Dynamax: Difference between revisions

77 bytes added ,  21 November 2021
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Dynamaxing provides Pokémon with an increase to its maximum and current HP (with the exception of Shedinja) by the same factor. The amount of HP gained depends on the Pokémon's Dynamax Level, which can be increased with [[Dynamax Candy]]. At Dynamax Level 0, a Pokémon will gain 50% more HP. For every Dynamax Level above that, the Pokémon will gain 5% more HP, up to a 100% HP increase at Dynamax Level 10. All other [[stat]]s, as well as its [[Ability]] and [[held item]], remain the same.
Dynamaxing provides Pokémon with an increase to its maximum and current HP (with the exception of Shedinja) by the same factor. The amount of HP gained depends on the Pokémon's Dynamax Level, which can be increased with [[Dynamax Candy]]. At Dynamax Level 0, a Pokémon will gain 50% more HP. For every Dynamax Level above that, the Pokémon will gain 5% more HP, up to a 100% HP increase at Dynamax Level 10. All other [[stat]]s, as well as its [[Ability]] and [[held item]], remain the same.


Whenever a Pokémon enters into or reverts from Dynamax, its current HP is adjusted to retain the same percentage of HP remaining (rounded up). For instance, if a Pokémon at Dynamax Level 10 has 100/200 HP remaining, then upon Dynamaxing, its HP will be adjusted to 200/400. Conversely, if the same Pokémon has 101/400 HP in Dynamax form, then its HP will be adjusted down to 51/200 when its Dynamax expires.
Whenever a Pokémon enters into or reverts from Dynamax, its current HP is adjusted to retain the same percentage of HP remaining, the HP will be rounded up to the nearest positive integer. For instance, if a Pokémon at Dynamax Level 10 has 100/200 HP remaining, then upon Dynamaxing, its HP will be adjusted to 200/400. Conversely, if the same Pokémon has 101/400 HP in Dynamax form, then when its dynamax expires its HP will be adjusted down to 50.5/200 then be rounded up to 51/200.


====HP-based effects====
====HP-based effects====
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