user's Strength by 1
Z-Pain Split: Increase user's Defense by 1
Z-Perish Song: Resets user's lowered stats
Z-Play Nice: Increase user's Defense by 1
Z-Protect: Resets user's lowered stats
Z-Psych UP: Fully restores user's HP
Z-Recover: Resets user's lowered stats
Z-Recycle: Increase user's Dexterity by 2
Z-Reflect Type: Increase user's Special by 1
Z-Refresh: Fully restores user's HP
Z-Roar: Increase user's Defense by 1
Z-Safeguard: Increase user's Dexterity by 1
Z-Scary Face: Increase user's Dexterity by 1
Z-Screech: Increase user's Strength by 1
Z-Sharpen: Increase user's Strength by 1
Z-Shell Smash: Resets user's lowered stats
Z-Simple Beam: Increase user's Special by 1
Z-Sing: Increase user's Dexterity by 1
Z-Sketch: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Slack Off: Resets user's lowered stats
Z-Soft-Boiled: Resets user's lowered stats
Z-Sleep Talk: All of the user's damaging moves now have "High Critical". This effect lasts until the end of the scene or if the user is removed from battle.
Z-Smokescreen: The user can now make up to 5 Evasions per round
Z-Splash: Increase user's Strength by 3
Z-Spotlight: Increase user's Special Defense by 1
Z-Stockpile: Fully restores user's HP
Z-Substitute: Resets user's lowered stats
Z-Supersonic: Increase user's Dexterity by 1
Z-Swagger: Resets user's lowered stats
Z-Swallow: Resets user's lowered stats
Z-Sweet Scent: Increase user's Accuracy by 1
Z-Swords Dance: Resets user's lowered stats
Z-Tail Whip: Increase user's Strength by 1
Z-Tearful Look: Increase user's Defense by 1
Z-Teeter Dance: Increase user's Special by 1
Z-Tickle: Increase user's Defense by 1
Z-Transform: Fully restores user's HP
Z-Whirlwind: Increase user's Special Defense by 1
Z-Wish: Increase user's Special Defense by 1
Z-Work Up: Increase user's Strength by 1
Z-Yawn: Increase user's Dexterity by 1
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Poison:
Z-Acid Armor: Resets user's lowered stats
Z-Baneful Bunker: Increase user's Defense by 1
Z-Coil: Resets user's lowered stats
Z-Gastro Acid: Increase user's Dexterity by 1
Z-Poison Gas: Increase user's Defense by 1
Z-Poison Powder: Increase user's Defense by 1
Z-Purify: Increase user's Strength, Dexterity, Special, Defense, and Special Defense by 1
Z-Toxic: Increase user's Defense by 1
Z-Toxic Spikes: Increase user's Defense by 1
Z-Toxic Thread: Increase user's Dexterity by 1
Z-Venom Drench: Increase user's Defense by 1
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Psychic:
Z-Agility: Resets user's lowered stats
Z-Ally Switch: Increase user's Dexterity by 2
Z-Amnesia: Resets user's lowered stats
Z-Barrier: Resets user's lowered stats
Z-Calm Mind: Resets user's lowered stats
Z-Cosmic Power: Increase user's Special Defense by 1
Z-Gravity: Increase user's Special by 1
Z-Guard Split: Increase user's Dexterity by 1
Z-Guard Swap: Increase user's Dexterity by 1
Z-Heal Block: Increase user's Special by 2
Z-Healing Wish: No Added Effect
Z-Heal Pulse: Resets user's lowered stats
Z-Heart Swap: All of the user's damaging moves now have "High Critical". This effect lasts until the end of the scene or if the user is removed from battle.
Z-Hypnosis: Increase user's Dexterity by 1
Z-Imprison: Increase user's Special Defense by 2
Z-Instruct: Increases user's Special by 1
Z-Kinesis: The user can now make up to 5 Evasions per round
Z-Light Screen: Increase user's Special Defense by 1
Z-Lunar Dance: No Added Effect
Z-Magic Coat: Increase user's Special Defense by 2
Z-Magic Room: Increase user's Special Defense by 1
Z-Meditate: Increases user's Strength by 1
Z-Miracle Eye: Increase user's Special by 1
Z-Power Split: Increase user's Dexterity by 1
Z-Power Swap: Increase user's Dexterity by 1
Z-Power Trick: Increase user's Strength by 1
Z-Psychic Terrain: Increases user's Special by 1
Z-Psycho Shift: Increase user's Special by 2
Z-Reflect: Increase user's Defense by 1
Z-Rest: Resets user's lowered stats
Z-Roleplay: Increase user's Dexterity by 1
Z-Skill Swap: Increase user's Dexterity by 1
Z-Speed Swap: Increase user's Dexterity by 1
Z-Telekinesis: Increase user's Special by 1
Z-Teleport: Fully restores user's HP
Z-Trick: Increase user's Dexterity by 2
Z-Trick Room: Increase user's Accuracy by 1
Z-Wonder Room: Increase user's Special Defense by 1
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Rock:
Z-Rock Polish: Resets user's lowered stats
Z-Sandstorm: Increase user's Dexterity by 1
Z-Stealth Rock: Increase user's Defense by 1
Z-Wide Guard: Increase user's Defense by 1
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Steel:
Z-Autotomize: Resets user's lowered stats
Z-Iron Defense: Resets user's lowered stats
Z-King's Shield: Resets user's lowered stats
Z-Metal Sound: Increase user's Special by 1
Z-Shift Gear: Resets user's lowered stats
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Water:
Z-Aqua Ring: Increase user's Defense by 1
Z-Gear Up: Increases user's Special by 1
Z-Rain Dance: Increase user's Dexterity by 1
Z-Soak: Increases user's Special by 1
Z-Water Sport: Increase user's Special Defense by 1
Z-Withdraw: Increase user's Defense by 1
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Gen VIII/IX Z-Status Move Effects:
Z-Burning Bulwark: Increase the user's Defense by 1
Z-Chilly Reception: Fully restores switched-in ally's HP
Z-Clangorous Soul: Resets user's lowered stats
Z-Coaching: Increases user's Strength by 1
Z-Corrosive Gas: Increase user's Defense by 1
Z-Court Change: Increase user's Dexterity by 2
Z-Decorate: Increase user's Special by 1
Z-Doodle: Increase user's Dexterity by 1
Z-Dragon Cheer: Increase user's Accuracy by 1
Z-Fillet Away: Fully restores user's HP
Z-Jungle Healing: Resets user's lowered stats
Z-Life Dew: Resets user's lowered stats
Z-Lunar Blessing: Resets user's lowered stats
Z-Magic Powder: Increases user's Special by 1
Z-No Retreat: Resets user's lowered stats
Z-Obstruct: Resets user's lowered stats
Z-Octolock: Increase user's Dexterity by 1
Z-Power Shift: Increase user's Strength by 1
Z-Revival Blessing: Resets user's lowered stats
Z-Shed Tail: Fully restores user's HP
Z-Shelter: Resets user's lowered stats
Z-Silk Trap: Resets user's lowered stats
Z-Snowscape: Increase user's Dexterity by 1
Z-Spicy Extract: Increases user's Strength by 1
Z-Stuff Cheeks: Resets user's lowered stats
Z-Take Heart: Fully restores user's HP
Z-Tar Shot: Increase user's Dexterity by 1
Z-Teatime: Resets user's lowered stats
Z-Tidy Up: Increase user's Strength by 1
Z-Victory Dance: Resets user's lowered stats
Quote from Francois on January 4, 2024, 5:25 pm------------------------------------------------------
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Terastal Phenomenon Rules:
------------------------------------------------------
-------------------------------------------------------Utilizing the Terastal Phenomenon requires the Trainer to have a Tera Orb.
-Undergoing Terastallization costs 1 Will Point,
-Terastallization lasts for a whole scene or one battle.
-After being used the Tera Orb loses power and has to be recharged either being time passing or going to a Pokemon Center. Being exposed to Stellar Tera energy can remove the need to recharge.
-During the duration the Pokemon transforms its type to solely that of its Tera type. The Pokemon's weaknesses, resistances, and immunities change to that of their new type, but they still retain STAB bonuses of their original type on top of the one for their new type. If the Tera type matches one of their default types moves of that type get an Extra Die to the damage pool on top of the one received from STAB.
-Pokemon from Paldea will usually have a Tera type of one of the default types of the form/evolution they were caught in chosen at random. On rare occasions Pokemon may be found whose Tera type does not match any of their default types.
-A Pokemon's default Tera type if they are not from Paldea is the Primary Type of the form/evolution stage they have upon capture. If that Primary type is Normal and they have a secondary type, their Tera-Type is the secondary one instead.
-Tera Type cannot be changed via Form Changes or Evolutions that change type, but Tera Shards can be acquired to change a Pokemon's Tera Type to any of the 18 types.
-Moves and Abilities that change type always fail when used on a Terastallized Pokemon, however if their type was changed prior to that they receive the appropriate STAB bonuses to their changed pre-Tera typing instead of their default one.Stellar Tera Type rulings:
-Stellar Tera Type does not change any defensive properties of the Pokemon's default typing nor does it overide what types are considered STAB for them.
-All types gain 1 Extra Dice added to their damage pools the first time a Stellar type Pokemon uses a move of that type during a scene. Stellar Form Terapagos can use this bonus for every type any number of times.
-Tera Blast becomes 4 power and counts as STAB. The damage dealt is always typeless and ignores Wonder Guard. However, every time a Pokemon uses a Stellar-type Tera Blast, their Strength and Special attributes are lowered by 1.Terastal Forms:
-Some Legendary Pokemon change form when Terastallizing. These forms have only a single possible Tera type and can also change the ability or(in the case of Terapagos) stats of the Pokemon. These are the following Terastal forms:-Ogrepon (Teal Mask): Tera Typing - Grass; Ability - Embody Aspect [Dexterity]
-Ogrepon (Wellspring Mask): Tera Typing - Water; Ability - Embody Aspect [Special Defense]
-Ogrepon (Hearthflame Mask): Tera Typing - Fire; Ability - Embody Aspect [Strength]
-Ogrepon (Cornerstone Mask): Tera Typing - Rock; Ability - Embody Aspect [Defense]
-Terapagos: Tera Typing - Stellar; Ability - Teraform Zero; Changes from Terastal Form to Stellar Form
------------------------------------------------------
------------------------------------------------------
Terastal Phenomenon Rules:
------------------------------------------------------
------------------------------------------------------
-Utilizing the Terastal Phenomenon requires the Trainer to have a Tera Orb.
-Undergoing Terastallization costs 1 Will Point,
-Terastallization lasts for a whole scene or one battle.
-After being used the Tera Orb loses power and has to be recharged either being time passing or going to a Pokemon Center. Being exposed to Stellar Tera energy can remove the need to recharge.
-During the duration the Pokemon transforms its type to solely that of its Tera type. The Pokemon's weaknesses, resistances, and immunities change to that of their new type, but they still retain STAB bonuses of their original type on top of the one for their new type. If the Tera type matches one of their default types moves of that type get an Extra Die to the damage pool on top of the one received from STAB.
-Pokemon from Paldea will usually have a Tera type of one of the default types of the form/evolution they were caught in chosen at random. On rare occasions Pokemon may be found whose Tera type does not match any of their default types.
-A Pokemon's default Tera type if they are not from Paldea is the Primary Type of the form/evolution stage they have upon capture. If that Primary type is Normal and they have a secondary type, their Tera-Type is the secondary one instead.
-Tera Type cannot be changed via Form Changes or Evolutions that change type, but Tera Shards can be acquired to change a Pokemon's Tera Type to any of the 18 types.
-Moves and Abilities that change type always fail when used on a Terastallized Pokemon, however if their type was changed prior to that they receive the appropriate STAB bonuses to their changed pre-Tera typing instead of their default one.
Stellar Tera Type rulings:
-Stellar Tera Type does not change any defensive properties of the Pokemon's default typing nor does it overide what types are considered STAB for them.
-All types gain 1 Extra Dice added to their damage pools the first time a Stellar type Pokemon uses a move of that type during a scene. Stellar Form Terapagos can use this bonus for every type any number of times.
-Tera Blast becomes 4 power and counts as STAB. The damage dealt is always typeless and ignores Wonder Guard. However, every time a Pokemon uses a Stellar-type Tera Blast, their Strength and Special attributes are lowered by 1.
Terastal Forms:
-Some Legendary Pokemon change form when Terastallizing. These forms have only a single possible Tera type and can also change the ability or(in the case of Terapagos) stats of the Pokemon. These are the following Terastal forms:
-Ogrepon (Teal Mask): Tera Typing - Grass; Ability - Embody Aspect [Dexterity]
-Ogrepon (Wellspring Mask): Tera Typing - Water; Ability - Embody Aspect [Special Defense]
-Ogrepon (Hearthflame Mask): Tera Typing - Fire; Ability - Embody Aspect [Strength]
-Ogrepon (Cornerstone Mask): Tera Typing - Rock; Ability - Embody Aspect [Defense]
-Terapagos: Tera Typing - Stellar; Ability - Teraform Zero; Changes from Terastal Form to Stellar Form