Note: this thread will be moved to the new Uncharted Territory forum when it eventually appears.
With our only info on X and Y coming from a select few individuals, we're still mostly in the dark on 6th generation battle mechanics. To help speed along research, we're preparing a list of things that should be tested when the games do come out.
This list is mostly speculative, mostly consisting of possible nerfs, glitch fixes, or other changes made to accommodate new mechanics.
We are now accepting suggestions for the list from the public.
Rules of the thread
1. Discussion is limited to suggestions for the list, or new information revealed on battle mechanics. Limit discussion to battle mechanics only. That means:
Other guidelines will probably be added at the discretion of the moderators soon enough.
Possible Mechanics Changes, due to nerfs\fixes
Abilities
Moves
New Mechanics
Mega-Evolution
Other Mechanics
Known info
Mega-Evolution
Miscellaneous
With our only info on X and Y coming from a select few individuals, we're still mostly in the dark on 6th generation battle mechanics. To help speed along research, we're preparing a list of things that should be tested when the games do come out.
This list is mostly speculative, mostly consisting of possible nerfs, glitch fixes, or other changes made to accommodate new mechanics.
We are now accepting suggestions for the list from the public.
Rules of the thread
1. Discussion is limited to suggestions for the list, or new information revealed on battle mechanics. Limit discussion to battle mechanics only. That means:
- Do NOT discuss competitive implications for the new changes.
- Do NOT discuss the new training methods. That will be handled in a separate thread.
- Do NOT discuss type changes to existing Pokémon. That is already handled in another thread.
Other guidelines will probably be added at the discretion of the moderators soon enough.
Possible Mechanics Changes, due to nerfs\fixes
Abilities
- Sheer Force: does it no longer negate Life Orb recoil\Eject Button activation\etc?
- Cursed Body: changed to affect only contact moves?
- Quick Guard: does it still not block moves given priority by Prankster?
- Analytic: Does it still boost damage against a target switching in?
- Auto-weather abilities: Does the weather counter reset to 5-8 if the Pokémon is switched in while the appropriate weather (rain for Drizzle, etc.) is already in effect?
Moves
- Mean Look\Baton Pass: Does Baton Pass pass on the trapping effect once again, or does the effect still wear off?
- Sky Drop\Gravity glitch: fixed?
- Rumor: Play Nice ignores Protect.
- Now that the damage of partial trapping moves is increased to 1/8th total HP per turn, how has that damage with Binding Band changed?
- ?
New Mechanics
Mega-Evolution
- It's known that Mega-Evolution occurs before any moves, but what is not clear is if it occurs before or after switching is handled.
- Dual type moves
- Known info: if a Pokémon is weak to one type but resistant to the other, it takes 1x damage.
- Known info: if a Pokémon is immune to one of the listed types, it is immune to the move entirely.
- Are they 4x effective if both target's types are weak to the move's types? (Sources providing the leak say no.)
- Flying Press mentions the Flying-type in the move description, but lists Fighting-type on the status screen. If a Flying- but not Fighting-type uses it, does it still get STAB?
- What type-boosting items work for dual-type moves? The type listed on the screen, and\or the one in the move description?
- How does Conversion2 interact with them? Does it use the main type listed on the move info page, or both types?
- Dual type moves: What happens if the target is immune to one of the types, either through type immunity or ability immunity, but not the other? Does it take damage, or does the ability activate?
- Freeze Dry: is it still super-effective against Water-types whose other type also resists Ice? Is it blocked by Water Absorb\Storm Drain?
- Topsy-Turvy: is it affected by Clear Body?
- Parting Shot: does it still work against Magic Bounce?
- Parental Bond: if Kangaskhan uses Helping Hand twice because of Parental Bond, is the boost increased?
- Weakness Policy: is it used up when the Pokémon is hit by a super-effective move, or does the item remain?
Other Mechanics
- Electric immunity to paralysis: when an Electric-type with Volt Absorb\Lightningrod gets hit by Thunder Wave, which takes precedence? If paralysis immunity takes precedence, then the the healing\Sp. Attk boost will not occur.
- Honedge line and Magnet Pull: are they still affected despite the Ghost immunity to trapping abilities?
- Pokémon-Amie: does it have any effect on link battles?
Known info
Mega-Evolution
- Mega-Evolution items cannot be removed from their holder during battle. (Pan)
- Abilities such as Intimidate and Drought activate if the Pokémon gains them through Mega-Evolution.
- Mega-Evolution can only occur for a trainer once per battle. Even if their Mega-Evolved Pokémon is knocked out, they cannot Mega-Evolve a second. (Pan)
- Magic Room does NOT block Mega-Evolution. (Level 51)
- Turn order is set before Mega-Evolution occurs. If a Pokémon's speed changes due to Mega-Evolution, it will still not affect turn order that turn. (Katakiri)
- Transform\Imposter can turn the user into a Mega-Evolved Pokémon. It does not need the appropriate item to maintain the forme. (Raseri, Plus)
- Hidden Power is now at a set 60 power, with likely a new type-determination formula. (Source)
- Water Sport and Mud Sport no longer fade if the user switches out, but fade after 5 turns like Safeguard (extra)
- Trick-or-Treat adds the Ghost-type to a target, even if it already has two types (giving it a third type). (Stess)
- Spiky Shield's success rate goes down to one-third if used two turns in a row. (ΩDonut)
- Grassy Terrain raises the damage output of Grass moves by 50% when used by any Pokémon that is touching the ground. (Ves)
- Focus Energy now increases the base critical-hit ratio to 50%, causing high-crit moves such as Slash to have a 100% crit rate. However, this was tested in-game, so it is unknown whether the Pokémon-Amie boosts were in effect. (TheMaskedNitpicker)
- Nature Power turns into Tri Attack in link battles. If Misty Terrain is in effect, Nature Power becomes Moonblast. If Grassy Terrain is in effect, it becomes Energy Ball. If Electric Terrain is in effect, it becomes Thunderbolt. (JL_naturewolves, Green Thunder, qwert42, Ves)
- Sticky Web is a new entry hazard that drops the Pokémon Speed one stage upon switching in. It can be removed through Rapid Spin. (DTC)
- Geomancy takes one turn to charge up, and on the second turn gives the user a +2 boost in Special Attack, Special Defense, and Speed. The charge turn can be removed by Power Herb. (Raseri)
- Misty Terrain halves damage from Dragon-type moves while in effect. It is unknown whether this applies to damage to Pokémon on the ground, or whether Dragon moves used by grounded Pokémon will have halved damage. (Ves)
- Magic Room now has +0 priority. (UltiMario)
- Toxic has perfect accuracy when used by a Poison-type, ignoring even the invulnerable portion of Fly and Dig. (kd24, Zebraiken)
- Substitute no longer blocks sound-based status moves such as Supersonic and Metal Sound. (Ves, Zebraiken)
- Auto-weather abilities no longer create permanent weather; the new weather ends after 5 turns. (Pan)
- Keen Eye now ignores standard evasion boosts (such as those from Double Team). Unknown whether this applies to evasion-boosting abilities such as Sand Veil. (Ves)
- Overcoat now protects from powder-based moves as well as weather, giving it an identical effect to the item Safety Goggles.
- Oblivious has now been changed to block Taunt (similar to Mental Herb) but does not block Torment and Encore. (Menshay, #2)
- Parental Bond causes the move to be used twice, second time at 50% power. The second move is always used against the same target and cannot be redirected, even if the target was fainted by the first hit. However, if the Pokémon uses a multi-hit move (such as Double Hit) the second use of the move will not occur. (Raseri, DTC)
- Infiltrator now allows damaging moves to bypass a Substitute. (Ves)
- Protean changes the user's type to match that of the move they are about to use, even status moves. (Stellar, #2)
- Stick now seems to raise Farfetch'd's base critical hit rate to 50%, making it 100% with Slash. However, this was tested in-game, so it is unknown whether the Pokémon-Amie boosts were in effect. (TheMaskedNitpicker)
- Weakness Policy gives the holder a +2 boost to Attack and Special Attack if hit by a super-effective move. It is then used up. (Raseri)
Miscellaneous
- Sleep counter no longer resets if Pokémon is switched out. (Pan)
- Critical hits now deal 1.5x damage, instead of 2x as in the previous 5 generations.
- Electric-types are now immune to paralysis (including paralysis by Glare or Body Slam). (XY Type Chart)
- Grass-types are immune to powder moves (Spore, Sleep Powder, Stun Spore, PoisonPowder, Cotton Spore). (XY Type Chart)
- Terrain moves (Misty, Grassy, Electric) apply their effects to all Pokémon on the field that are grounded, including Flying-types and Levitate Pokémon that are knocked down by Smack Down. (DHR-107)
- Ghost-types are immune to trapping effects, including Mean Look, Shadow Tag, and Arena Trap. They are immune to being trapped by Infestation and similar, but will still take damage every turn. (XY Type Chart, kd24, Nexus)
Prankster's behavior was modified to put status moves ahead of other moves in the same priority bracket, rather than give them +1 priority. (kd24)
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