Combat Stats

These were covered in the chapter on character creation, but let’s do a recap for the sake of combat!   Trainers and Pokémon have the same six Basic Stats: HP, Attack, Defense, Special Attack, Special Defense, and Speed. When the word Stats is used alone in the system, it usually refers to these.   Four Derived Combat Stats are derived from these six: Hit Points, Physical Evasion, Special Evasion, and Speed Evasion.
BASIC STATS   HP: The HP Stat directly affects the amount of Hit Points a Pokémon or Trainer has.   Attack: The Attack stat is added to the damage roll of any Physical Damage dealt.   Defense: The Defense Stat is used to avoid and resist Physical attacks. Whenever a Pokémon or Trainer takes Physical Damage, they first subtract their Defense before subtracting from their Hit Points.   Additionally, for every 5 points a Pokémon or Trainer has in Defense, they gain +1 Physical Evasion, up to a maximum of +6 at 30 Defense.   Special Attack: The Special Attack stat is added to the damage roll of any Special Damage dealt.   Special Defense: The Special Defense Stat is used to avoid and resist Special attacks. Whenever a Pokémon or Trainer takes Special Damage, they first subtract their Special Defense before subtracting from their Hit Points.   Additionally, for every 5 points a Pokémon or Trainer has in Special Defense, they gain +1 Special Evasion, up to a maximum of +6 at 30 Special Defense.   Speed: The Speed Stat is used to determine turn order during combat.   Additionally for every 5 points a Pokémon or Trainer has in Speed, they gain +1 Speed Evasion, up to a maximum of +6 at 30 Speed.
DERIVED STATS   Hit Points: While your HP Stat influences your Hit Points, they are separate numbers. If a Pokémon or Trainer has 0 Hit Points or less, they are unable to carry out any actions and are unconscious. Hit Points are calculated differently for Pokémon and Trainers.   Pokémon Hit Points = Pokémon’s Level + (HP stat x3) + 10
Trainer Hit Points = Trainer’s Level x2 + (HP stat x3) + 10   Accuracy: A Pokémon’s or Trainer’s Accuracy is normally 0. However, like Stats, Accuracy can be affected by Combat Stages. Instead of a multiplier, Accuracy’s Combat Stages apply directly; Accuracy at -2 simply modifies all Accuracy Rolls by -2, for example. Like Combat Stages, Accuracy also has limits at -6 and +6. Any time Combat Stages would be cleared, Accuracy Stages are cleared as well.   Evasion: Trainers and Pokémon have three different sets of Evasion. Physical Evasion, Special Evasion, and Speed Evasion. Evasion helps Pokémon avoid being hit by moves. When being targeted by a move that has an Accuracy Check, a Pokémon adds their Evasion score to the Move’s Accuracy Check, if they are conscious.   Physical Evasion can only modify the accuracy rolls of Moves that target the Defense Stat; similarly, Special Evasion can modify the rolls of attacks that target the Special Defense Stat. Speed Evasion may be applied to any Move with an accuracy check, but you may only add one of your three evasions to any one check. Raising your Defense, Special Defense, and Speed Combat Stages can give you additional evasion from the artificially increased defense score. However, you can never gain more than +6 Evasion from Stats.   Besides these base values for evasion, Moves and effects can raise or lower Evasion. These extra Changes in Evasion apply to all types of Evasion, and stack on top. Any time Combat Stages would be cleared, these bonuses to Evasion are cleared as well. Much like Combat Stages; it has a minimum of -6 and a max of +6. Negative Evasion can erase Evasion from other sources, but does not increase the Accuracy of an enemy’s Moves.   No matter from which sources you receive Evasion, you may only raise a Move’s Accuracy Check by a max of +9.