This is a trial-based system. We are trying to find something that works, and open to suggestions. This system is also optional, and not required for every time you have a battle with someone. Some sort of the system will be used for official challenges/plot based topics.
With this battling system everything comes from a base. Level 5 being that base, since that is the level you will be obtaining your pokemon.
Accuracy:This system will be based the actual moves in Pokemon in regards to their accuracy and type. As a result, you will have to look up the accuracy of the move.
If you use the move Hydro Pump, you need to roll the dice. If it lands somewhere between 1-80 you hit the enemy Pokemon. If you roll an 81 or higher you miss.
You land a critical hit if you roll a 20, 40, 60, 80, or 100.
This means that even if the move always lands, you still have to roll to see if you land a crit. Status Effects:With this an accuracy die needs to be rolled to see if the move lands.
- Effects such as Stun, burn, poison statuses are indefinite and have to be healed at a Pokemon center.
- Poison will deal 2 damage every turn. Badly poisoned will stack an extra point every other turn.
- Burn will deal a 2 damage every turn.
- With being Paralyzed, you will need to roll the status die, if it lands on an even number then your Pokemon cannot move.
- Effects such as confusion, sleep, freeze will be set to last for 3 turns.
- Effects such as Sleep, and Freeze will need to be waited off.
- For Confusion, you need to roll status die if it lands on an odd number, then your Pokemon hurts itself in confusion, and deals 2 damage to itself.
If the move deals damage, and has a chance for a status effect, then it'll be inflicted if it lands from 1 - x out of 10 on the status effect dice, depending on the percentage.Stat Raises/Falls:
- First Stage - 10%
- Second Stage - 15%
- Third Stage - 20%
- Fourth Stage - 25%
- Fifth Stage - 30%
- Sixth Stage - 35%
Damage:Damage will be dealt in different set numbers, using Level 5 as a base.
- Moves with a power of 20-39 deal 2 damage.
- Moves with a power of 40-50 deal 4 damage.
- Moves with a power of 51-69 deal 6 damage.
- Moves with a power of 70-90 deal 8 damage.
- Moves with a power of 91 and above deal 10 damage.
- Moves without a power will deal 1/5th compared to the set damage it has. (If it says it always deals 40 damage, then it will deal 8 damage)
Until Level 15, with each level up your pokemon will gain +4 HP points.
From Level 15 onward, you gain +2 HP points every level.
Up to level 10, your Pokemon will gain +2 damage points.
From level 10 onward, your Pokemon will gain +1 damage point every other level
If a move is
super effective, it will deal 2x the damage of the base.
If a move is
not very effective, it will deal 1/2x the damage of the base.
If a move is a
Critical Hit, 2x damage of the base, stacking with super effective it will be 3x the base.
STAB (moves that are the same type as a Pokemon) deal +2 damage points more.
HP:All Pokemon start at level 5, so the base HP is 20.
Speed:This is the only stat we will be taking into consideration. If your Pokemon has a higher base speed stat than the enemy Pokemon, then you move first.