• 5 hours ago
12 insane and broken Pokemon battle mechanics that are (thankfully) no longer in the games
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00:00Pokemon battle mechanics are complicated,
00:02but they're generally not ridiculous, today.
00:06For this video, I've compiled a list
00:07of 12 ridiculous, unfair, and insane Pokemon
00:11battle mechanics that are no longer in the games,
00:14so we can look back on them with a nostalgic,
00:17whoa, what, yikes!
00:19They're in no particular order,
00:20except I've saved the most ridiculous for last,
00:23because it just fully broke everything.
00:25Many of these will be from Gen 1,
00:27but I'd like to start with a mechanic
00:28that persisted long past that.
00:30Explosion and Self-Destruct are infamous moves
00:33that instantly knock out the user,
00:35but do huge damage in exchange.
00:38Self-Destruct's power is 200,
00:40and Explosion is just an upgrade with 250 power.
00:44This makes Explosion the strongest move in the game,
00:47outside Infinity Power Ohko moves.
00:49Then Self-Destruct isn't far behind,
00:52only surpassed by a couple Z moves.
00:54Clearly, very strong moves,
00:56but they used to be far stronger,
01:00because up until Generation 5,
01:02when calculating damage,
01:04these moves halved the target's defense.
01:10What?
01:11Why?
01:12In Gen 1, Self-Destruct was only 130 power,
01:15and Explosion was only 170,
01:18but because of this defense halving,
01:20their effective powers were actually 260 and 340,
01:25but when they were buffed to their current powers in Gen 2,
01:28the defense halving effect remained,
01:31making them effectively 400 and 500 power.
01:36It's absolutely unhinged.
01:38Very few Pokemon could survive that.
01:41My best guess for why they did this
01:42is that they felt like,
01:44oh, nothing should survive, you know, a bomb,
01:47which I don't agree with,
01:48since I don't think any move should be this strong
01:50without a ton of setup or a very large chance to fail,
01:53but even if we're cool with the power,
01:55why not just make the displayed power of the moves
01:59400 and 500?
02:01Why have this deceptive hidden mechanic
02:03that tricks people into thinking the moves
02:05are weaker than they are?
02:07It's not an issue anymore,
02:08since like I said, they fixed this in Gen 5,
02:10but when playing the games before that,
02:12just be wary of the bomb moves,
02:16or load up on revives and exploit them.
02:19Another famous powerful Normal-type move is Hyper Beam.
02:23It's 150 power, but in exchange,
02:25the user must recharge and do nothing the next turn.
02:29Or do they?
02:30In Gen 1, a Pokemon could avoid
02:32the Hyper Beam recharge turn through a variety of ways,
02:35but most of them involved the Pokemon
02:37still not moving anyways.
02:38However, there were some ways the Pokemon
02:41could use Hyper Beam, then immediately move again.
02:45If Hyper Beam KO'd the enemy Pokemon,
02:48or broke the enemy substitute,
02:50the user would not have to recharge.
02:54This is broken.
02:56This is the third strongest move in the Gen 1 games,
02:58ignoring the OHKO moves,
03:00and many Pokemon learn it and thus get stabbed from it,
03:03boosting it to 225 power.
03:06Plus, since Gen 1 only had one fully evolved Ghost-types
03:09and no Steel-types, only Rock-types resisted it.
03:12You could realistically win a battle
03:15by using Hyper Beam six turns in a row with no drawbacks.
03:20Now with the next mechanic,
03:22and you have some of the most overpowered Pokemon
03:24of all time, and that is thanks to critical hits.
03:28Today, a critical hit makes the move do 50% more damage
03:31and ignore defense boosts of the target
03:33and attack drops of the user,
03:35outside the burn attack drop.
03:37The base chance is one in 24 now,
03:39but before Gen 6, it was one in 16.
03:42Also in Gens 2 through 5, the damage was higher,
03:44two times instead of 1.5 times.
03:47None of this applies in Gen 1.
03:51First, the damage wasn't double,
03:53it doubled the user's level for calculating damage.
03:57Due to math, I don't really think it's necessary
03:58to get into, generally the higher level Pokemon,
04:01the more the damage multiplier.
04:03It ranges from about 1.5 times to 1.95 times.
04:07Also, all stat changes for both the user
04:10and the target are ignored, even the user's attack boosts.
04:13So it was technically possible for a critical hit
04:16to do less damage than a regular hit,
04:20if the attacker has had their attacks boosted
04:22or if the target has had their defenses lowered.
04:25But I don't care about the damage right now,
04:26I care about the chance,
04:28which instead of being uniform across all Pokemon,
04:31depended on the base speed of the attacker.
04:36The math is a little tricky, but in the end,
04:38the slowest fully evolved Pokemon,
04:40like Snorlax or Slowbro,
04:42would only crit 5.86% of the time,
04:46which I should add is still a higher chance than today.
04:48Today's chance is only about 4.17%.
04:51But then the fastest Pokemon in the game, Electrode,
04:54crits 27.34% of the time.
04:59Over a quarter of its attacks were crits.
05:02But what Hyper Beam paired best with
05:04were the Pokemon that were not quite as fast as Electrode,
05:07but still very fast,
05:08and got the stat boost from the move,
05:12that being Persian and Tauros.
05:15Both crit around 21 to 22% of the time,
05:18and with Hyper Beam being a physical move
05:20they get stabbed from,
05:22you can critical hit no recharge Hyper Beam your way
05:25to an easy victory.
05:27An unfair one, but a smooth one.
05:29Let's shift gears from attack-focused entries
05:32and talk about status conditions.
05:34Today, five types have straightforward
05:36status condition immunities.
05:38Poison and Steel type Pokemon cannot be poisoned,
05:40Fire type Pokemon cannot be burned,
05:43Ice type Pokemon cannot be frozen,
05:45and Electric type Pokemon cannot be paralyzed.
05:47The only exceptions to this are when
05:49that Pokemon's type changes,
05:51or if the Poison or Steel type is poisoned
05:53by a Pokemon with the ability Corrosion.
05:55In the past, there were some small exceptions to this.
05:58In Gen 2 only, Tri Attack could burn Fire types
06:01and freeze Ice types.
06:03Also in Gen 2 only, Twin Needle, a Bug type move,
06:06could poison Steel types,
06:07because it could actually damage them
06:09unlike Poison type attacks.
06:11However, this entry is about a huge exception.
06:15Until Generation 6, Electric type Pokemon
06:18were not immune to Paralysis.
06:21In fact, they were only immune to it
06:24from damage-dealing Electric type moves.
06:28Sounds specific, right?
06:30It is.
06:31This only protected Electric types from Paralysis
06:34from moves like Thunderbolt,
06:36where they damage with a chance to paralyze.
06:38If the move is damaging but not Electric type,
06:41like Lick or Body Slam, Paralysis could happen.
06:44If the move is Electric type but not damaging,
06:46like Thunder Wave, Paralysis could happen.
06:49If the move is neither Electric type nor damaging,
06:52like Stun Spore or Glare, Paralysis could happen.
06:56And if it's not a move at all,
06:57like the ability Static, Affect Spore, or Synchronize,
07:01Paralysis could happen.
07:02And you wanna know the meanest part?
07:05This only applied in Gen 1.
07:09From Gens 2 through 5,
07:12Electric type Pokemon can be paralyzed through any method.
07:17They had one measly, super-specific immunity,
07:20and they didn't even get to keep that.
07:23And what's so insane to me is that they did this
07:26despite doing something completely different
07:28for Fire with Burn and Ice with Freeze.
07:31Ice-Electric-Fire is an established trio.
07:34Freeze, Paralysis, Burn.
07:36Articuno, Zapdos, Moltres.
07:38Ice Beam, Thunderbolt, and Flamethrower,
07:40which are identical moves except for type and status caused.
07:43Tri-Attack is famously these three types together.
07:47And in Gen 3, Fire and Ice became immune
07:50to their statuses from that specific move.
07:52Yet you could still paralyze an Electric type
07:54with Tri-Attack until Gen 6!
07:57I will never understand why it took them so long
08:00to put Electric on the same playing field as Fire and Ice.
08:03It's really weird that it took them so many generations.
08:07Also, one more Paralysis fact
08:09that I didn't think warranted a full entry
08:11but I wanted to mention.
08:12In Gen 1, Normal-type Pokemon were immune
08:15to Paralysis from Body Slam,
08:19which meant in Gen 1, you could paralyze an Electric type
08:22with Body Slam but not a Normal type.
08:25This next status-related weird mechanic
08:27was thankfully killed after Gen 1,
08:29and it had to do with Freeze.
08:32Freeze is infamous for having no predefined endpoint
08:35like Sleep does,
08:36despite also preventing the Pokemon from moving.
08:39The Frozen Pokemon simply has a 20% chance to Thaw
08:41every time it moves,
08:43including the same turn it was Frozen if it moves second,
08:45so you can Thaw instantly.
08:48This Thaw chance was only 10% in Gen 2,
08:50and in Gen 1, it was zero.
08:53I'm not kidding.
08:55In Gen 1, if your Pokemon was Frozen,
08:58it would be Frozen for the rest of the battle
09:01unless one of three things happened.
09:03Number one, you use an item that cures it,
09:05like a Full Restore.
09:06Number two, the Frozen Pokemon uses Rest,
09:08replacing its Freeze with Sleep.
09:10And number three, the Pokemon is struck
09:12by a Fire type move that can burn,
09:15which in Gen 1 was all of them but Fire Spin.
09:18Since then, Thawing has expanded to include being hit
09:20by any damaging Fire type move,
09:23plus the burning moves that are not Fire type.
09:25Additionally, a Frozen Pokemon can Thaw itself
09:28by using those four moves,
09:30plus this specific list of Fire type moves.
09:33But that's it.
09:34I do not know why it is only those specific Fire moves
09:39and not just like all of the damaging ones.
09:42Like, what's the difference between being hit
09:44by Flamethrower and using it?
09:48Like, the Fire's right there.
09:49But self-Thawing didn't happen until Gen 2,
09:52so in Gen 1, if you lacked the right healing item,
09:55you didn't know Rest,
09:56and you're not fighting a Pokemon that knows a Fire move,
09:59which is unlikely considering, you know,
10:01it froze you in the first place,
10:03your Pokemon has effectively fainted,
10:05even if the Ice Beam did almost no damage.
10:08This is somewhat countered by the fact
10:10that Freeze is a lot harder to cause
10:12than the other status conditions.
10:14It's only from moves and only with a max 10% chance,
10:18but even then, this was busted.
10:20Another Gen 1 mechanic that completely stopped your Pokemon
10:24was the Binding moves.
10:26Bind, Wrap, Whirlpool, Fire Spin, and Clamp.
10:30Today, these moves do a bit of damage for a few turns
10:33and prevent the bound Pokemon from switching out,
10:35unless they're a Ghost type.
10:36This is not how it worked in Gen 1.
10:38Back then, neither the bound Pokemon
10:41or the attacking Pokemon can move at all.
10:45The target doesn't get to do anything,
10:47while for the user, it says the attack continues.
10:50So both Pokemon are just stuck sitting there
10:53for two to five turns, waiting for the move to finish.
10:56Yeah, potentially five turns of both Pokemon just waiting.
11:02Additionally, all the subsequent hits
11:03do the same as the first.
11:04So if you crit on the first hit,
11:06all of the other hits will also be crit damage.
11:09These moves suck so bad to fight against
11:12because if the enemy Pokemon is faster,
11:14they can use the Binding move, stopping your move that turn.
11:17Then when you're finally free, they just use it again
11:20and you're trapped again.
11:21They are genuinely hell.
11:23And thank God, Gen 2 made it so your Pokemon
11:26can at least still do something while they're being bound.
11:29I'll never forget my first playthrough of Yellow
11:32on the Virtual Console, there is a Bellsprout
11:33that haunts my dreams.
11:34It is hell to deal with these moves
11:37and thank God they changed it immediately in Gen 2.
11:41Another Gen 1 damage stacking strategy
11:43doesn't stop movement, but its damage output is much higher.
11:47First, it involves Toxic.
11:50This move badly poisons the target,
11:52which is different from regular poison
11:54because the damage done each turn increases
11:56as time goes on.
11:57Next is Leech Seed, which triggers seeding on the target.
12:01The seeded Pokemon is damaged each turn
12:03and the opposing Pokemon is healed
12:05by the amount of damage done.
12:07Today, both regular poison and Leech Seed
12:09deal 1 1⁄8 max HP each turn, but it was 1 1⁄16 in Gen 1.
12:14Bad poison starts at 1 1⁄16 HP,
12:16increasing by 1 1⁄16 each turn, maxing out at 15 1⁄16.
12:21But this is not how it worked in Gen 1.
12:24Back then, it was a lot meaner
12:27because the Toxic damage increase
12:29wasn't triggered by a turn passing,
12:31it was triggered by the Pokemon taking damage from Toxic,
12:34which sounds like it would be the same.
12:37However, that hidden counter was also increased
12:43by the Pokemon taking Leech Seed damage.
12:46This counter is not in play if only Leech Seed is applied,
12:49but since they use the same damage algorithm
12:52for whatever reason,
12:53if both Toxic and Leech Seed are applied,
12:56each instance of damage ticks the counter up.
13:00So if you Toxic a Pokemon, it takes 1 1⁄16 damage first,
13:03but then if you Leech Seed it,
13:05it will then take 2 1⁄16 from Toxic,
13:07then 3 1⁄16 from Leech Seed in the same turn.
13:12Then the next turn, 4 1⁄16 from Toxic,
13:155 1⁄16 from Leech Seed, and so on and so on.
13:18Both will cap at 15 1⁄16 damage,
13:21but you're not gonna get that far.
13:22By turn five, one of them's doing eight
13:24and the other one's doing nine,
13:25and that's 17 1⁄16 in one turn.
13:29If you can't heal, it's impossible to survive.
13:32Gen 2 promptly removed Toxic's interaction
13:35with other kinds of recurring damage.
13:37And thank God, because if you had a Toxic Leech Seed Pokemon
13:40that was bulky enough, you can't lose
13:43if you're not fighting a Grass or Poison type
13:44that's immune to one or the other,
13:46because as the Leech Seed damage increases,
13:50so does your healing.
13:52It's so busted, like everything in Gen 1.
13:56That game is held together by masking tape and chewing gum.
14:00This next entry is also about Toxic,
14:03but weirdly enough, it's actually something
14:05that did not start until Gen 6,
14:08which makes it the most recent mechanic in this video.
14:11Beginning in Gen 6, Poison type Pokemon were buffed
14:14so that when they use Toxic, it cannot ever miss,
14:18even if the target is in the middle of digging or flying.
14:21However, this accuracy bypassing effect
14:24lasts for the Pokemon's entire turn.
14:27So if they use another move in the same turn,
14:30that move will also never miss.
14:34Now, I know what you're thinking.
14:36How could a Pokemon possibly use two moves in the same turn?
14:39Well, there are a few very specific ways.
14:42First, the ability Magic Bounce,
14:44which deflects status moves back onto the Pokemon
14:46that used them, technically causes the Pokemon
14:50to use the move they're bouncing back.
14:52But no Magic Bounce Pokemon are Poison type,
14:54so you'd have to do some type-changing shenanigans
14:56to make this work.
14:57Dancer is another ability that causes the Pokemon
14:59to use the move the opponent just did,
15:02but again, no Poison types.
15:04The easiest way to make this happen is by using Instruct,
15:07Oranguru's signature move,
15:09which makes the target use the same move
15:11it most recently did.
15:13So turn one, Oranguru does whatever,
15:15and the Poison type uses Toxic, succeed or fail.
15:19The next turn, Oranguru uses Instruct on the Poison type,
15:22making it use Toxic again.
15:25And then in that same turn,
15:27the Poison type uses the move it just clicked,
15:30such as Horn Drill, which thus cannot miss
15:34unless the target is immune to it.
15:36This could happen in Gen 6, Gen 7,
15:38and a little bit of Gen 8.
15:39It was in Sword and Shield,
15:41but then they patched it about a year
15:42after the game's release.
15:44And if that makes you say,
15:45oh, hey, wait, then that's a glitch.
15:47You shouldn't be talking about glitches,
15:48only intentional decisions.
15:50My response to you would be, no, please be wrong.
15:55If I can't talk about glitches,
15:56I can't talk about like most of Gen 1,
15:58and then I would not have a video.
16:00This next entry has to do with one of the most
16:02unhinged choices the developers ever made.
16:05It led to a bad, non-legendary Pokemon
16:08being banned in the official competitive circuit.
16:12This is about Chatot and Chatter.
16:15Chatter is Chatot's signature move,
16:18a flying-type special move that used to be 60 power,
16:20now 65.
16:21But it also had a chance to confuse
16:23based on how loud you yell.
16:27This sounds like a joke, and it's not.
16:29In the Gen 4 games, Chatter could be used outside of battle,
16:33and it would allow you to record a voice line
16:35into the DS's microphone.
16:37This audio file would then play
16:39instead of Chatot's normal cry,
16:41since Chatot is a parrot mimicking sounds.
16:44Subscribe!
16:54With no audio recording,
16:55Chatter would confuse only 1% of the time.
16:58With a quiet recording, the chance is still 1%,
17:00but then medium volume is 11%, and loud volume is 31%.
17:06It's already insane that how loud you screamed
17:08into a DS microphone could affect how good a move was,
17:14but it gets even more insane when you take a step back
17:15and realize, oh, people can yell whatever they want,
17:20which, as you might imagine, opens the door
17:23for people making a Pokemon say some things
17:26that Big Pikachu doesn't want playing as audio
17:30in their games, such as,
17:34bring back the National Dex, Typhlosion is innocent,
17:37Flannery's hot, pain-
17:40No, we can't put that in there.
17:43This is why Chatot was banned for multiple years
17:46in the official competitive circuit,
17:48along with online matchmaking in Gen 5.
17:50Gen 4 didn't have random online matchmaking,
17:53so you could only battle through Wi-Fi
17:55if you already knew the person,
17:57so you couldn't say stuff to strangers.
18:00Clearly, they realized this huge error,
18:02and in Gen 6, Chatter was changed
18:04to not involve voice recordings at all,
18:06and instead, always confuse?
18:10Whoa, that is an insane buff.
18:12This makes Chatter the only damaging move
18:15that is both 100% accurate and guaranteed to confuse,
18:19outside a couple G-Max moves.
18:21However, Chatot isn't very good,
18:24and Smeargle cannot sketch Chatter,
18:25so it hasn't actually really mattered that much.
18:28Also, Confusion got nerfed in Gen 7
18:30to only self-hit a third of the time instead of half the time,
18:33and then since the start of Gen 8,
18:35Chatot has only been in BDSP,
18:37which people don't use to battle other people,
18:39and Legends Arceus, which didn't have the move at all.
18:42So Chatter really hasn't actually ended up
18:44being that broken long-term,
18:45but the focus of this entry is that in the past,
18:49you could make a Pokemon attack better
18:52by screaming obscenities.
18:54Let's do one more later Gen entry
18:56before I do the last two Gen 1 entries,
18:59which both of them are by far the most unhinged of the video,
19:02especially the last one.
19:04This mechanic comes from Gen 3,
19:06where they introduced double battles and screwed it up.
19:10Today in double battles,
19:11the four Pokemon have a chance to go,
19:13then the turn ends.
19:15If during that turn,
19:16any of them faint before any of the others
19:18have finished moving,
19:19attacks aimed at the fainted Pokemon
19:22will instead target its partner.
19:24If no Pokemon are left standing on one side,
19:27but the other still has an attack to try,
19:29a message like, but there was no target, plays.
19:32The turn ends, and the trainer whose Pokemon fainted
19:35can now send out more.
19:36But in Gen 3, the no target message didn't exist.
19:40There's always a target.
19:42Capitalism never ceases.
19:44If a Pokemon is KOed,
19:46you must immediately send in another.
19:48And if the other side still has an attack left,
19:51it has to immediately take those hits.
19:53Thanks to moves that hit both opponents like Surf,
19:56Gen 3 double battles can potentially see one side
19:59lose four Pokemon in one turn.
20:03This is deeply unfair,
20:05and a big reason why Colosseum and XD,
20:07the spinoff games where every battle is a double battle,
20:10are so fricking difficult.
20:11Thankfully, they fixed this
20:12in the immediately following generation,
20:14but oof, man, some double battles,
20:16like Tate and Liza and Emerald,
20:18you can feel real bad to have a Pokemon go down
20:20and then have another one immediately just get hammered.
20:23Now it is time for the first of the final two entries,
20:26the most insane stuff in Gen 1.
20:29The first of the two is Haze.
20:34That's it.
20:35Like, it's just Haze.
20:37Today, Haze is a simple status move
20:39that removes all stat changes from all Pokemon on the field,
20:42negative or positive.
20:44Simple and easy to understand.
20:46In Gen 1, though, you know what?
20:49Let me just read you its description from Bulbapedia.
20:52Haze resets the stat stages of both active Pokemon to zero.
20:56Okay, same as now.
20:57And removes the stat reductions due to burns and paralysis.
21:01Oh, but not the statuses themselves?
21:05It also lists the effects of Focus Energy and Dire Hit,
21:08Mist and Guard Special, X Accuracy, Leech Seed,
21:10Disable Reflect, and Light Screen
21:12from both sides of the field.
21:13Wait, hold on.
21:15So it's defog, but on steroids
21:18because this removes more than defog does?
21:22But also, it's defog, but you're creating fog?
21:25Additionally, Haze cures confusion
21:28and turns bad poison into regular poison
21:32for both active Pokemon,
21:33and also removes any non-volatile status condition
21:36from the opponent.
21:38What?
21:39It was already crazy,
21:41but now it's doing all this stuff too?
21:42Like, this list is a mile long.
21:45It's turning bad poison into regular poison.
21:49It's curing status conditions,
21:51but only the opponent?
21:53Not even the Pokemon that used Haze?
21:56This move does everything badly.
22:00But then there's one more Haze-related thing
22:02that interacts with mechanics I've already discussed,
22:06Hyper Beam and Freeze.
22:08If a frozen Pokemon that has not recharged from Hyper Beam
22:12has its Freeze status eliminated via Haze,
22:15to clarify, a Pokemon uses Hyper Beam,
22:17then it gets frozen before it can do the recharge turn,
22:20but then also that Freeze is then removed by Haze
22:23still before the recharge.
22:24It will remain unable to attack, switch,
22:27or do anything else,
22:29and nothing will then be able to change this
22:32until it faints.
22:34The Pokemon is made to be permanently helpless
22:36within that battle.
22:37You can do nothing but sit there and wait for it to end.
22:41It's niche, it's a very specific situation,
22:44but like, overall, just don't use Haze in Gen 1.
22:48It's a horrifying mess.
22:49And finally, the most ridiculous battle mechanic,
22:52stat changes in Gen 1.
22:55That may sound broad, because it is.
22:59It was all broken.
23:01This central game mechanic was complete and utter chaos.
23:07First, I have to explain badge stat boosts.
23:10In the first three generations,
23:12earning gym badges would provide all of your Pokemon
23:15with a permanent stat boost for internal battles.
23:18In Gens 1 and 2, it was 12.5%, then 10% in Gen 3.
23:23Kind of a ridiculous mechanic, in my opinion.
23:25Feels kind of overpowered.
23:26I mean, maybe that's why the League Pokemon
23:28were so high level.
23:29But like, regardless, I'm overall glad it's gone,
23:33especially since it fully broke Gen 1.
23:36Anytime the player's Pokemon was impacted
23:39by a stat-affecting move, whether boosted or lowered,
23:42whether the player or opponent Pokemon used the move,
23:44the badge boosts are applied
23:46to all the non-modified stats again.
23:50To be clear, you use Harden to boost your defense,
23:54your Pokemon's attack, special, and speed
23:57would all instantly receive a 12.5% boost
24:00on top of the badge boost that they already have.
24:03This is because the boost was supposed to be used
24:06just on the modified stat when calculating what it is
24:09after the new stat modifier.
24:11But they had that multiplier go to all of the stats,
24:15and its only cap was when the stat reached 999.
24:20If you have all the badges,
24:21spamming Harden with a level five Metapod
24:24can eventually let it out-speed, or maybe even one-shot,
24:27significantly stronger Pokemon.
24:30Apparently, like, Gen 1 speedrunners will say things like,
24:32oh, let me just Harden a few times so I can out-speed.
24:36This gives a whole new meaning to,
24:37oh, you don't have enough badges to train me, huh?
24:40Oh, wait, you do?
24:41Oh my God, I respect you so much.
24:43I'm gonna become a horrifying embodiment
24:45of compounding interest.
24:47And this isn't even the only issue.
24:50When a Pokemon successfully uses a stat-modifying move,
24:53whether on itself or the enemy,
24:55if the other Pokemon is burned or paralyzed,
24:58the stat drops from those conditions,
25:01having attack for burn or quartering speed for paralysis,
25:04are applied again.
25:06So if you sit there spamming growth
25:08against a burned or paralyzed opponent,
25:11not only are you badge-boosting your way
25:12to being stupidly overpowered,
25:14but you're also decimating the enemy Pokemon's attack
25:17or speed, at least until you get them down
25:20to a value of literally one.
25:23Total anarchy.
25:24Gen 1 was already like this,
25:26but the fact that this applies
25:27with every stat-modifying move in the game,
25:31it's just like, it just truly demonstrates,
25:33if you wanna play Kanto, maybe play one of the newer games.
25:38Unless, of course, you crave that chaos.
25:41Thanks so much for watching.
25:42If you wanna watch another video
25:43diving into Pokemon's past,
25:45dive into your own Pokemon past
25:47by checking out 12 dumb mistakes you made in Pokemon.