Pokemon Inclement Emerald v1.13 Battle Changes from Official Docs
Author: Buffel Saft
Source: https://www.pokecommunity.com/showthread.php?t=457039
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
Weather abilities were pretty broken in gen 5 and were rightfully nerfed in gen 6. While this mostly fixed the Swift Swim + Drizzle problem, the nerf was overly punishing for some Pokémon — especially those with defensive weather abilities like Ice Body Walrein. A different approach has been taken 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 receive a 50% defense boost in hail.
Perma weather is still fairly strong, but this balance makes for good boss fights without being overwhelming. It also opens the door to Pokémon like Goodra and Heliolisk that would have thrived in gen 5's weather.
Ability Changes
Existing Abilities with New or Improved Effects
Swarm, Overgrow, Blaze, and Torrent :Now always provide a 20% damage boost to their respective move types. This increases to 50% when the Pokémon is at or below 1/3 HP. These boosts do not stack — the 50% replaces the 20% while weakened.
Magic Guard, Poison Heal, Toxic Boost: These abilities now prevent poison damage 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 as it did in Gen VI — does not require full HP.
New Abilities
Pyromancy: Makes Fire-type attacks five times more likely to inflict a burn. For example, Flamethrower's burn chance is boosted from 10% to 50%. Especially potent with Heat Wave in doubles. Does not add a burn chance to moves that couldn't already burn.
Chloroplast: The Pokémon's moves behave as if the weather is sunny, regardless of the active weather. Effects include:
- Solar Beam and Solar Blade skip the charge turn and are not weakened in other weathers
- Growth always boosts Attack and Special Attack by two stages instead of one
- Synthesis, Moonlight, and Morning Sun always restore up to 2/3 of maximum HP
This does not change Weather Ball's type or boost Fire-type move power. The ability does nothing in actual sunlight.
Whiteout: Boosts the power of Ice-type attacks by 50% in hail.
Keen Edge: Boosts the power of cutting and slashing moves by 30%. Affected 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 deal special damage and do 20% more damage. Damage is calculated using the attacker's Attack stat and the target's Special Defense — essentially the reverse of Psyshock. Affected physical moves are still weakened by Reflect. Covers all moves Iron Fist affects, with the same damage boost added on top.
Sand Song: The Pokémon's sound moves become Ground-type.
Rampage: The Pokémon doesn't need to recharge if it scores a KO. Functions like Gen I Hyper Beam as an ability — if a foe is knocked out on the turn a Hyper Beam-style move is used, no recharge is needed on the following turn.
Vengeance: Boosts Ghost-type attack power by 20%, increasing to 50% when HP drops below 1/3. Effectively a Ghost-type Overgrow.
Blitz Boxer: Increases the priority of punching moves by 1 (same move list as Iron Fist). For example, Ice Punch becomes +1 priority and Mach Punch becomes +2 priority.
Item Changes
Existing Items with New or Improved Effects
Light Ball: New bonus 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%. For example, dealing 100 damage with Giga Drain now restores 75 HP instead of 50. Also applies to Leech Seed and Aqua Ring.
Exp. Share: The holder receives 100% of battle experience earned by other party members, without reducing the experience those members earn themselves.
Power Items: Now grant 16 EVs per KO instead of 8. Holders no longer gain "natural" EVs — only the 16 from the item. For example, holding a Power Bracer and knocking out a Zubat gives 16 Attack EVs and 0 Speed EVs.
Combined with the Exp. Share mechanic, this lets you EV train your entire party anywhere simultaneously — just give each Pokémon the appropriate Power item. You need 16 KOs to max out a stat, meaning 32 total Pokémon defeated (wild or trainer) will fully EV train your whole team, provided you swap items after the first 16 KOs.
New Items
Training Band: A new held item that boosts experience points earned by 5×, but (text appears to be cut off)
Other Pokémon Inclement Emerald Docs:
v1.13: Breeding Changes
v1.13: Evolution and Forms Guide
v1.13: Important NPC Guide
v1.13: Item Locations
v1.13: Move Changes
v1.13: Training Guide
