Changes to Pre-existing Game Mechanics, Moves and Abilities
Adjusted Game Mechanics
The Mechanics of Sleep
In every previous generation has behaved under the same mechanics: The pokemon will remain asleep for a randomly decided 1-5 turns (Or a set number for Rest). This is the same for fifth gen. However, in gen 1-4 switching out would not effect the overall time spent asleep, as the game remembered the number of turns that had been spent in battle compared to the amount chosen when originally affected by sleep. So if you were put to sleep for an allocated 3 turns, you would wake up after 3 turns regardless of how often you'd switched. However, in 5th generation, the counter is reset every time you switch out. This makes switching out repeatedly a more risky strategy, especially if you're allocated a 5 turn slumber.
Rotom's Mechanical Transformations
In Platinum, a new feature was introduced which allowed Rotom to change it's formes into a variety of household objects. While each of these new forms shared the same stat line, they all gained a new move which separated them from one another. Now this game, the divergence is further expanded upon by the change of type depending on forme. Now, while retaining its electric type, Rotom sheds it's ghost typing to match it's repective appliance:
Heat Forme: Fire/Electric w. Overheat
Wash Forme: Water/Electric w. Hydro Pump
Cut Forme: Grass/Electric w. Leaf Storm
Spin Forme: Flying/Electric w. Air Slash
Frost Forme: Ice/Electric w. Blizzard
The good? generates several new unique type combinations (Heat, Cut and Frost formes), providing some interesting new builds to play with. The bad? The game loses five of the best spin blockers of the lest generation.
And in a great display of trolling, Game Freak gift us with Rotom-Spin, a flying type with Levitate =P
A wealth of moves have also been changed. Below are a list of the competitively viable ones, along with their respective changes, along with links to their Serebii pages. A list of all updated moves can be found here
Note: Each move will be formatted as following:
aa= Power, bb= Accuracy, cc= PP, [Effect]= additional effects/information.
You'll get the picture [=
4th Gen: NA/NA/20- Raises the user's SpAtt 2 stages
5th Gen: NA/NA/20- Raises the user's SpAtt 3 stages
4th Gen: 90/100/20- Locks the user into Petal Dance for 2-3 turns. Becomes confused upon unlock
5th Gen: 120/100/10- Locks the user into Petal Dance for 2-3 turns. Becomes confused upon unlock
4th Gen: NA/NA/40- Raises user's SpAtt one stage
5th Gen: NA/NA/40- Raises user's Att and SpAtt one stage. Raises user's Att and SpAtt two stages in sunny weather.
4th Gen: NA/85/10- Badly poisons the target
5th Gen: NA/90/10- Badly poisons the target
4th Gen (Diamond/Pearl): NA/70/20- Induces sleep on the target
4th Gen (Platinum/HGSS): NA/60/20- Induces sleep on the target
5th Gen: NA/70/20- Induces sleep on the target
High Jump Kick
4th Gen: 100/90/20- If the user misses, they take recoil equal to 50% of the damage that would have been dealt
5th Gen: 120/90/10- If the user misses, they lose 50% of their own max HP
4th Gen: NA/75/30- Paralyses the target
5th Gen: NA/90/30- Paralyses the target
4th Gen: 90/85/10- High critical hit ratio
5th Gen: 90/90/10- High critical hit ratio
Giga Drain/Drain Punch
4th Gen: 60/100/10- Restores HP equal to 50% of damage inflicted
5th Gen: 75/100/10 Restores HP equal to 50% of damage inflicted
Bullet Seed/Icicle Spear/Rock Blast
4th Gen: 10/100/30- Hits 2-5 times successively
5th Gen: 25/100/30- Hits 2-5 times successively
4th Gen: 120/85/5- Calculates damage and inflicts this quantity two turns later
5th Gen: 140/100/5 Calculates damage and inflicts this quantity two turns later
Tail Glow's rise to a +3 move has secured its signature user Manaphy an instant suspect test, especially with Drizzle Politoed providing infinite rain. Another of the most notable transformations is to High Jump Kick. As well as the substantial increase in lethality, it has a far more consistent (And forgiving) recoil system. Assuming your max HP is an odd number you can potentially miss twice and still survive. This is now a great STAB move for the poor fighting types who never got Close Combat and had to suffice with Brick Break, and in some cases may even be preferred over CC on those pokes. The boost to Drain Punch and Giga Drain is also rather substantial, being a full 25% stronger. This can make them perfectly decent STAB options on any of the bulkier Pokemon who have access to them, or further complement the aims of a SubSeeder. Icicle Spear and Co may seem like odd choices, but this generation has brought one Pokemon to the forefront that makes excellent use of them: Cloyster. With the addition of Shell Smash to its movepool, A Cloyster with Skill Link now has access to two faultless base 125 attacks, both hitting extraordinarily hard and fast after boosting its Att and Speed simultaneously.
Several abilities have seen some degree of tweaking this gen, quite significant tweaking in some instances. Click on each ability to see it's Serebii page, or click here
for a full list.
Original Effect: No in-battle effect
New Effect: All contact moves have the chance to make the opponent flinch.
Original Effect: This Pokemon is immune to OHKO moves.
New Effect: If hit by an attack while at 100% HP, this Pokemon will never be KO'd (See: Focus Sash)
Original Effect: All Electric attacks are redirected at this Pokemon
New Effect: All Electric attacks are redirected at this Pokemon. This Pokemon is immune to Electric attacks. If hit by an Electric attack, this Pokemon receives +1 Special Attack stage.
Original Effect: All Water attacks are redirected at this Pokemon.
New Effect: All Water attacks are redirected at this Pokemon. This Pokemon is immune to Water Attacks. If hit by a Water attack, this Pokemon receives +1 Special Attack stage.