Dynamax: Difference between revisions

696 bytes added ,  26 June 2020
→‎Dynamax Level and HP: Largely based on https://www.youtube.com/watch?v=5C6JfhhXn2w
(→‎Dynamax Level and HP: Largely based on https://www.youtube.com/watch?v=5C6JfhhXn2w)
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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 Pokemon'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 Pokemon will gain 5% more HP, up to a 100% HP increase at Dynamax Level 10. All other [[statistic|stats]], 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 Pokemon'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 Pokemon will gain 5% more HP, up to a 100% HP increase at Dynamax Level 10. All other [[statistic|stats]], 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. All effects that are based on a percentage of the Dynamaxed Pokémon's maximum HP (e.g. {{m|Life Dew}}, {{m|Leech Seed}}, [[Poison (status condition)|poisoning]]) are calculated based on its maximum non-Dynamax HP. If {{m|Endeavor}} or {{m|Pain Split}} is used against a Dynamax Pokémon, the damage it receives would only be based on its non-Dynamax HP. The same Dynamax Pokémon described above will have its HP lowered to 101/200 hit with a 1-HP user's Endeavor. However, {{m|Brine}}'s bonus damage is still calculated based on the Dynamax HP.  
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.
 
====HP-based effects====
When calculating changes in HP (damage or restoration) based on the percentage of a Pokémon's maximum HP, the Dynamax Pokémon's non-Dynamax HP is used. For example:
* {{m|Super Fang}} inflicts damage to a Dynamax Pokémon equal to 50% of its non-Dynamax HP.
* A held [[Figy Berry]] will restore HP equal to 1/3 of the Dynamax Pokémon's non-Dynamax maximum HP.
* {{m|Endeavor}} inflicts damage equal to the amount that the target's non-Dynamax HP exceeds the user's non-Dynamax HP.
* {{m|Pain Split}} averages the two Pokémon's non-Dynamax HP, calculates the {{wp|Sign (mathematics)|signed}} difference between that average and each Pokémon's non-Dynamax HP, then changes each Pokémon's HP by that signed difference.
 
Effects that vary based on the percentage of HP a Pokémon has remaining use the Dynamax Pokémon's Dynamax HP. For example:
* {{a|Emergency Exit}} activates when the Dynamax Pokémon's current Dynamax HP falls to 50% or less of its maximum Dynamax HP
* A Pokémon will consume its held [[Figy Berry]] when its HP falls to 50% or less of its maximum Dynamax HP.
* {{m|Brine}}'s [[power]] is increased if a target Dynamax Pokémon's current Dynamax HP is 50% of less of its maximum Dynamax HP.


===Immunities===
===Immunities===