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move_changes.md

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Move changes

Moves have been rebalanced to enhance the viability of certain Pokémon and to offer players a broader range of strategic options overall. The changes are deliberately minimalistic, ensuring that they remain true to the original Gen 1 experience. No mechanics from later generations have been introduced—meaning no new types, no physical/special split, no weather effects, etc.

Feedback is welcome, as long as it aligns with the goal of maintaining the classic Gen 1 feel!

For more detailed information about moves in the game, check this file.

New moves

There are three new moves:

  • HEX has been imported from future generations to provide a strong, viable STAB Ghost-type move. It is now part of the Gastly line level-up learnset and is also the only new TM in the game, teachable to Pokémon like Hypno, Ninetales, Marowak, and a few others. HEX gains a 50% damage boost when the opponent is affected by a status condition, introducing a new move effect. However, given its similarity to DREAM EATER and its natural fit with Ghost-types, this addition feels like a seamless and sensible enhancement to the original movepool.
  • ELECTRO BALL is a signature move for the Voltorb line which has a high crit rate. Given Electrode's speed and how critical hits are computed in Gen 1, it essentially becomes the best Electric move in the game.
  • WILL-O-WISP is a signature move for the Vulpix line. Ninetales suffers in comparison to Arcanine in Gen 1, and this provides it with a much-needed buff (WILL-O-WISP also pairs nicely with HEX).
Move Type Power Accuracy PP Side effect
HEX Ghost 60 100 15 Deals 50% more damage if the target has a status condition
ELECTRO BALL Electric 55 95 20 High critical hit rate (RAZOR LEAF clone)
WILL-O-WISP Fire - 70 15 Inflicts BURN

Type changes

Move type changes are primarily meant to give STAB options to Mons who were lacking them. Notably:

  • CUT becomes Bug-type, providing a viable early-game Bug-type move and a decent coverage option to check Psychic-types.
  • RAZOR WIND becomes a weaker Bug-type HYPER BEAM, which due to Gen 1 mechanics can skip the recharge turn if it KOes the opponent.
  • SLAM becomes Dragon-type, providing dragons with a STAB option and others with a coverage move against dragons.
  • STRUGGLE takes the unused Bird type to ignore resistances and immunities to Normal-type moves.
Move Type Power Accuracy PP Additional notes
CUT Normal Bug 50 95 30 25
RAZOR WIND Normal Bug 80 75 90 15 Now needs to recharge one turn after attacking instead of charging before (same as HYPER BEAM)
GUST Normal Flying 40 100 35
KARATE CHOP Normal Fighting 50 100 95 25
SLAM Normal Dragon 80 75 90 20
STRUGGLE Normal Bird 50 100 10 Bird-type allows STRUGGLE to ignore resistances and immunities

Other changes

Most other changes were made to increase the viability of some subpar moves, or to give them a niche. In rare cases moves were nerfed, most notably DIG.

Move Type Power Accuracy PP Additional notes
ABSORB Grass 20 30 100 20
VINE WHIP Grass 35 100 10 20
MEGA DRAIN Grass 40 60 100 10
SOLARBEAM Grass 120 140 100 10 Power now on par with SKY ATTACK
FIRE SPIN Fire 15 70 75 15
WATERFALL Water 80 100 15 Now has a 10% chance to make the target flinch
LEECH LIFE Bug 20 30 100 15
TWINEEDLE Bug 25 30 100 20
PIN MISSILE Bug 14 20 85 95 20 15
POISON STING Poison 15 20 100 35
SMOG Poison 20 30 70 85 20
ACID Poison 40 65 100 30 20
SLUDGE Poison 65 85 100 20 15
ROCK THROW Rock 50 65 85 15
BONEMERANG Ground 50 60 90 10
DIG Ground 100 70 100 10 15
WING ATTACK Flying 35 60 100 35 25
SKY ATTACK Flying 140 90 100 5 10
PSYWAVE Psychic - 80 100 15 Damage now between 50% and 150% of user's level
KINESIS Psychic - 80 15 Lowers opponent's Accuracy Now increases own Special
LICK Ghost 20 25 100 30 25
FURY ATTACK Normal 15 85 95 20
FURY SWIPES Normal 18 80 90 15
CONSTRICT Normal 10 30 100 35 25
DIZZY PUNCH Normal 70 80 100 10 Now has a 10% chance to confuse the target
SKULL BASH Normal 100 120 100 15
DOUBLE EDGE Normal 100 120 100 15 10
MEGA KICK Normal 120 75 85 5
TRI ATTACK Normal 80 100 10 Now has a 20% chance to paralyze, freeze, or burn (6.6% chance of each)
FOCUS ENERGY Normal - 100 30 Divides critical hit rate by 4 Now multiplies it by 4 (as intended)
ROAR Normal - 100 85 20