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Pokemon mechanics thread

No.47613775 View ViewReplyOriginalReport
Gen 1 mechanics:
>The special stat exists
>16 IVs for 4 stats (HP is calculated with the other 4), unlimited square root EVs system
>Pokemon give out their base stats as EVs, for a maximum of 65535
>Move category depending on type
>Critical hit rate depending on base speed
>1/256 uncertainty for most moves (not in Stadium)

Gen 2 onwards mechanics:
>Same IVs and EVs system as in gen 1, but in gen 2 only, IVs determine shininess, gender, etc
>The special stat splits into special attack and special defense (in gen 2 only, both stats share the same IV and EV)
>Steel and Dark types are introduced (alongside their effectiveness interactions)
>Breeding exists, pokemon hatch at level 5 in gens 2 and 3 only
>Held items exist
>Older type interactions are tweaked (Ice/Fire, Poison/Bug and Ghost/Psychic)
>Critical hit rate depends on the move used, instead of the user's speed
>No more 1/256 uncertainty

Gen 3 onwards mechanics:
>32 IVs for 6 stats, limited to 510 total, flat EVs system
>Pokemon have assigned EV yields
>Personality values exist, which determine gender, shininess, etc
>Abilities exist
>Natures exist

Gen 4 onwards mechanics:
>Move category depending on the move itself, rather than type
>Pokemon hatch at level 1
>Gender differences exist

Gen 5 onwards mechanics:
>Nothing

Gen 6 onwards mechanics:
>Fairy type is introduced (alongside its effectiveness interactions)
>Older type interactions are tweaked (Dark/Steel and Ghost/Steel)
>Mega evolution exists (gen 6 and 7 only)

Gen 7 onwards mechanics:
>Regional forms exist
>Z moves exist (gen 7 only)

Gen 8 mechanics:
>Dexit and Movxit
>Dynamax and Gigantamax
>DLC

Discuss.