Pokémon SAlt Crystal
Everything that changed in battle.
Levels, Stats and Experience
- All Pokémon play with lv. 50 stats, at all times, regardless of the level you see on display.
- DVs and Stat Experience were removed from stat calculation. Instead, a slightly less impactful bonus to stats is granted via level up (+1 to all stats every 4 levels).
- Badge stat boosts were removed from the game.
- Stat levels have mechanics heavily based on Pokémon Legends: Arceus. They range from -1 to +1 and have a duration in turns, after which they expire. In addition, status moves that boost or hinder stats affect both offensive and defensive stats.
- The amount of experience points granted after battle has been doubled.
- Traded Pokémon no longer received boosted experience.
- Obedience rules apply equally to all Pokémon, traded or otherwise.
- Boosted the obedience level cap when the player has no badges to level 25.
Power Points
- PP is now a single pool of energy for all moves.
- The maximum amount of PP varies per species and is calculated based on the species' Base Stats (Base Stat Total divided by 12).
- PP is fully restored at the end of a battle.
- While in battle, PP can be restored with items such as Elixer (on use) or Leppa Berry (held).
- Certain moves (e.g. Spite) and status conditions (e.g. Sleep) affect PP restoration.
- When selecting a move for which there is not enough PP, Struggle is used instead.
Moves and Effects
- Known bugs from the original Crystal version have been fixed.
- Mechanics mostly on par with generation 8 (SwSh, BDSP, PLA): Physical/Special split; updated Power and Accuracy of various moves; etc..
- Irrelevant moves, or moves that were deprecated in generation 8, were replaced with more useful moves, to promote diversity.
- Poison - In addition to dealing damage, it burns a tiny amount of PP (1 PP) every turn.
- Sleep - Lasts between 2 and 3 turns. Taking damage wakes the sleeping Pokémon sooner. Restores some PP (4 PP) every turn spent sleeping (select Fight from the menu).
- Freeze - Lasts between 2 and 3 turns. Taking damage thaws the frozen Pokémon sooner. Grants a boost to the defenses of the frozen Pokémon (similar to Reflect and Light Screen, stacks with these effects). Ends under harsh sunlight.
- Flinching - Can carry over to the next turn, meaning that Pokémon going second can also flinch the opponent.
- Rampage - Caused by moves such as Outrage. Locks the user into the move for 2 to 3 turns. Subsequent turns increase the move's Power (+20), but also make the user take more damage (+20 Power for the opponent).
- Rollout and Fury Cutter are now regular Rampage moves (2 PP, 40 Power).
- Multi-hit moves now always hit 3 times.
- Triple Kick is now a regular Multi-hit move.
- Critical Hit probabilities match generation 8 tables.
- Belly Drum (2 PP) - Sharply raises Attack and Special Attack.
- Spite (2 PP) - Burns 3 PP from the opponent.
- Endure (2 PP) (Priority Move) - Direct damage taken is reduced by half until the user's next turn. When taking damage, the user consumes an additional 4 PP to survive with at least 1 HP and raise its Attack, Special Attack and Speed for 3 turns. This additional effect fails if there is not enough PP left.
- Protect and Endure fail if the user is trapped with binding moves (e.g. Fire Spin or Whirlpool).
- Mist (2 PP) - Protects the user against stat changes for 5 turns. Raises evasiveness for 3 turns.
- Safeguard (3 PP) - Protects the user's party from status conditions for 5 turns. Raises the user's Defense and Special Defense for 3 turns.
- Focus Energy (3 PP) - Raises critical hit ratio by two stages and makes the user recover 1 PP at the end of the turn, while active. Lasts 5 turns.
- Hidden Power (3 PP, 50 Power) - Always hits for super-effective damage (Pokémon Legens: Arceus mechanics).
- Growth (3 PP) - Raises the user's Attack and Special Attack. Under harsh sunlight, it also raises Speed.