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Battle & Move Data

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This is a sub-page of Development:Pokémon Gold and Silver.

The data that follows is pulled from the files listed below:

Battle Mechanics#

Status Immunities#

  • Through at least July 23rd, there were no type immunities at all; Poison types could get poisoned, Fire types could get burned, Ice types could be frozen, etc.
  • Some time between July 23rd and August 17th, the developers planned to bring back Generation I's type-matching immunity system: If the user's move matched any of the target's types, the move would either fail (if a status move) or not be able to inflict status (In the case of moves with secondary effects). The two exceptions to this would be sleep-inducing moves, which would be able to make Normal-type Pokémon fall asleep regardless, and confusion-inducing moves, which wouldn't use this system.
  • By August 17th, sleep and paralysis' type-matching immunities were completely removed, allowing Electric-type Pokémon to be paralyzed by Electric-type moves and Grass-type Pokémon to be hit by Sleep Powder and Spore. Poison-type Pokémon were made immune to all Poison effects, regardless of type, which in this game only really effected the Bug-type move Twineedle. Burn and freeze kept the type-matching immunity system...
  • ...which ended up causing trouble with Tri Attack; Normal-type Pokémon were immune to its burning and freezing effects. A check for Normal-type moves was added on August 20th to deal with this.

Sleep#

  • The order in which sleep-only moves check whether or not the move failed was changed on August 29th. This doesn't affect how the move works, but does affect the order and frequency at which each piece of failure text appears.

99/07/23

99/08/29

1. Check if target is paralyzed or frozen.

1. Check if target is holding an item that prevents Sleep.

2. Check if target is holding an item that prevents Sleep.

2. Check if target is paralyzed or frozen.

3. Check for extra 25% chance that an AI opponent will miss entirely.

3. Check if target is already asleep.

4. Check if target is already asleep.

4. Check if move missed.

5. Check if target is behind a Substitute

5. Check for extra 25% chance that an AI opponent will miss entirely.

6. Check if move missed.

6. Check if target is behind a Substitute

  • The number of turns that sleep lasts (counting the turn it wakes up) was originally 1-7 turns, which with Generation II's new sleep mechanics meant that a Pokémon could wake up and attack on the same turn it fell asleep. This was changed to 2-7 turns on September 5th.

Type Matchups#

  • A spreadsheet from June 14th (Document\ダケモン金銀\資料old\金銀タイプ相性普(614).xls in the JP source) consists of an in-progress type chart. Type matchups are unchanged from Generation I, while the new Dark and Steel types have a number of blank spaces in the defensive columns:

:* Steel: Fire, Water, Electric.

:* Dark: Normal, Flying, Poison, Ground, Rock, Fire, Water, Grass, Electric, Ice, Dragon.

  • Between June 14th and July 23rd, the following type matchups were changed:

:* Poison was changed from 2x to 1x against Bug.

:* Bug was changed from 2x to ½x against Poison.

:* Ghost was changed from 0x to 2x against Psychic.

:* Ice was changed from 1x to ½x against Fire.

  • One last type matchup was changed on September 22nd: Fire went from 1x to 2x against Steel.

Wild PP Use#

Up to at least July 23rd, wild Pokémon didn't consume PP when using moves, which is identical to how they were handled in Generation I. This behavior was changed at some point before Spaceworld 1999.

Obedience#

Normally, the game rolls twice to see if an outsider Pokémon that's out of the player's obedience range can use a move; if the roll fails twice, the Pokémon will act disobedient. This is how every move worked through at least Spaceworld 1999.

At some point after August 17th, a special check was added after the first disobedience roll: If the move used was Snore or Sleep Talk, the game would not roll a second time and a special message (" ignored orders...sleeping!") would be printed.

Note that when this was first added, the game didn't actually check to see if the Pokémon was asleep; that check was added on September 17th.

Weather#

When first implemented, rain and harsh sunlight raised the power of Water and Fire-type moves by 100%. Realizing this was a bit much, on September 8th, the power increase was reduced to 50%.

Move Specs#

Old Moves#

Effect Changes#

Date

Effect

Whirlwind

1999/07/14

Ends fight in wild battles. Forces switch in trainer battles.

1999/09/06

Ends fight in wild battles. Forces switch in trainer battles.
Fails if the user is fighting the Red Gyarados or one of the Pokémon traps in Rocket HQ.

Roar

1999/07/14

Ends fight in wild battles. Forces switch in trainer battles.

1999/09/06

Ends fight in wild battles. Forces switch in trainer battles.
Fails if the user is fighting the Red Gyarados or one of the Pokémon traps in Rocket HQ.

Disable

1999/07/14

Disables the target's last used move for 1-8 turns.

1999/09/14

Disables the target's last used move for 2-8 turns.

Leech Seed

1999/07/14

User plants a seed on target that leeches 1/8 of their max HP and restores same to target's foe.
Move fails if used against a Grass-type Pokémon.

1999/09/30

User plants a seed on target that leeches 1/8 of their max HP and restores same to target's foe.
Move fails if used against a Grass-type target or if the target is behind a substitute.

Thunder

1999/07/14

30% chance of paralyzing the target.

1999/08/17

30% chance of paralyzing the target. Always hits in rain, 50% accurate in harsh sunlight.

Teleport

1999/07/14

If used in a wild battle, the user flees.

1999/09/06

If used in a wild battle, the user flees.
Fails if the user is fighting the Red Gyarados or one of the Pokémon traps in Rocket HQ.

Defense Curl

1999/07/14

Raises the user's Defense by 1 stage.

1999/08/30

Raises the user's Defense by 1 stage. Doubles the power of Rollout until user switches out.

Metronome

1999/07/14

Performs a random move.
The following moves are excluded: Metronome, Struggle, Sketch, Mimic, Counter, Mirror Coat,
Protect, Detect, Endure, Destiny Bond, or Sleep Talk.

1999/08/17

Performs a random move.
The following moves are excluded: Metronome, Struggle, Sketch, Mimic, Counter, Mirror Coat,
Protect, Detect, Endure, Destiny Bond, Sleep Talk, and Thief.

1999/09/30

Performs a random move other than moves that the user already knows.
The following moves are excluded: Metronome, Struggle, Sketch, Mimic, Counter, Mirror Coat,
Protect, Detect, Endure, Destiny Bond, Sleep Talk, and Thief.

Mirror Move

1999/07/14

User performs the target's last used move.
Fails if the target hasn't used a move yet.

1999/08/17

User performs the target's last used move.
Fails if the target hasn't used a move yet or if the move is one that the user already knows.

Rest

1999/07/14

User falls asleep, curing other status conditions and restoring all HP. User wakes up 2 turns later.

1999/09/22

User falls asleep, curing other status conditions and restoring all HP. User wakes up 3 turns later.

Conversion

1999/07/14

Changes the user's type to match the type of one of the user's moves, picked at random.
Can't pick moves that match the user's current type(s).

1999/09/21

Changes the user's type to match the type of one of the user's moves, picked at random.
Can't pick ???-type moves or moves that match the user's current type(s).

Tri Attack

1999/07/14

30% chance of burning, freezing, or paralyzing the target.

1999/08/30

20% chance of burning, freezing, or paralyzing the target.

Substitute

1999/07/14

User creates a substitute with 25% of their maximum HP.

1999/08/17

User creates a substitute with 25% of their maximum HP.
User can run from battle under the effects of binding moves after creating a substitute.

1999/09/30

User creates a substitute with 25% of their maximum HP.
User is freed from binding moves after creating a substitute.

Struggle

1999/07/14

User takes recoil damage equal to 1/2 damage done to target.

1999/09/30

User takes recoil damage equal to 1/4 damage done to target.

  • Originally, if the player ran away or used Whirlwind, Roar, or Teleport against the shiny Gyarados or any of the minefield Pokémon in Rocket HQ, they'd briefly go back to the field before fighting the exact same Pokémon again. According to bug 919 in 金銀バグ0601-0828.xls, this was not a bug, but intentionally designed to force the player to deal with the Pokémon in question. Nevertheless, between August 17th and September 6th, the developers changed the way these battles worked by preventing the player from escaping at all.
  • Disable's minimum turn count was changed from 1 to 2 turns.
  • Thunder's weather-based accuracy was added between July 14th and August 17th.
  • While Defense's Curl's hidden effect of doubling Rollout's damage was planned since at least August 10th, the earliest known implementation of its effect was August 30th.
  • Both Metronome and Mirror Move could originally call moves that the player already knew. The change doesn't appear to have been done to fix any particular bug; using a move that the user already knows through Metronome in Spaceworld 1999 doesn't deplete that move's PP, and if the known move has 0 PP, Metronome can still execute the move successfully. Thief was blacklisted from Metronome's move list before Spaceworld 1999.
  • Rest originally shared Generation I's two-turn sleep timer. In Generation I the user would be fully asleep for two turns; However, in Generation II, due to changes in how sleeping worked, the user would both wake up and get a chance to attack again on the second turn. For balance reasons (as noted in p20922E.txt), the sleep counter was later increased to three turns.
  • Originally, if Conversion was used when the user knew Curse, there was a chance that the Pokémon could change into the ??? type, a type with no weaknesses, resistances, or immunities.
  • Tri Attack's secondary effect chance changed from 30% to 20%, the only move on this list to have its secondary effect frequency changed.
  • At first, Substitute had no effect on binding moves; the Pokémon behind the substitute would still take damage and be unable to switch out or escape. The trapping effect was removed before Spaceworld 1999, and the damaging effect was removed before September 30th.
  • Struggle originally kept the 1/2 recoil damage from Generation I before it was reduced to 1/4 recoil.

Other Changes#

Date

Type

Pow

Hit%

PP

Karate Chop

1999/07/14

Normal

50

100

25

1999/08/23

Fighting

50

100

25

Scratch

1999/07/14

Normal

40

100

30

1999/10/11

Normal

40

100

35

Whirlwind

1999/07/14

Normal

—

85

20

1999/08/10

Normal

—

100

20

Bite

1999/07/14

Normal

60

100

25

1999/08/23

Dark

60

100

25

Rock Throw

1999/07/14

Rock

50

65

15

1999/08/10

Rock

50

90

15

Struggle

1999/07/14

Normal

50

100

0

1999/08/10

Normal

50

100

1

  • Karate Chop and Bite kept their Generation I Normal typing through mid-August. Gust and Sand Attack were already changed by this point.
  • Both Whirlwind and Rock Throw got their accuracy buffs at the same time.
  • Struggle's PP changed from 0 to 1 PP. It's possible that, depending on how the game processed the move at the time, setting Struggle's max PP to 0 would cause the game to enter an infinite loop and softlock. This could also just be a cosmetic change.
  • Scratch somehow lost 5 PP from Generation I, a mistake inherited from the '97 version of Gold & Silver. This was corrected in October, very late in the development process.

New Moves#

Rock Slash#

Type

Pow

Hit%

PP

Effect

Rock Slash

Rock

140

70

5

Normal attack.

Cross Chop

Fighting

100

80

5

Increased critical hit rate.

The only move in the 1999 revamp that was completely changed was Rock Slash (がんせきぎり), a Rock-type move with 140 power, 70 accuracy, and no other effects. It was changed to Cross Chop around August 23rd, 1999. According to p20824B.txt, the reasons the move was changed were that its "image" didn't fit (it was a move described as being able to slice through solid rock, but it was also a Rock-type move for some reason?) and it was too similar conceptually to Rock Smash.

While this move was never part of any Pokémon's learnset before it was changed, it did appear in early egg move pools for Paras, Geodude, Krabby, Pinsir, and Larvitar.

Effect Changes#

Date

Effect

Curse

1999/07/14

Normally, user's Speed is lowered by 2 stages and Attack and Defense are raised by 2 stages.
If user is Ghost type, enemy is put in a cursed state and user loses 1/4 of their maximum HP.

1999/09/08

Normally, user's Speed is lowered by 1 stage and Attack and Defense are raised by 1 stage.
If user is Ghost type, enemy is put in a cursed state and user loses 1/4 of their maximum HP.

1999/09/13

Normally, user's Speed is lowered by 1 stage and Attack and Defense are raised by 1 stage.
If user is Ghost type, enemy is put in a cursed state and user loses 1/2 of their maximum HP.

Protect

1999/07/14

Protects user from the effects of the target's moves on the turn it's used. Move has priority of +2.
Accuracy is halved each consecutive use until the move misses.

1999/08/17

Protects user from the effects of the target's moves on the turn it's used. Move has priority of +2.
Accuracy is halved each consecutive use until the move misses. Fails behind a substitute.

Belly Drum

1999/07/14

User loses half of its current HP to maximize its Attack stat.

1999/10/14

User loses half of its maximum HP to maximize its Attack stat.

Foresight

1999/07/14

Allows user's Normal-type moves to hit a Ghost-type target until the target is switched.

1999/09/09

Allows user's Normal and Fighting-type moves to hit Ghost-type targets until the target is switched.
If user's Accuracy stage is less than target's Evasion stage, both are set to 0 for hit checks.

Detect

1999/07/14

Protects user from the effects of the target's moves on the turn it's used. Move has priority of +2.
Accuracy is halved each consecutive use until the move misses.

1999/08/17

Protects user from the effects of the target's moves on the turn it's used. Move has priority of +2.
Accuracy is halved each consecutive use until the move misses. Fails behind a substitute.

Lock-On

1999/07/14

User's next move will always hit unless target is switched or successfully used Protect or Detect.
Effect does nothing on underground or airborne targets.

1999/09/30

User's next move will always hit unless target is switched or successfully used Protect or Detect.
Effect works on underground and airborne targets.
Earthquake, Fissure, and Magnitude will still miss if used against an airborne target.

Fury Cutter

1999/07/14

Each successful use doubles the move's power, with a cap of 255 power.
Power resets if the attack misses, the user switches out, or the trainer uses an item.

1999/09/30

Each successful use (Up to 5) doubles the move's power, with an effective cap of 160 power.
Power resets if the attack misses, the user switches out, or the trainer uses an item.

Magnitude

1999/07/14

Attack's power is selected randomly between 7 values of different probability.
5% for 10; 10% for 30; 20% for 50; 30% for 70; 20% for 90; 10% for 110; and 5% for 150 power.

1999/09/30

Attack's power is selected randomly between 7 values of different probability.
5% for 10; 10% for 30; 20% for 50; 30% for 70; 20% for 90; 10% for 110; and 5% for 150 power.
Can hit underground targets.

Encore

1999/07/14

Prevents target from using any move other than its last used move for 2-6 turns.
Will fail if the target's last move was Encore or Mirror Move.

1999/08/17

Prevents target from using any move other than its last used move for 2-6 turns.
Will fail if the target's last move was Encore, Mirror Move, or Struggle.

Vital Throw

1999/07/14

Normal attack.*

1999/08/18

Move has a priority of -1. Bypasses accuracy checks.

Hidden Power

1999/07/14

Power and type depends on the user's IVs. Power ranges from 1 to 79.

1999/09/22

Power and type depends on the user's IVs. Power ranges from 31 to 70.

  • Curse was nerfed twice in the game's development. The first change was reducing the stat changes from 2 to 1 stage, and the second doubled the amount of HP that Ghost-types lost when using the move.
  • To prevent battles from becoming a stallfest, Detect and Protect were changed to fail if the user was behind a Substitute.
  • Belly Drum once took away 1/2 of the user's current HP, which made the move much easier to use. This was changed to 1/2 of the user's max HP, the last move-related change in the game.
  • Foresight originally only let Normal-type moves hit Ghost-type targets. Allowing Fighting-type moves to hit Ghost-types and the move's evasion-negating effects were added near the end of the game's development.
  • Lock-On was less powerful at first, having no effect on underground and airborne opponents. This was changed by putting the Lock-On check before the Dig / Fly check; however, to keep things from getting too crazy, Earthquake, Fissure, and Magnitude were prevented from hitting airborne opponents.
  • Fury Cutter originally had no usage cap, with the only limiting factor being a power overflow cap of 255. It was later changed to stop doubling after the fifth successful use, though the overflow check is still in the code.
  • It took a bit longer than Earthquake or Fissure for Magnitude to work on underground targets.
  • Vital Throw went from a basic attack to a -1 priority move that always hits. It was meant to have a different effect early on, but it doesn't look like it was ever coded - see next section for details.
  • Hidden Power originally had a 1-79 power range. To keep the move from being pathetically weak, the formula was reworked to give the move a power range of 31-70.

Other Changes#

Date

Type

Pow

Hit%

PP

Triple Kick

1999/07/14

Fighting

60

100

10

1999/08/10

Fighting

10

90

10

Mind Reader

1999/07/14

Normal

—

100

10

1999/08/10

Normal

—

100

5

Nightmare

1999/07/14

Ghost

—

100

10

1999/08/10

Ghost

—

100

15

Curse

1999/07/14

???

40

—

10

1999/08/10

???

—

—

15

Flail

1999/07/14

Normal

1

100

10

1999/08/10

Normal

1

100

15

Conversion2

1999/07/14

Normal

—

—

15

1999/08/10

Normal

—

—

30

Aeroblast

1999/07/14

Flying

100

90

5

1999/08/30

Flying

100

95

5

Cotton Spore

1999/07/14

Grass

—

100

10

1999/08/10

Grass

—

85

40

Reversal

1999/07/14

Fighting

1

100

10

1999/08/10

Fighting

1

100

15

Spite

1999/07/14

Ghost

—

100

5

1999/08/10

Ghost

—

100

10

Powder Snow

1999/07/14

Ice

40

100

10

1999/08/10

Ice

40

100

25

Mach Punch

1999/07/14

Fighting

40

100

15

1999/08/10

Fighting

40

100

30

Scary Face

1999/07/14

Normal

—

85

40

1999/08/10

Normal

—

90

10

Faint Attack

1999/07/14

Dark

60

100

10

1999/08/10

Dark

60

100

20

Sweet Kiss

1999/07/14

Normal

—

100

10

1999/08/10

Normal

—

75

10

Octazooka

1999/07/14

Water

65

100

10

1999/08/10

Water

65

85

10

Spikes

1999/07/14

Ground

—

100

10

1999/08/10

Ground

—

100*

20

Foresight

1999/07/14

Normal

—

100

10

1999/08/10

Normal

—

100

40

Perish Song

1999/07/14

Normal

—

100

10

1999/08/10

Normal

—

100

5

Icy Wind

1999/07/14

Ice

20

100

10

1999/09/13

Ice

55

95

15

Bone Rush

1999/07/14

Ground

25

100

10

1999/08/10

Ground

25

80

10

Lock-On

1999/07/14

Normal

—

—

10

1999/08/10

Normal

—

—

5

1999/08/17

Normal

—

100

5

Outrage

1999/07/14

Dragon

90

100

10

1999/08/10

Dragon

90

100

15

Sandstorm

1999/07/14

Rock

20

100

10

1999/08/23

Rock

—

100*

10

Giga Drain

1999/07/14

Grass

60

100

10

1999/08/10

Grass

60

100

5

Charm

1999/07/14

Normal

—

85

40

1999/08/10

Normal

—

100

20

False Swipe

1999/07/14

Normal

40

100

20

1999/08/10

Normal

40

100

40

Swagger

1999/07/14

Normal

—

100

10

1999/08/10

Normal

—

90

15

Fury Cutter

1999/07/14

Bug

15

100

20

1999/08/10

Bug

15

95

20

1999/08/30

Bug

10

95

20

Steel Wing

1999/07/14

Steel

70

100

10

1999/08/10

Steel

70

90

25

Mean Look

1999/07/14

Psychic

—

100

10

1999/08/10

Normal

—

100

5

Attract

1999/07/14

Normal

—

—

10

1999/08/10

Normal

—

—

15

1999/08/17

Normal

—

100

15

Return

1999/07/14

Normal

1

100

10

1999/08/10

Normal

1

100

20

Present

1999/07/14

Normal

1

100

10

1999/08/10

Normal

1

90

15

Frustration

1999/07/14

Normal

1

100

10

1999/08/10

Normal

1

100

20

Safeguard

1999/07/14

Normal

1

100

10

1999/08/10

Normal

1

100*

25

Pain Split

1999/07/14

Normal

1

100

5

1999/08/10

Normal

—

100

20

Sacred Fire

1999/07/14

Fire

95

100

10

1999/08/10

Fire

95

100

15

1999/08/30

Fire

100

95

5

Dragonbreath

1999/07/14

Dragon

40

100

10

1999/08/10

Dragon

40

100

20

1999/09/13

Dragon

60

100

20

Baton Pass

1999/07/14

Normal

—

—

10

1999/08/10

Normal

—

—

40

Encore

1999/07/14

Normal

—

100

10

1999/08/10

Normal

—

100

5

Pursuit

1999/07/14

Normal

40

100

10

1999/08/10

Dark

40

100

20

Rapid Spin

1999/07/14

Normal

20

100

10

1999/08/10

Normal

20

100

40

Sweet Scent

1999/07/14

Normal

—

100

10

1999/08/10

Normal

—

100

20

Iron Tail

1999/07/14

Steel

60

75

15

1999/08/10

Steel

90

75

15

Vital Throw

1999/07/14

Fighting

50

100

10

1999/08/10

Fighting

50

80

5

1999/08/18

Fighting

70

—

5

1999/08/30

Fighting

70

—

10

Morning Sun

1999/07/14

Normal

—

—

10

1999/08/10

Normal

—

—

5

Synthesis

1999/07/14

Grass

—

—

10

1999/08/10

Grass

—

—

5

Moonlight

1999/07/14

Normal

—

—

10

1999/08/10

Normal

—

—

5

Hidden Power

1999/07/14

???

1

100

10

1999/08/10

Normal

1

100

15

Twister

1999/07/14

Dragon

60

100

10

1999/08/10

Dragon

60

100

20

1999/09/13

Dragon

40

100

20

Rain Dance

1999/07/14

Water

—

100

10

1999/08/10

Water

—

90*

5

Sunny Day

1999/07/14

Normal

—

100

10

1999/08/10

Fire

—

90*

5

Mirror Coat

1999/07/14

Normal

1

100

10

1999/08/10

Normal

1

100

20

1999/08/23

Psychic

1

100

20

Future Sight

1999/07/14

Psychic

80

100

10

1999/08/10

Psychic

80

90

15

Rock Smash

1999/07/14

Normal

20

100

15

1999/08/10

Fighting

20

100

15

Whirlpool

1999/07/14

Water

15

100

10

1999/08/10

Water

15

70

15

Most of the differences here are changes to accuracy or Max PP done between July 14th and August 10th, but there a few more interesting changes:

  • Pursuit, Sunny Day, Mirror Coat, and Rock Smash were all originally Normal-type moves. Mean Look was a Psychic move at first, while Hidden Power shared the same ??? type as Curse.
  • Curse, Sandstorm, and Pain Split all had power values that were zeroed out by the final game. Said power values weren't actually used in any known version of the game.
  • Both Sunny Day and Rain Dance's accuracy was reduced from 100 to 90. An older version of the game's fight engine does use this accuracy value, but in the final game the hit check is ignored and the moves always work. So, the reduction in accuracy ultimately amounted to nothing.

:* Spikes, Safeguard, and Sandstorm also had accuracy checks that were later commented out.

  • Triple Kick is listed as 60 power, the sum of all three kicks. This was changed to match the weakest kick at 10 power at the same time the move's accuracy dropped from 100 to 90.
  • Aeroblast and Sacred Fire's power and accuracy didn't match until the end of August. Prior to that, Aeroblast had 5 less accuracy. Sacred Fire once had 95 power and 100 accuracy, values that were later switched; even more frighteningly, it had 15 max PP!
  • Dragonbreath and Twister had their attack powers swapped some time in September.

Spreadsheet Discrepancies#

  • The earlier FMJ files give Vital Throw's effect as the following:

:* When the move hits, any physical move that the target uses on the same turn will be evaded.

:* When the move misses, any move that the target uses will auto-crit (when applicable).

This earlier effect was assigned a unique ID of 131, but in both the early move effects code and the Spaceworld 1999 demo that ID just points to the normal attack subroutine. By August 30th its effect was changed to Swift's, and a special check was added to the priority subroutine to make it go last.
  • According to the earlier FMJ files, Icy Wind was supposed to have a 100% chance of lowering the target's Speed by 2 stages. However, it was assigned effect 70, which only lowers the target's Speed by 1 stage. The effect description was fixed by the September 13th FMJ file, and this fix was accompanied by an increase in the move's power.
  • All FMJ files say that Present's healing effect is a flat 80 HP. The actual healing effect, going as far back as Spaceworld 1997, is 1/4 of the target's max HP. This error in documentation made its way into the Official Nintendo Player's Guide (Page 116):

Bug Fixes#

Date Fixed

Bug

99/06/21

Moves that forced a switch in trainer battles didn't have a check for eggs, allowing them to be pulled out into battle.

99/07/07

The effects of Mean Look persisted even after the Pokémon it was used on fainted and another Pokémon switched in.

99/07/11

Using Minimize with battle animations off would not change the user's sprite. The player would have to access a different menu (items, party, etc.) and then go back to the battle screen to update the sprite.

99/07/14

Transformed Pokémon used their original cry for Growl, Roar, etc. instead of the Pokémon they transformed into.

99/07/18

Thunder, Tri Attack and Flame Wheel all had 100% chances of their secondary effects triggering instead of 30, 30, and 10%.

99/07/25

If a Pokémon used Conversion2 after the target had used the Ghost-type version of Curse, the game would freeze trying to figure out what the ??? type resisted. A check was added to make the move fail against ???-type moves.

99/07/26

If a Pokémon used Metronome and then the other Pokémon used Spite, Spite would try to reduce the PP of the move it chose instead of Metronome.

99/07/26

If a Pokémon used Transform with battle animations off, its sprite would not change to the copied Pokémon's sprite. The player would need to go to a different menu and then back to the battle screen for the sprite to update.

99/07/26

When battle animations were turned off, a user's Substitute would remain on-screen even if after it was knocked out.

99/08/01

Rage only consumed PP the first time it was used after a Pokémon switched in. This seems to have been behavior left over from Generation I, where it acted as a continuous move.

99/08/01

If a Pokémon used Mirror Move and then the other Pokémon used Spite, Spite would try to reduce the PP of the copied move instead of Mirror Move.

99/08/08

If a Pokémon was behind a Substitute and used a multi-strike move, they would switch in and out with the Substitute for each hit. This was fixed to only happen once after the move was used.

pre-99/08/17

Thief isn't supposed to be able to steal held mail. While this check was present in the player's copy of the code, it was missing from the enemy's copy, which would cause desynchronization issues in linked battles.

pre-99/08/17

Present did not get STAB and bypassed Ghost-type's immunity. This was a result of the move not using the standard damage subroutine; a call to a simplified STAB subroutine was added to address this.

pre-99/08/17

Baton Pass lacked a check to see if there was a valid member to switch with, which could lead to the player getting soft-locked on the party menu if all other Pokémon had fainted.

pre-99/08/17

Future Sight originally did not have a check to see if it was charging, meaning that the the user could reset the counter by using the move again.

99/08/27

Baton Pass did not clear the user's Nightmare and Disable flags before switching to another Pokémon.

99/08/30

If a wild Pokémon used Bide and the player tried and failed to capture it, the wild Pokémon would remain in the Bide state while still being able to select other moves.

99/08/30

Prior to this date, it was not possible to Counter moves that did recoil damage (Double-Edge, Take Down, etc.)

99/08/30

Early

Final

Moves that made the screen flash (invert) had a few issues:

  • The flashing seems to lag a bit, with the last inversion lasting longer than it should. In the case of explosion, it's four times longer than it should be.
  • With Explosion and Self-Destruct specifically, there are 15 lag frames after the user explodes due to the game having to update the user's life bar. The life bar is also completely red for a frame before disappearing.

To fix both issues, the main animation subroutine was changed to hide the user's health bar for the duration of their animation.

99/08/30

A Pokémon could use Teleport to run away even if they were under the effect of Mean Look or Spider Web.

99/08/30

Ancientpower did not increase Attack due to a missing call at the start of its subroutine.

pre-99/08/31

Calling a charging move through Sleep Talk led to one of two bugged outcomes:

  • If the Pokémon would wake up on the next turn, they'd charge once while asleep, then charge again after waking up. This could lead to the Pokémon being underground or airborne two turns in a row.
  • Otherwise, the Pokémon would perform the charging action once and then waste the next turn sleeping.

To fix this, Bide, Dig, Fly, Razor Wind, Sky Attack, Solar Beam, and Mimic (In case the target were to perform a charging move) were blacklisted from Sleep Talk.

99/08/31

It was still possible to select Skull Bash from Sleep Talk.

99/09/08

While Sleep Talk could no longer use charging moves, they could still be called if Sleep Talk used Metronome. Rater than blacklist those moves entirely, a sleep check was added to the start of the charge subroutine instead.

99/09/13

Rest cured poison, but did not reset Toxic's incremental poison counter. This was a bug that had persisted since Generation I.

99/09/13

When using Destiny Bond, if the target used Explosion or Selfdestruct and the damage from the explosive move caused the Pokémon using Destiny Bond to faint, Destiny Bond's text and animation would play even though the target had fainted.

This was fixed by resetting the Destiny Bond variable after using an explosive move.

99/09/15

Baton Pass did not clear the user's Attract, Transform, Encore, and "last used move" flags before switching to another Pokémon.

99/09/21

Neither Counter nor Mirror Coat respected type immunities: Counter could hit Ghost-type Pokémon despite being a Fighting-type move, and Mirror Coat could hit Dark-type Pokémon even though it's a Psychic-type move.

On September 21st, a simple type check was added to Counter's subroutine...

99/09/23

...and two days later, the same check was added to Mirror Coat's subroutine.

99/09/23

Selecting Sleep Talk would freeze the game if all of the player's other moves were blacklisted.

99/09/28

In a bug that lingered since Generation I, being fully paralyzed during the second phase of Dig / Fly would lead to the user being stuck underground / in the air respectively until successfully executing that move.

99/09/28

As a result of using a simplified STAB check, Present didn't play the right type effective-based sound effect when it did damage. A call to the standard STAB subroutine was added to the start of the move's subroutine, introducing a worse bug:
The registers that are supposed to hold the target Pokémon's level, Attack, and Defense values for damage calculation are overwritten with the values of the target's second type, the move's type effectiveness, and the user's second type.

This was fixed in Crystal by pushing those values on the stack, though the bugged code is used in link battles with Gold and Silver to keep the game from desyncing.

99/09/30

Damaging moves that had confusion as a side effect, such as Psybeam and Dizzy Punch, did not check if the target was behind a substitute, allowing them to inflict confusion on the target regardless.

pre-99/09/30

Whirlwind had always been intended to be able to hit airborne opponents, but the check didn't work. Specifically, the check was missing the "ret z" opcode on this line so it didn't actually do anything.

pre-99/09/30

Transform's animation bugged out if the user was behind a substitute.

  • Bugged: Substitute switches out, user switches in -> User switches out, transformed version of user switches in -> Animation plays -> Transformed user switches out, substitute switches in -> Substitute switches out with itself.
  • Fixed: Substitute switches out, user switches in -> Animation plays, user transforms -> Transformed user switches out, substitute switches in.

pre-99/09/30

Rollout did not have a sleep check, which would lead to the same issues that charging moves had when called through Sleep Talk. A check was added some time between SW99 and September 30th that makes Rollout a single turn move.

99/10/05

Pokémon under the effects of Mist could still have their stats lowered by moves with secondary effects.

Miscellaneous#

  • If the healing variant of Present triggers against a target with full HP and battle animations are off, the game prints a special message (" can't receive the gift!") This was added sometime between July 23rd and the Spaceworld 1999 demo.
  • Pay Day (ねこにこばん) used hiragana for "neko" even though it's been spelled with katakana (ネコにこばん) since Pocket Monsters Red & Green. This mistake, which dates all the way back to the Spaceworld 1997 demo, was finally corrected around August 30th.
  • On September 22nd, the move ホネホネロック, Bone Bone Rock, was renamed to ボーンラッシュ, Bone Rush, due to potential legal issues. Specifically, the original name was used for the B-side of the 1976 single パタパタママ.
  • Rapid Spin's text for clearing Leech Seed and Spikes from the field was added at some point between the Spaceworld 1999 demo and September 30th.

Move Descriptions#

'...But does it make sense?'
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!

Common Differences#

  • Conversion2, Megahorn, Rock Slash, Mirror Coat, and Psych Up all have descriptions of コメントさくせいちゅう (Comment under construction) in the July 13th file. By August 10th they all received proper descriptions.
  • The following moves originally used the descriptions of their Spaceworld 1997 counterparts as filler:

99 Move

97 Move

Changed By

のろい
Curse

クギをうつ
Drive In Nail

1999/08/10

エアロブラスト
Aeroblast

こばんなげ
Coin Throw

1999/08/10

こごえるかぜ
Icy Wind

シンクロ
Synchro

1999/08/10

あまいかおり
Sweet Scent

えさをまく
Scatter Bait

1999/09/09

メタルクロー
Metal Claw

いしあたま
Rock Head

1999/08/18

しんそく
Extremespeed

ひっこぬく
Uproot

1999/08/18

げんしのちから
Ancientpower

かぜにのる
Wind Ride

1999/08/30

  • The following moves had the text クリティカルヒット, (Critical hit) changed to きゅうしょに あたり, (Hit a pressure point) to match the in-battle critical hit text, "きゅうしょに あたった!" According to p20902.txt, all of these were changed around September 1st:

Early

Final

Karate Chop

チョップで てきを こうげき
クリティカルヒットが でやすい

チョップで てきを こうげき
きゅうしょに あたりやすい

Razor Leaf

はっぱで てきを きりつける
クリティカルヒットが でやすい

はっぱで てきを きりつける
きゅうしょに あたりやすい

Focus Energy

こうげきに きあいを こめて
クリティカルヒットを でやすくする

こうげきに きあいを こめて
きゅうしょに あたりやすくする

Crabhammer

ハサミを てきに たたきつける
クリティカルヒットが でやすい

ハサミを てきに たたきつける
きゅうしょに あたりやすい

Slash

するどいカマや ツメなどで こうげき
クリティカルヒットが でやすい

するどいカマや ツメなどで こうげき
きゅうしょに あたりやすい

Aeroblast

しんくうはを はっしゃして こうげき
クリティカルヒットが でやすい

しんくうはを はっしゃして こうげき
きゅうしょに あたりやすい

Cross Chop

りょうてチョップで てきを こうげき
クリティカルヒットが でやすい

りょうてチョップで てきを こうげき
きゅうしょに あたりやすい

  • The following moves had the word "paralysis" changed from the katakana マヒ to the hiragana まひ to match how paralysis is written in battle and on the status screen. According to p21009.txt, all of these were changed around October 8th:

Early

Final

Thunderpunch

でんげきをこめた パンチで こうげき
てきを マヒさせることがある

でんげきをこめた パンチで こうげき
てきを まひさせることがある

Body Slam

からだごと たおれこんで こうげき
てきを マヒさせることがある

からだごと たおれこんで こうげき
てきを まひさせることがある

Stun Spore

しびれる こなを ふりまき
てきを マヒさせてしまう

しびれる こなを ふりまき
てきを まひさせてしまう

Thundershock

でんげきを あびせて こうげき
てきを マヒさせることがある

でんげきを あびせて こうげき
てきを まひさせることがある

Thunder Bolt

つよいでんげきを あびせて こうげき
てきを マヒさせることがある

つよいでんげきを あびせて こうげき
てきを まひさせることがある

Thunder Wave

よわいでんげきを てきに ぶつけて
マヒさせてしまう

よわいでんげきを てきに ぶつけて
まひさせてしまう

Thunder

てきに むかって かみなりを おとす
マヒさせることがある

てきに むかって かみなりを おとす
まひさせることがある

Lick

ながいしたで なめまわして こうげき
てきを マヒさせることがある

ながいしたで なめまわして こうげき
てきを まひさせることがある

Glare

おなかの もようで てきを いかくし
おびえさせて マヒさせてしまう

おなかの もようで てきを いかくし
おびえさせて まひさせてしまう

Zap Cannon

あたりにくいが ダメージは おおきい
あたれば かならず マヒさせる

あたりにくいが ダメージは おおきい
あたれば かならず まひさせる

Spark

でんきを まとって とっしんする
てきを マヒさせることがある

でんきを まとって とっしんする
てきを まひさせることがある

Other Changes#

style="caption-side:top;"|1999/07/13 to 1999/08/10

Early

Final

Notes

Fury Attack

とがった ツノを つかい
2ー5かい れんぞくで こうげき

とがった ツノなどを つかい
2ー5かい れんぞくで こうげき

Early description only mentions horns, but Beedrill, Spearow, etc. can learn it.

User jabs the foe with a sharp horn
2-5 times in a row.

User jabs the foe with a sharp horn, etc.
2-5 times in a row.

Double Team

ぶんしんで てきを まどわせ
めいちゅうりつを さげさせる

ぶんしんで てきを まどわせ
かいひりつを あげる

Corrected to match the move's actual effect.

Creates illusory copies to perplex the foe,
lowering their accuracy.

Creates illusory copies to perplex the foe.
This raises the user's Evasion.

Confuse Ray

あやしいひかりで てきを '''まどわし
こんらんさせてしまう

あやしいひかりで てきを
まどわし''' こんらんさせてしまう

Small change in formatting.

A sinister ray of light that
confuses and disorients the foe.

A sinister ray of light
that confuses and disorients the foe.

Constrict

2ー5ターンのあいだ ながいからだや
ツルをつかって てきを しめつける

てきに からみついて こうげきする
てきの すばやさを さげることがある

Old description mistakenly duplicates the description of Wrap.

User uses its long body or vines
to squeeze the foe for 2-5 turns.

User twists around the foe and attacks.
May lower the foe's Speed.

Fury Swipes

てきを するどいツメで ひっかいて
2ー5かい れんぞくで こうげき

するどいツメやカマなどで ひっかいて
2ー5かい れんぞくで こうげき

Changed because Mankey, Scyther, etc. don't have claws but can still learn it.

Scratches the foe with a sharp claw
2-5 times in a row.

Scratches with a sharp claw, sickle, etc.
2-5 times in a row.

Foresight

ゴーストタイプの てきに
ノーマルタイプの わざが あたる'''

わざが あたりにくくなった てきに
こうげきを あてられるようになる'''

Description changed to match the new effect.

Allows the user's Normal-type moves
to hit Ghost-type targets.

Allows the user to hit targets
that have raised their Evasion.

Fury Cutter

れんぞくで あてれば どんどん
いりょくが ぞうだいしていく

れんぞくで あてると
いりょくが ぞうだいしていく

Simplified to be more accurate on how the move works.

If it hits in succession,
its power increases more and more.

When it hits in succession,
its power increases.

Sacred Fire

しんぴてきな ほのおで こうげき
てきを ひるませることがある

しんぴてきな ほのおで こうげき
てきを やけどさせることがある

Old description dates back to Spaceworld 1997.
Move has had a chance to burn, not flinch, since at least July 23rd.

Attacks with a mystical fire.
It may make the foe flinch.

Attacks with a mystical fire.
It may inflict the foe with a burn.

style="caption-side:top;"|1999/08/16 to 1999/08/17

Early

Final

Notes

Quick Attack

ものすごい はやさで うごいて
かならず せんせいこうげきする

ものすごい はやさで うごいて
せんせいこうげきする

A Pokémon can outspeed a Quick Attack if they also use a high-priority move and have a higher Speed stat.

Move incredibly quickly
to attack first without fail.

Move incredibly quickly
to attack first.

style="caption-side:top;"|1999/08/17 to 1999/08/18

Early

Final

Notes

Vital Throw

こうげきを うけずに こうげきできる
はずれると だいダメージを うける

あとぜめに なるが
かならず あいてに あたる

Old text details the move's originally intended but never implemented effect.

User can attack without being attacked.
If it fails, the user takes a heavy hit.

The user attacks last, but
the move will always hit.

style="caption-side:top;"|1999/08/18 to 1999/08/23

Early

Final

Notes

Haze

くろいきりが からだを おおい
からだの
 いじょうを もとにもどす

くろいきりに おおわれ のうりょくの
いじょうを もとにもどす

The later text shifts emphasis to the user instead of the fog and is more clear on what the move does.

A haze covers the user's body,
curing any bodily abnormalities.

The user covers its body in a haze,
curing any stat abnormalities.

Rock Slash /
Cross Chop

かたいいわを きりさく いきおいで
てきを こうげき

りょうてチョップで てきを こうげき
きゅうしょに あたりやすい

Obviously, the description needed to be rewritten when the move changed.

Attacks the enemy with
enough vigor to slice through solid rock.

Attacks the foe with a two-handed chop.
Has a high critical hit ratio.

style="caption-side:top;"|1999/08/23 to 1999/08/30

Early

Final

Notes

Psywave

てきに 1ーレベル×1.5の
ダメージを ランダムで あたえる

ふしぎな ねんぱで てきを こうげき
つかうたびに いりょくが かわる

The old description is more clear on what the move does.

Randomly deals 1 to Level×1.5
damage to the foe.

Attacks the foe with a strange
psychic wave. It varies in intensity.

Nightmare

てきが ねてるあいだ たいりょくを
まいターン 8ぶんの1 へらしていく

てきが ねてるあいだ たいりょくを
まいターン 4ぶんの1 へらしていく

Old description carried over from Spaceworld 1997.

Nightmare had taken away 1/4 HP since at least July 28th.

While the foe is sleeping, they will take
1/8 HP in damage each turn.

While the foe is sleeping, they will take
1/4 HP in damage each turn.

Metal Claw

かたいツメで てきを こうげき
あたると こうげきが あがる

かたいツメで てきを こうげき
こうげきが あがることがある

Old text is inaccurate. Even in July, the chance to raise Attack was 10%.

User attacks the foe with rigid claws.
If it hits, it raises the user's Attack.

User attacks the foe with rigid claws.
It may raise the user's Attack.

Vital Throw

あとぜめに なるが
かならず あいてに あたる

あとぜめに なるが かならず
こうげきが あたる

Minor formatting change.

The user attacks last, but
the move will always hit.

The user attacks last, but the move
will always hit.

style="caption-side:top;"|1999/08/30 to 1999/09/09

Early

Final

Notes

Minimize

からだを ちぢめて ちいさくなり
てきの めいちゅうりつを さげさせる

からだを ちぢめて ちいさくなり
かいひりつを あげる

Same change as Double Team.

Shrinks the user's body.
This lowers the foe's Accuracy.

Shrinks the user's body.
This raises the user's Evasion.

Conversion

じぶんに テクスチャーを はりつけて
てきと おなじ ぞくせいに かわる

おぼえている わざの タイプの
どれかに じぶんの タイプを かえる

The early description matches how the move works in Generation I.

The final text lacks the in-universe explanation of how the move works.

User applies a texture to itself that
changes the user's type(s) to the foe's.

Changes the user's type to match
the type of one of the user's moves.

Curse

すばやさを ガクッとさげ こうげきと
ぼうぎょを グーンとあげる など

ゴーストタイプと それいがいとでは
わざの こうかが ちがう

Old description doesn't mention that it works differently for Ghost types.

On the other hand, the new text doesn't mention the default effect.

Sharply lowers the user's Speed and sharply
raises the user's Attack and Defense, etc.

Works differently for Ghost types
than for all other types.

Flail

たいりょくが すくないほど
てきに おおきなダメージを あたえる

じぶんの たいりょくが すくないほど
てきに おおきなダメージを あたえる

Changed to clarify that it's the user's own HP that affects the attack.

The less HP, the more
powerful the attack becomes.

The less HP the user has, the more
powerful the attack becomes.

Protect

そのターンの こうげきを うけない

そのターンの こうげきを うけない
れんぞくで だすと しっぱいしやすい

Added a line to mention the move's declining success rate.

The user will evade all attacks this turn.

The user will evade all attacks this turn.
Move may fail if used in succession.

Belly Drum

おなかを たたいて てきを いかく
こうげきを グーンとあげる

じぶんの たいりょくを けずって
こうげきを さいだいまで あげる

Old text doesn't note the self-inflicted damage or the exact Attack increase.

User beats its belly to threaten the foe.
Sharply raises the user's Attack.

User reduces its own HP in order to
maximize the user's Attack.

Spikes

てきが にげるときに わなを しかけ
こうたいした てきを こうげきする

てきの あしばに わなを しかけ
こうたいした てきを こうげきする

Description changed because the trap is set up immediately after use.

The new text also hints at Flying-type Pokémon's immunity to Spikes.

When the enemy escapes, sets a trap
to attack switched-in foes.

Sets a trap around the enemy's feet
to attack switched-in foes.

Detect

てきの うごきを みきることで
つぎの こうげきを かならずあてる

てきの こうげきを かならずよける
れんぞくで だすと しっぱいしやすい

Old description is circa Spaceworld 1997, when it was a Lock-On clone.

Since at least July 14th, it's acted like a clone of Protect instead.

User anticipates the foe's movements,
ensuring that its next move will hit.

User evades the enemy's attack.
Move may fail if used in succession.

Endure

つぎのターンで こうげきを うけても
かららず たいりょくが 1のこる

そのターンで こうげきを うけても
かならず たいりょくが 1のこる

The effect only works on the turn it's used, so the old description is inaccurate.

The new description also fixes the typo (*).

The next turn, if the user gets hit,
it will *arways have at least 1 HP left.

On this turn, if the user gets hit,
it will always have at least 1 HP left.

Attract

オスなら メスに メスなら オスに
こうげきが できなくなってしまう

オスなら メスに メスなら オスに
こうげきが あたりにくくなる

Old text is misleading. The chance to not attack was 50% since at least July.

If user and foe are opposite genders,
the foe will be unable to attack.

If user and foe are opposite genders,
the foe will be less likely to hit.

style="caption-side:top;"|1999/09/09 to 1999/09/13

Early

Final

Notes

Crunch

てきの とくしゅぼうぎょを
さげることがある

するどい はでてきを かみくだく
とくしゅぼうぎょを さげることがある

The old description only describes the move's effect.

May lower the foe's Special Defense.

Crunches the enemy with sharp teeth.
May lower the foe's Special Defense.

Shadow Ball

てきの とくしゅぼうぎょを
さげることがある

くろいかたまりを なげて こうげき
とくしゅぼうぎょを さげることがある

Again, the old description only describes the move's effect.

A move that may lower the foe's
Special Defense.

User hurls a black blob at the foe.
May lower the foe's Special Defense.

Rock Smash

てきの ぼうぎょを 1だんかい
さげることがある

いわを くだく いきおいで こうげき
てきの ぼうぎょを さげることがある

Once more, the old description only describes the move's effect.

May lower the foe's Defense by 1 stage.

User attacks with rock-crushing force.
May lower the foe's Defense.

style="caption-side:top;"|1999/09/13 to 1999/10/02

Early

Final

Notes

Bubblebeam

みずを いきおいよく はっしゃする
てきの すばやさを さげることがある

あわを いきおいよく はっしゃする
てきの すばやさを さげることがある

Changed to match the move's name and animation.

Forcefully sprays water at the foe.
May lower the foe's Speed.

Forcefully sprays bubbles at the foe.
May lower the foe's Speed.

Peck

ながい くちばしを つかって
てきを つついて こうげき

くちばしなどを つかって
てきを つついて こうげき

Changed to account for the Goldeen line.

Attacks the foe with a long beak.

Attacks the foe with a beak, etc.

Dream Eater

てきに あたえた ダメージの
はんぶん たいりょくを かいふくする

ねているてきに あたえた ダメージの
はんぶん たいりょくを かいふくする

Clarified to note that the target has to be asleep to work.

Restores half the damage dealt to
a foe.

Restores half the damage dealt to
a sleeping foe.

Icy Wind

すごい れいきで てきを こうげき
すばやさを ガクッとさげさせる

すごい れいきで てきを こうげき
すばやさを さげさせる

Early text mentions the never-implemented two stage Speed reduction.

A great chilling wind that damages
the foe and sharply lowers their Speed.

A great chilling wind that damages
the foe and lowers their Speed.

Steel Wing

つばさを おおきく ひろげて
そのまま てきに たいあたりする

かたいつばさを おおきく ひろげて
そのまま てきに たいあたりする

The adjective かたい (Hard, rigid) was added as a descriptor to the wings.

User spreads its wings wide to
slam into the foe.

User spreads its rigid wings wide to
slam into the foe.

Attract

オスなら メスに メスなら オスに
こうげきが あたりにくくなる

オスなら メスに メスなら オスに
わざが だしにくくなる

The old text sounds more like it affects the foe's Accuracy, which it doesn't.

If user and foe are opposite genders,
the foe will be less likely to hit.

If user and foe are opposite genders,
the foe will have difficulty attacking.

Return

よくしてくれる かいぬしの ために
ぜんりょくで てきを こうげき

よくしてくれる トレーナーの ために
ぜんりょくで てきを こうげき

Old description incorrectly uses かいぬし (Pet owner) instead of trainer.

The user attacks the foe with all its might
for the sake of its caring owner.

The user attacks the foe with all its might
for the sake of its caring Trainer.

Encore

てきが さいごに つかった わざを
2ー5かい れんぞくで ださせる

てきが さいごに つかった わざを
2ー6かい れんぞくで ださせる

A small fix: Encore can last either 2-5 or 3-6 turns depending on turn order.

The foe will repeat its last move for
2-5 turns in a row.

The foe will repeat its last move for
2-6 turns in a row.

Pursuit

てきが にげるときに つかうと
だいダメージを あたえることができる

あいてが こうかんするときに
つかうと だいダメージを あたえる

The effect only works on switched-out Pokémon, not fleeing Pokémon.

If used when a foe is fleeing,
it's able to do a great deal of damage.

If used when a foe is switching out,
it will do a great deal of damage.

Future Sight

2ターンごに てきを こうげきする

せいしんりょくを たかめて
2ターンごに てきを こうげきする

One last time, the old description only describes the move's effect.

Attacks the foe 2 turns later.

Heightens the user's mental strength.
Attacks the foe 2 turns later.

(Translation support: N. Onymous)