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rejuvenation field guide help thingy


eseer

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so, this is for all the people that are confused about field effects in rejuvenation; keep in mind im only doing this because i, too, live life dangerously am confused about the fields themselves.

*note: moves that destroy/transform fields gain x1.3 power boost, making turn-stalling on abused terrains viable

*note: will only do 5 terrains at a time, and i may forget about this. if a terrain you are having trouble with has not been brought up for at least 3 months, please contact me at https://plus.google.com/u/0/102748103933609314007

 

electric terrain:

grounded mons cant sleep; made by e-terrain for 5 turns & ion-deluge for 3; explosion, selfdestruct, surf, muddy water, hurricane, smack down, &thousand arrows are elec. type; focus punch is fail; charge and eerie impulse have doubled change; magnet rise is 8 turns; the listed moves that gained elec. type gain 1.5 bp; magnet bomb's bp is doubled; mud sport and tectonic rage break it; nature p. is t-bolt; camo is elec; secret p. is paralyze; galvanize is 1.5 insted of 1.2; surge surfer procks; no comotose; electric surge & stoked sparksurfer summon this; e-seed applies +1 defense and charge

 

grassy terrain:

grounded mons gain 1/16th max hp each turn; made by grassy terrain; grass moves from grounded mons x1.5; fire type moves to grounded mons x1.5; grass pelt procls; fairy & silver wind x1.5; muddy water, sure, quake, magnitude & bulldoze x.5; grass whistle is 80 accuracy; coil & growth double (not stacked with sun); sludge wave & acid downpour turn into corrosive field; np is energy ball; camo is grass; sp is sleep; nature madness is 75%; made by grassy surge and bloom doom (3 turns if not forest or flower garden)

 

misty(s) terrain:

 

status immunity; misty terrain for 5 turns, mist for 3; dragon moves bp .x5; fairy type's spec. def. is x1.5; marvel scale & water compaction prock; soul heart boosts special defense too; dry skin heals 1/16 per turn; pixilate is x1.5; fairy wind, mystical fire, moonblast, magic leaf, doom desire(?), icy wind, aura sphere, mist ball, steam eruption, dazz. gleam, clear & normal smog, & silver wind x1.5; dark pulse, night daze, and shadow ball x.5; sweet kiss always hits; cos. power & aromatic mist are doubled; sweet scent is buffed to hell and back(lowers both defensive stats too now); wish x1.5; aqua ring is doubled; can be comboed with whirlwind, gust, razor wind, hurricane, defog, tail wind, twister, or flying-z to eliminate field effects; clear & normal smog & poison gas turn it into corrosive field; np is mist ball; camo is fairy; sp lowers spec. atk; misty terrain blocks confusion; misty surge; e-seed boosts sp. def & applies healing wish (does that ko it or apply the healing effect)

 

dark crystal cavern (oh boi)

dark pulse, night daze & slash, shadow ball, claw, force, punch, & sneak, aurora & signal beam, flash cannon, luster purge, dazz. gleam, mirror shot, d-desire, techno blast & power gem have bp x 1.5; flash is doubled; dark void always hits; solar beam & blade fail; can use aurora veil; the damage (not bp) of moongeist beam & shadow bone is x1.5; prisma laser & dark-z bp doubled; prism armor & shadow shielders take half damage; moonlight x1.5; synth. and mornin' sun is halved; sunny weather turns to cryst. cave; quake, bulldoze & magnitude turn to normal cave; np is dark pulse; camo is dark; sp lowers accuracy; m-seed boost sp. def & applies magic coat

 

and lastly, chess board:

psychic, ancient p., strength, & ground-z gain 1.5 bp & gain rock type (chess attacks); chess attacks deal double damage to oblivious, simple, unaware, & klutz (why is klutz spelled like that .jpeg) mons; deals double damage to confused mons (non-stackable);  halved damage with adaptability, synchronize, anticipation, & telepathy mons; calm mind is doubled and nasty plot boost 3 stages; trick room is 8 turns; fake out, feint & feint attack x1.5 bp; np is ancient p.; camo is psychic; sp. lowers defense; synth seed boost spc. atk and applies magic coat

 

 

 

my god this took a while

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