¶ Look a Stub!
This article is a stub and will be further expanded upon in the future!
Thanks for understanding.
Note: The numbers on these page are likely to change, and may be slightly outdated with our latest changes, this is the original draft. We will endeavor to update this page as we change our methods, but cannot guarantee it will be up-to-date all the time.
PP Cost is calculated in 4 steps:
Min. Power | Max. Power | PP Cost | Grade |
---|---|---|---|
0 | 30 | 0 | E |
35 | 50 | 1 | E |
55 | 65 | 2 | D |
70 | 80 | 3 | C |
85 | 90 | 4 | B |
95 | 110 | 5 | B |
115 | 130 | 6 | A |
135 | 145 | 7 | A |
150 | 160 | 8 | A |
165 | 175 | 9 | A |
180 | 190 | 10 | A |
195 | 200 | 11 | A |
205 | 250 | 12 | A |
13 | S | ||
14 | S | ||
15 | S |
If a move has variable power, such as Reversal, the maximum power is used for its Base Cost.
No moves should cost more then 15 PP ever; but even then, any move with 10 or more PP cost are generally reworked to lower their cost to keep them more accessible.
The following categories modify moves:
Accuracy | Modifier |
---|---|
100 | +0 |
95 | -0.3 |
90 | -0.5 |
85 | -0.8 |
80 | -1 |
70 | -1.5 |
<70 | -2 |
Accuracy | Modifier |
---|---|
100 | +0 |
95 | -0.5 |
90 | -0.8 |
85 | -1.1 |
80 | -1.5 |
70 | -2 |
<70 | -2.5 |
Range | Targets | Modifier |
---|---|---|
1-2 | - | -1.25 |
3-6 | - | -0.4 |
7-14 | - | +0 |
15+ | - | +0.4 |
- | 1 | +0 |
- | 2+ | +0.5 |
- | Blast 1 | +0.75 |
- | Blast 2 | +1 |
- | Blast 3 | +2.5 |
- | Blast 4+ | +5 |
<10 | Line | +0.5 |
10 | Line | +0.9 |
>10 | Line | +1.3 |
- | Wide-Line | +0.7 |
2 | Cone | +0.2 |
3 | Cone | +0.5 |
4 | Cone | +0.9 |
5 | Cone | +1.45 |
6+ | Cone | +2 |
1 | Emanation | +0 |
2 | Emanation | +0.8 |
3 | Emanation | +2 |
4 | Emanation | +3.5 |
5+ | Emanation | +5 |
Note: Wide-Line is in addition to regular Line modifiers.
Trait | Modifier |
---|---|
Friendly | +1 |
Danger Close | +1 |
2-4 Strike | +0.8 |
5-9 Strike | +1.75 |
10+ Strike | +2.85 |
Dash | +1 |
Pass X | +X/2 |
Priority X | +X/2 |
Delay X | -X/2 |
Push X | +X/3 |
Set-Up | -2 |
Legendary | -2 |
Trap | +1 |
Unreliable | -2 |
Sky | +2 |
Zenith | +0.5 |
Graple | +1 |
Explode | -2 |
Max | +1.5 |
Crit X | +0.75 |
Exhaust | -1.3 |
Crushing | +0.25 |
Drain X | +0.8 |
Crash X | -0.45 |
Pierce | +1.6 |
These buffs are all assuming a single attribute 'Stage' Increase/Decrease. Please see the table further below for additional multiplicative modifiers based on the type, amount of stages, and afflictions.
Percentage Chance | Type | Modifier |
---|---|---|
10% | Self Buff | +0.1 |
20% | Self Buff | +0.25 |
30% | Self Buff | +0.45 |
100% | Self Buff | +1 |
100% | Self Debuff | -0.75 |
- | Recoil 1/4 | -0.75 |
- | Recoil 1/3 | -1.15 |
- | Recoil 1/2 | -1.75 |
10% | Enemy Debuff | +0.1 |
20% | Enemy Debuff | +0.25 |
30% | Enemy Debuff | +0.45 |
>30% | Enemy Debuff | +0.75 |
100% | Enemy Debuff | +1 |
- | Power Manipulating Effect | -0.75 |
- | Ignore Stages | +0.5 |
- | Free Movement <= 1 Total score | +0.7 |
- | Free Movement > 1 Total Score | +1.6 |
Assumption is that an effect is applied for 5 turns.
Stages of the same type take the same multiplier, so a 10% chance to apply +1 atk +1 sp.atk, is the same modifier of (0.1 * 2.5) as 10% chance to apply +2 atk.
An effect that applies positive and negative stages do not count these together, but instead see the positive and negative effects as seperate modifiers. So quiver dance f.e. counts as 2x 100% positive stages, and 1x 100% negative stages.
Amount | Type | Modifier |
---|---|---|
- | *Less than 5 turn Duration | x0.5 |
- | *Acc/Eva/Crit Stage | x1.5 |
2 | Stages | x2.5 |
3 | Stages | x3.25 |
- | *Multitarget | x1.75 |
- | Omniboost | x4 |
1 | Affliction | x1.75 |
2 | Afflictions | x2.35 |
1 | Major Affliction | x2.5 |
2 | Major Afflictions | x3 |
1 | Affliction + Major Affliction | x2.5 |
- | Situational Trait | x0.5 |
Note: Entries marked with a * can be applied alongside any other multipliers on the table, those without should be chosen between, or applied separately
Status moves primarily follow the same logic as Physical & Status moves, but replaces step 1 'Base cost based on Power' with 'Base cost for specific effects', and adds additional multipliers.
The following modifiers are all 'Per' instance, so for example, 2 stages should apply the "Stage Up/Down +1" mod 2 times for a total of +2.
Case | Modifier |
---|---|
1x Stage Up / Down | +1 |
2x Stage Up / Down | +3 |
3x Stage Up / Down | +5 |
Affliction | See affliction table |
Tick of Healing or Damage | +0.5 |
Tick of PP damage | +0.5 |
Clear Effects | +3 |
Set Screen | +3 |
Copy Move | +3 |
Alter Ability | +3 |
Alter Type | +2.5 |
100% Action Advance | +3.5 |
Circumstancial Stage Increase | +0.75 |
Affliction | Modifier |
---|---|
Blight | 5 |
Boun | 2 |
Braced | 4 |
Burn | 2 |
Chante | 1 |
Charge | 3 |
Charme | 3 |
Confused | 1 |
Curled | 2 |
Cursed | 5 |
Destined | 4 |
Disabled | 2 |
Drowning | 2 |
Drowsy | 3 |
Duel | 2 |
Engulfed | 4 |
Enrage | 2 |
Fear | 3 |
Frostbit | 2 |
Frozen | 3 |
Grappl | 2 |
Grounded | 1 |
Harden | 2 |
Hindered | 1 |
Infested | 2 |
Invisibl | 3 |
Leech | 4 |
Lifted | 7 |
Marked | 3 |
Nightmares | 5 |
Nullifie | 3 |
Paralysi | 3 |
Perish | 5 |
Poison | 2 |
Raised | 2 |
Reboun | 2 |
Ringed | 1 |
Sharpe | 2 |
Shrink | 2 |
Slowed | 2 |
Splinter | 3 |
Stockpil | 2 |
Stoked | 3 |
Stuc | 2 |
Stunte | 1 |
Suppressed | 3 |
Tase | 2 |
Taunte | 2 |
True Sight | 3 |
Unluck | 2 |
Wind Shear | 2 |
Trait | Modifier |
---|---|
Shield | +2 |
Weather | +4 |
Terrain | +3 |
Room | +3 |
Hazard | +2 |