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Hit Points
Hit Points are the major factor for every Pokémon in every battle. As such, it's important to keep Hit Points so your Pokémon don't faint and are removed from battle. There are a variety of moves, items and abilities that both affect Hit Points by raising it and Hit Points are also the only stat not affected by any natures.
Moves Affected by Hit Points
The following moves are affected by the user's Hit Points and some based on both the user and the opponent's Hit Points
Name |
Type |
Cat. |
PP |
Att. |
Acc. |
Effect |
Brine |
|
|
10 |
65 |
100 |
If the target's HP is down to about half, this attack will hit with double the power. |
Crush Grip |
|
|
5 |
-- |
100 |
The target is crushed with great force. The attack is more powerful the more HP the target has left. |
Endeavor |
|
|
5 |
-- |
100 |
An attack move that cuts down the target's HP to equal the user's HP. |
Eruption |
|
|
5 |
150 |
100 |
The user attacks the opposing team with explosive fury. The lower the user's HP, the less powerful this attack becomes. |
Final Gambit |
|
|
5 |
-- |
100 |
The user risks everything to attack its target. The user faints but does damage equal to the user's HP. |
Flail |
|
|
15 |
-- |
100 |
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
Pain Split |
|
|
20 |
-- |
-- |
The user adds its HP to the target's HP, then equally shares the combined HP with the target. |
Reversal |
|
|
15 |
-- |
100 |
An all-out attack that becomes more powerful the less HP the user has. |
Water Spout |
|
|
5 |
150 |
100 |
The user spouts water to damage the opposing team. The lower the user's HP, the less powerful it becomes. |
Wring Out |
|
|
5 |
-- |
100 |
The user powerfully wrings the target. The more HP the target has, the greater this attack's power. |
Recovery Moves
The following moves will allow for the user, target or next Pokémon to recover Hit Points, either through inflicting damage on the opponent, or by just the move itself
Name |
Type |
Cat. |
PP |
Att. |
Acc. |
Effect |
Absorb |
|
|
25 |
20 |
100 |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
Aqua Ring |
|
|
20 |
-- |
-- |
The user envelops itself in a veil made of water. It regains some HP on every turn. |
Drain Punch |
|
|
10 |
75 |
100 |
An energy-draining punch. The user's HP is restored by half the damage taken by the target. |
Draining Kiss
|
|
|
10
|
50
|
100
|
The user steals the target's HP with a kiss. The user's HP is restored by over half the damage taken by the target.
|
Dream Eater |
|
|
15 |
100 |
100 |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
Giga Drain |
|
|
10 |
75 |
100 |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
Heal Order |
|
|
10 |
-- |
-- |
The user calls out its underlings to heal it. The user regains up to half of its max HP. |
Heal Pulse |
|
|
10 |
-- |
-- |
The user emits a healing pulse which restores the target's HP by up to half of its max HP. |
Healing Wish |
|
|
10 |
-- |
-- |
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
Horn Leech |
|
|
10 |
75 |
100 |
The user drains the target's energy with its horns. The user's HP is restored by half the damage taken by the target. |
Ingrain |
|
|
20 |
-- |
-- |
The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out. |
Leech Life |
|
|
15 |
20 |
100 |
The user drains the target's blood. The user's HP is restored by half the damage taken by the target. |
Leech Seed |
|
|
10 |
-- |
90 |
A seed is planted on the target. It steals some HP from the target every turn. |
Lunar Dance |
|
|
10 |
-- |
-- |
The user faints. In return, the Pokémon taking its place will have its status and HP fully restored. |
Mega Drain |
|
|
15 |
40 |
100 |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
Milk Drink |
|
|
10 |
-- |
-- |
The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP. |
Moonlight |
|
|
5 |
-- |
-- |
The user restores its own HP. The amount of HP regained varies with the weather. |
Morning Sun |
|
|
5 |
-- |
-- |
The user restores its own HP. The amount of HP regained varies with the weather. |
Present |
|
|
15 |
-- |
90 |
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however. |
Recover |
|
|
10 |
-- |
-- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
Rest |
|
|
10 |
-- |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
Roost |
|
|
10 |
-- |
-- |
The user lands and rests its body. It restores the user's HP by up to half of its max HP. |
Slack Off |
|
|
10 |
-- |
-- |
The user slacks off, restoring its own HP by up to half of its maximum HP. |
Softboiled |
|
|
10 |
-- |
-- |
The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP. |
Swallow |
|
|
10 |
-- |
-- |
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. |
Synthesis |
|
|
5 |
-- |
-- |
The user restores its own HP. The amount of HP regained varies with the weather. |
Wish |
|
|
10 |
-- |
-- |
One turn after this move is used, the target's HP is restored by half the user's maximum HP. |
Moves That Remove The User's Hit Points
The following moves wll remove the user's current Hit Points, either by half or completely and will provide either damage to the opponent or a variety of effects
Name |
Type |
Cat. |
PP |
Att. |
Acc. |
Effect |
Belly Drum |
|
|
10 |
-- |
-- |
The user maximizes its Attack stat in exchange for HP equal to half its max HP. |
Curse |
|
|
10 |
-- |
-- |
A move that works differently for the Ghost type than for all other types. |
Explosion |
|
|
5 |
250 |
100 |
The user explodes to inflict damage on those around it. The user faints upon using this move. |
Final Gambit |
|
|
5 |
-- |
100 |
The user risks everything to attack its target. The user faints but does damage equal to the user's HP. |
Healing Wish |
|
|
10 |
-- |
-- |
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
Lunar Dance |
|
|
10 |
-- |
-- |
The user faints. In return, the Pokémon taking its place will have its status and HP fully restored. |
Memento |
|
|
10 |
-- |
100 |
The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk. |
Selfdestruct |
|
|
5 |
200 |
100 |
The user attacks everything around it by causing an explosion. The user faints upon using this move. |
Moves That Prevent Recovery
The following move completely prevents the target from being able to recover their Hit Points. It lasts for five turns and completely stops the opponent from recovery.
Name |
Type |
Cat. |
PP |
Att. |
Acc. |
Effect |
Heal Block |
|
|
15 |
-- |
100 |
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. |
Substitutes
Substitute is a rather common attack that is used in many battling environments. This is due to the fact that once the Substitute move is utilised, the Pokémon essentially temporarily backs out of battle and thus the Substitute takes all the hits for the Pokémon. It is also one of the attacks that every Pokémon capable of learning a TM can learn, as its found through TM90 in Sinnoh.
As such, Substitutes take away 25% of your maximum hit points in order to work as a fully-functional substitute. If your Pokémon is below 25% of it's Maximum HP, or it is Shedinja, then the Substitute move will fail and one will not be created.
On first glance, a Substitute will look to some as nothing but a mere stall tactic. However, Substitues do have a variety of extra hidden effects. Firstly, any move that just lowers stats or causes a status condition will fail when used againt the substitute. Moves which have secondary effects that attempt to lower stats or cause status conditions will only do damage and the secondary effect will fail. However, if the Pokémon that made the substitute uses attacks that boost up its stats or cause status afflictions to itself, the effects will occur on the Pokémon. . The substitute also can prevent the Pokémon from flinching if the substitute is hit by a move that causes it.
As the Substitutes receive damage for the Pokémon based upon the HP and the stats of the Pokémon, it is highly possible that many hits will equate to more than 25% of the Pokémon's Max HP. In this case, the Substitute absorbs all the damage and then breaks. One Hit KO moves also will only break the substitute when they hit as opposed to taking out the Pokémon as well. However, if the Pokémon has any of these abilities; Flash Fire, Motor Drive, Volt Absorb or Water Absorb has a Substitute that is hit by a move of the type that activates their ability, the ability effect will still activate. Re-coil from moves used by the Pokémon that created the substitute will also go directly to the Pokémon. If Sandstorm or Hail are in effect and the Pokémon is not of the types that are protected by those weather effects, the damage will still go directly to the Pokémon. It will also prevent moves that trap the Pokémon and inflict damage from trapping and repeating damage infliction.
You have the ability to Baton Pass the Substitue to the next Pokémon as well. This will make the Substitue take the new Pokémon's typing and defenses while keep the HP that it has. It is unaffected by any Entry Hazards. This is also the only way you can have a Shedinja survive multiple successful hits.
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Name |
Type |
Cat. |
PP |
Att. |
Acc. |
Effect |
Substitute |
|
|
10 |
-- |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
Abilities
Abilities are another aspect of Pokémon which can have an impact on Hit Points. There are some which activate based upon the level of Hit Points, there are some which recover Hit Points and there are some which remove hit points. These can help you with various strategies ingame and are listed below
Recovery Abilities
When it is raining, Pokémon with the Dry Skin ability heal 1/16th of their maximum Hit Points at the end of each turn
When it is hailing, Pokémon with the Ice Body ability heal 1/16th of their maximum Hit Points at the end of each turn
If it is Poisoned, Pokémon with the Poison Heal ability heal 1/8th of their maximum Hit Points at the end of each turn
When it is raining, Pokémon with the Rain Dish ability heal 1/16th of their maximum Hit Points at the end of each turn
When switched out, Pokémon with the Regenerator ability heal up to 33.3% of their maximum Hit Points
When hit by Electric-type moves, Pokémon with the Volt Absorb ability heal up to 25% of their maximum Hit Points
When hit by Water-type moves, Pokémon with the Water Absorb ability heal up to 25% of their maximum Hit Points
Hit Point Removing Abilities
When it is sunny, Pokémon with the Dry Skin ability lose 1/16th of their maximum Hit Points at the end of each turn
When it is sunny, Pokémon with the Solar Power ability lose 1/16th of their maximum Hit Points at the end of each turn but have their Attack increased by 50%
Abilities That Activate based on Hit Points
When the user has less than 33% of maximum Hit Points, Pokémon with the Blaze ability have their Fire-type moves increased in power by 50%
When the user has less than 50% of maximum Hit Points, Pokémon with the Defeatist ability have their Attack and Special Attack reduced by 50%
When the user has full Hit Points, Pokémon with the Multiscale ability have damage on them reduced by 50%
When the user has less than 33% of maximum Hit Points, Pokémon with the Overgrow ability have their Grass-type moves increased in power by 50%
When the user has less than 33% of maximum Hit Points, Pokémon with the Swarm ability have their Bug-type moves increased in power by 50%
When the user has less than 33% of maximum Hit Points, Pokémon with the Torrent ability have their Water-type moves increased in power by 50%
When the user hits 50% of the Hit Points they had when they entered battle, Pokémon with the Zen Mode ability change form
Faint Prevention
In addition to this, there are a few methods of potential prevention of the Pokémon fainting. These methods are mostly only workable when the Pokémon has full hit points, but a couple of methods will work at any point except for if the Pokémon only has 1 Hit Point.
First is the ability Sturdy. From Generation V, if the Pokémon has full Hit Points and gets damaged by a move which would knock it out, the Pokémon will survive with just 1 Hit Point. In a similar manner, the item Focus Sash works in an identical way. However, the other item; Focus Band will work regardless of Hit Points as it has a 10% chance of allowing the user to hold on from a move which would knock it out. Like the previous item, it'll leave it at 1 Hit Point.
Picture |
Name |
Effect |
| Focus Band | An item to be held by a Pokémon. The holder may endure a potential KO attack, leaving it with just 1 HP. |
| Focus Sash | An item to be held by a Pokémon. If it has full HP, the holder will endure one potential KO attack, leaving 1 HP. |
Next are the attacks which work in a similar manner. The attack Endure works like the ones above but, when it works, it will keep the Pokémon at 1HP if it was going to be knocked out. It does have a drawback, as the likelihood of it succeeding decreases with each successive use. On the inverse, there is an attack which will make sure the opponent will not faint. This attack, False Swipe, will leave the opponent at 1 Hit Point
Name |
Type |
Cat. |
PP |
Att. |
Acc. |
Effect |
Endure |
|
|
10 |
-- |
-- |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
False Swipe |
|
|
40 |
40 |
100 |
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. |
Items
There are a variety of items that both hinder and help you in regards to the Hit Points. There are hold items which will bring the addition gradually and there are standard recovery items which you cannot use over standard multiplayer battles, but are useful in-game
Hold Items Which Recover HP
Picture |
Name |
Effect |
| Aguav Berry | A Poffin ingredient. If held by a Pokémon, it restores the user’s HP in a pinch, but may also cause confusion. |
| Black Sludge | A held item that gradually restores the HP of Poison-type Pokémon. It inflicts damage on all other types. |
| Enigma Berry | A Poffin ingredient. If held by a Pokémon, it restores its HP if it is hit by a foe’s supereffective attack. |
| Figy Berry | A Poffin ingredient. If held by a Pokémon, it restores the user’s HP in a pinch, but may also cause confusion. |
| Iapapa Berry | A Poffin ingredient. If held by a Pokémon, it restores the user’s HP in a pinch, but may also cause confusion. |
| Leftovers | An item to be held by a Pokémon. The holder's HP is gradually restored during battle. |
| Mago Berry | A Poffin ingredient. If held by a Pokémon, it restores the user’s HP in a pinch, but may also cause confusion. |
| Oran Berry | A Poffin ingredient. It may be used or held by a Pokémon to heal the user by just 10 HP. |
| Shell Bell | An item to be held by a Pokémon. The holder's HP is restored a little every time it inflicts damage. |
| Sitrus Berry | A Poffin ingredient. It may be used or held by a Pokémon to heal the user’s HP a little. |
| Wiki Berry | A Poffin ingredient. If held by a Pokémon, it restores the user’s HP in a pinch, but may also cause confusion. |
Hold Items Which Remove HP
Picture |
Name |
Effect |
| Black Sludge | A held item that gradually restores the HP of Poison-type Pokémon. It inflicts damage on all other types. |
| Life Orb | An item to be held by a Pokémon. It boosts the power of moves, but at the cost of some HP on each hit. |
Recovery Items
Picture |
Name |
Effect |
| Berry Juice | A 100% pure juice made of Berries. It restores the HP of one Pokémon by just 20 points. |
| Energy Root | A very bitter root. It restores the HP of one Pokémon by 200 points. |
| EnergyPowder | A very bitter medicine powder. It restores the HP of one Pokémon by 50 points. |
| Fresh Water | Water with a high mineral content. It restores the HP of one Pokémon by 50 points. |
| Full Restore | A medicine that fully restores the HP and heals any status problems of a single Pokémon. |
| Hyper Potion | A spray-type medicine for wounds. It restores the HP of one Pokémon by 200 points. |
| Lemonade | A very sweet drink. It restores the HP of one Pokémon by 80 points. |
| Max Potion | A spray-type medicine for wounds. It completely restores the HP of a single Pokémon. |
| Max Revive | A medicine that revives a fainted Pokémon. It fully restores the Pokémon's HP. |
| Moomoo Milk | Milk with a very high nutrition content. It restores the HP of one Pokémon by 100 points. |
| Potion | A spray-type medicine for wounds. It restores the HP of one Pokémon by just 20 points. |
| Ragecandybar | A famous Mahogany Town candy tourists like to buy and take home. It restores the HP of one Pokémon by 20 points. |
| Revival Herb | A very bitter medicinal herb. It revives a fainted Pokémon, fully restoring its HP. |
| Revive | A medicine that revives a fainted Pokémon. It restores half the Pokémon's maximum HP. |
| Sacred Ash | It revives all fainted Pokémon. In doing so, it also fully restores their HP. |
| Soda Pop | A fizzy soda drink. It restores the HP of one Pokémon by 60 points. |
| Super Potion | A spray-type medicine for wounds. It restores the HP of one Pokémon by 50 points. |
| Sweet Heart | Very sweet chocolate. It restores the HP of one Pokémon by only 20 points. |
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