2 mutually unrelated things
Types and damage:
>stats are now HP, Speed, Attack, Special attack, Defense and Magic
>(sorta) undo phys/spec split
>rock and ground merged into earth (special)
>water split into fish (physical) and water (special)
>flying split into bird (physical) and wind (special)
>fighting split into martial (physical) and chi (special)
>poison mostly removed as a type, moves like poison jab and poison fang become normal or bug
>acid type replaces poison for moves like sludge bomb, acid, smog
>most poison dual types get poison removed, guys like Muk and Weezing become acid type
>some grass moves like solar beam and energy ball become sun type instead
>sun type assigned to some pokemon, idk Sunflora grass/sun, heliolisk electric/sun maybe
>Atk used to calculate normal, bug, bird, fish, fighting, steel damage, they're basically martial arts styles
>SpA used to calculate fire, ice, electric, water, grass, chi, earth, wind, acid damage, they're power from within
>Def used to calculate damage from both these sets
>Mgc covers psychic, ghost, dragon, dark, fairy, sun damage, they're power drawn from somewhere in the cosmos
>Mgc works like gen 1 special stat
>Many moves get hybrid damage: e.g. fire punch has base X normal dmg and Y fire dmg, Zen headbut normal and psychic, mudbomb earth and water, nightslash steel and dark etc
>status move effictiveness and effect duration could maybe scale with different stats, haven't thought about the details for this yet
Active timer:
>Active timer instead of turnbased, speed and offensive stats adapted for this
>Different moves take different chunks out of timer
>Priority moves reworked to be usable when active timer is not full yet