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Posted: Jun 1 2018, 02:05 PM
'Energy' refers to the amount of energy that a pokemon expends during battle in order to perform their moves. This is the equivalent of PP, but this system is adapted to relate more to a realistic roleplay-centric system, rather than a video game limit. An individual pokemon's energy is tracked similar to health; however their max energy scales based on their level. This provides more grounds for higher level pokemon to be able to complete more powerful and a higher quantity of moves than lower level pokemon. This relates only to pokemon moves that are used - That is to say, creative actions that aren't from the pokemon's movepool (running, positioning, using an item, etc.) will not effect the pokemon's energy level for that battle.
For the sake of clarity, we're going to count "100%" energy as being how much energy a Pokemon has when they have just about reached sexual maturity (lvl 15). When they're young, the energy increases very quickly. As they mature, but are still growing a little bit (around lvl 15-25), this increase slows down. Once they are fully adult, energy increase slows even further. Once a Pokemon is lvl 20, you can do a quick approximation of how much their maximum energy is by adding 100 to their level and rounding down to a multiple of 5. Note that this number will be wrong if you've used other methods to increase energy, as detailed below.
◒ Energy Table
◒ PP Increasing Items
Each PP Up gives the pokemon +5%, and PP Max gives the pokemon +15%. You cannot gain more than 15% energy from any combination of PP Up's and PP Max on a single pokemon.
Training devs can be done to increase a pokemon's energy limit by 5%. You cannot gain more than 15% energy from training a single pokemon. This is similar to training a Pokemon to learn a new move, but slightly less specific since you should be focusing on training the Pokemon's endurance and overall strength up rather than any particular technique.
This means the maximum energy a Pokemon can have is 230%.
In general, a move's energy cost relates to the power behind that move. For every 5 Power a move has, it costs 1 additional energy, so take the Power of a move and divide it by 5 to get the energy required. Moves that don't have a power or change based on certain circumstances will have special rules on energy calculation. Here are some examples of basic damaging moves:
For variable power moves, it is usually right in the middle of the range.
If the move has a condition that must be met in order to double the power, the cost will depend on whether or not you've met the condition. Using the lower power version of the move will cost energy the way a simple damaging move does. For example, Hex has 65 Power, so it will cost 13% energy. Using the higher power version of the move will cost 1.5x the amount of energy needed for the lower power version. We've included some examples below.
◒ Stat Modifiers
Moves that change a Pokemon's status by +/- 1 cost 5% energy
◒ Healing and Draining
Healing moves cost energy equal to half the amount healed. Ex: Wish heals 50% of a Pokemon's health, so it would cost 25% to use. Healing moves that heal 1/16 damage every turn (Ingrain, Aqua Ring, Leech Seed) cost 13% energy.
Damaging moves that also heal cost the amount based on the power, plus half of what would normally be healed. Here's a handy-dandy list:
Here's an example on calculating the energy:
Moves that inflict a status effect (burn, paralyze, confusion) cost 13% Energy. (Ex: Will-O-Wisp, Thunder Wave)
Terrain moves, weather moves, and Gravity cost 20% Energy.
Moves that copy or use another move will spend the energy for the used move, as well as an additional 5% Energy. (Ex: Metronome, Copy Cat, Mimic)
Barrier moves like Light Screen, Reflect, and Magic Coat cost 10% energy
Similar-to-status-inducing moves (Psycho Shift, Encore, Disable) cost 13% energy
Moves that multi hit will cost energy equal to the average power of the move, rounded up to the nearest 5.
◒ Special Exceptions/Moves
Rest uses energy equal to half of what it healed, but your Pokemon will be comatose for 3 entire rounds (posts of yours). They can wake up on your 4th post.
Perish Song requires 50% Energy to use. (And will cause any Pokémon involved in the battle that hears it to lose a large amount of HP and most likely faint.)
Sketch does not cost any energy.
Helping Hand costs 10% energy.
Counter uses the base power from the moved being countered, and functions as a move that doubles power.
Bide will cost energy according on the base power of EACH move that it absorbs, multiplied by 1.5 like moves that double power.
Self-destruct & Explosion will drain the user of all energy in addition to using up all health to faint.
Flail should be calculated based on the current power. Reference Bulbapedia and the user's health to determine the base power when used.
◒ Repetitive Moves
Using the same exact move over and over again will get increasingly tiring. For each time you use a move consecutively, there is an increasing cost unless the Pokemon knows less than 5 moves. Specifically, the move costs extra energy equal to how many times it has been used consecutively. (+2% the second time, +3% the third time, and so on.)
This also applies to repetitively using the same two attacks over and over. For example: repeatedly alternating between Growth and Razor Leaf. Use your best judgement and, as always, feel free to ask if you are uncertain.
◒ Multiple Moves in a Single Turn
Using multiple moves in a single turn is difficult and will cost more energy, as well. Using a second move in a single turn will cost an additional 2% energy. Using a third move in a single turn will cost an additional 3% energy (this will stack for a total of 5% energy spent).
◒ Moves Which Lower Energy
Grudge - Costs 10% energy to use. This attack will take away energy equal to the amount of energy that was used up by the move that fainted the Pokemon (Will not lower it past 0%).
What if you use Grudge and then don't faint? Well, your opponent doesn't lose their energy. However, you still use 10% energy.
Spite - Costs the same amount of energy that it takes away from the target. Takes away energy equal to the cost of the move last used by the opponent.
Pressure - Takes away a fraction of whatever the move being used costs, with a minimum of 1%. The move being used will use the energy for said move, plus 20% of the total move cost. You can multiply the cost by .2 in a calculator to find out what the extra cost is.
Running Out of Energy
There are a couple ways a pokemon could run out of energy - Mainly, by using it up in battle or by having it drained by another pokemon. Moves that would reduce PP in the games drain energy, so be sure to keep in mind that your pokemon could lose additional energy from certain attacks. Once you are out of energy, the assumption is your pokemon is exhausted from the battle.
But you can actually still attack! However, this comes at a price. Namely, your Pokémon will begin using their health points to execute the moves instead. This can be dangerous though, beyond just the danger of straining your Pokémon too hard.
Note: You cannot use health points to execute healing moves. Sorry, no loopholes here!
Each time your pokemon consumes health in place of energy to use a move, there will be a chance of your pokemon sustaining a major injury in addition to using up health. The roll for injury will occur before the move takes place and the health % is deducted.
If the pokemon at 100 to 90% health when they use a move without having enough energy: 8% chance of injury
There are two ways that your pokemon will regain spent energy: Resting or Elixirs. For simplicity, we've combined ether and elixir into one, and adjusted the calculations to the energy system to function similarly to how potions restore health. Elixirs work immediately for energy gain, while resting requires that the pokemon spend a certain amount of time out of battle. Depending on what activity they are doing in the interim (walking, running, sleeping, etc.) their energy regeneration will change accordingly.
Energy gained from elixirs is as follows:
For your Pokemon to regain energy naturally, particularly between battles, we will use the following table.
In a pokeball:
Being carried: (1.5x the time)
Walking along trainer: (2x time)
Carrying a load (mount or helping move stuff):