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BATTLE CHANGES

Introduction
Inclement Emerald features significant changes to the battle engine, including new and improved
abilities, new item effects, and a lightly revamped weather system. This document explains all of these
changes.

Weather
As you may know, weather abilities were pretty broken in gen 5, and were rightfully nerfed in gen 6.
While this mostly fixed the issue with Swift Swim + Drizzle being too strong, I think the nerf was overly
punishing for some Pokémon, especially those with defensive weather abilities like Ice Body Walrein. As
a result, I’ve taken a different approach to nerfing permanent weather:

• Weather-inducing abilities (Drought, Drizzle, etc.) create permanent weather again. However,
the damage boost for Fire and Water moves in permanent sun and rain has been reduced from
50% to 20%. Sandstream and Snow Warning have no penalties.
• Temporary weather created by Rain Dance and Sunny Day provides the full 50% damage boost.
• Ice-types now get a 50% defense boost in hail.

Perma weather is still pretty broken, but this way it makes for good boss fights without being
overwhelming. It also gives you a chance to play around with mons like Goodra and Heliolisk that
would’ve loved gen 5’s weather!

Ability Changes
Some existing abilities now have bonus effects:

Swarm, Overgrow, Blaze and Torrent


Now always provide a 20% damage boost to their move types. This increases to 50% while the Pokémon
is at or below 1/3 HP. These boosts do not stack (the 50% boost replaces the 20% one while weakened).

Magic Guard, Poison Heal, Toxic Boost


These abilities now prevent damage from poison in the overworld (Pokémon without these abilities will
survive poisoning with 1 HP, as in Gen IV).

Liquid Voice
Also boosts the power of sound moves by 20%.

Gale Wings
Works like it does in Gen VI – doesn’t require full HP.
New Abilities
Inclement Emerald includes some completely new abilities. I’ve provided some in-depth descriptions of
how they work here, but the bold text provides a quick summary of what each ability does.

Pyromancy
Makes Fire type attacks five times more likely to inflict a burn.

E.g. Flamethrower’s burn chance is boosted from 10% to 50%. Super fun and balanced when combined
with Heat Wave in doubles. Does not add a burn chance to moves that can’t already burn.

Chloroplast
The Pokémon’s moves behave as if the weather is sunny, regardless of the active weather.

This has the following effects:

• Solar Beam and Solar Blade do not need to charge, and are not weakened in other weathers
• Growth always boosts Attack and Special Attack by two stages each instead of one
• Synthesis, Moonlight and Morning Sun always restore up to 2/3 of the users maximum HP

This does not change the type of weather ball or boost the power of Fire-type moves. Also, the ability
does absolutely nothing in sunlight!

Whiteout
Boosts the power of Ice-type attacks in Hail by 50%.

Keen Edge
Boosts the power of cutting/slashing moves by 30%.

This affects the following moves: Cut, Slash, False Swipe, Fury Cutter, Aerial Ace, Leaf Blade, Night Slash,
Air Slash, X-Scissor, Psycho Cut, Cross Poison, Sacred Sword, Razor Shell, Secret Sword, Solar Blade,
Behemoth Blade, Breaking Swipe, Meteor Assault.

Prism Scales
Reduces damage taken from special attacks by 30%.

Power Fists
The Pokémon’s punching moves do special damage, and do 20% more damage.

This works like Psyshock, but in reverse – damage is calculated using the attacker’s attack and the
target’s special defense. If a punching move is somehow a special attack, it still does special damage.
Damage from affected physical moves is weakened by Reflect. Affects all the same moves that Iron Fist
does, and also gives them the same damage boost.

Sand Song
The Pokémon’s sound moves become Ground Type.
Rampage
The Pokémon doesn’t need to recharge if it got a KO.

This is basically gen one Hyper Beam as an ability. If a foe is KO’ed on the turn the Pokémon used a
Hyper Beam-style move, it won’t need to recharge the next turn.

Vengeance
Boosts Ghost attacks when in trouble.

Ghost-type Overgrow; boosts the power of Ghost-type attacks by 20%. Boost is increased to 50% if HP is
less than 1/3 of max HP.

Blitz Boxer
Makes punching moves go first.

Increases the priority of punching moves by 1 (affects the same moves as Iron Fist). E.g. Ice Punch
becomes a +1 priority move, Mach Punch becomes a +2 priority move.

Item Changes
The following items have new or improved effects:

Light Ball
Extra effect: When held by Raichu (including Alolan Raichu), boosts attack and special attack by 50%.

Shell Bell
New effect: Restores 1/3 of the holder’s missing HP when it lands an attack.

Big Root
Healing boost increased from 30% to 50% (E.g. deal 100 damage with Giga Drain, restore 75 HP instead
of 50 HP). Don’t forget it also affects Leech Seed and Aqua Ring!

Exp. Share
The Exp. Share gives the holder 100% of battle experience earned by other party members. It does not
reduce the experience earned by other party members.

Power Items
Power items now give 16 EVs per KO instead of 8. Additionally, they stop the holder from gaining
“natural” EVs – they’ll only get the 16 EVs from the item.

E.g. hold a Power Bracer, KO a Zubat. Holder gets 16 attack EVs and 0 speed EVs. Combined with the exp
all mechanic, this allows you to EV train your entire party anywhere, and at the same time – just give
each mon the right Power item!

You need 16 KOs to max out a stat using this method, so defeating 32 Pokémon – trainer or wild – will
fully EV train your entire team, provided you switch items after the first 16 KOs.
New Items
The following are entirely new held items with custom effects:

Training Band
A new held item that boosts experience points earned by 5x, but only if the holder is at least 5 levels
lower than the highest-level Pokémon in the party.

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