Hit Points

Hit Points are the major factor for every Pokémon in every battle. As such, it's important to keep Hit Points so your Pokémon don't faint and are removed from battle. There are a variety of moves, items and abilities that both affect Hit Points by raising it and Hit Points are also the only stat not affected by any natures.

Moves Affected by Hit Points

The following moves are affected by the user's Hit Points and some based on both the user and the opponent's Hit Points

Name Type Cat. PP Att. Acc. Effect
Brine 10 65 100 If the target's HP is down to about half, this attack will hit with double the power.
Crush Grip 5 -- 100 The target is crushed with great force. The attack is more powerful the more HP the target has left.
Endeavor 5 -- 100 An attack move that cuts down the target's HP to equal the user's HP.
Eruption 5 150 100 The user attacks the opposing team with explosive fury. The lower the user's HP, the less powerful this attack becomes.
Final Gambit 5 -- 100 The user risks everything to attack its target. The user faints but does damage equal to the user's HP.
Flail 15 -- 100 The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
Pain Split 20 -- -- The user adds its HP to the target's HP, then equally shares the combined HP with the target.
Reversal 15 -- 100 An all-out attack that becomes more powerful the less HP the user has.
Water Spout 5 150 100 The user spouts water to damage the opposing team. The lower the user's HP, the less powerful it becomes.
Wring Out 5 -- 100 The user powerfully wrings the target. The more HP the target has, the greater this attack's power.

Recovery Moves

The following moves will allow for the user, target or next Pokémon to recover Hit Points, either through inflicting damage on the opponent, or by just the move itself

Name Type Cat. PP Att. Acc. Effect
Absorb 25 20 100 A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
Aqua Ring 20 -- -- The user envelops itself in a veil made of water. It regains some HP on every turn.
Drain Punch 10 75 100 An energy-draining punch. The user's HP is restored by half the damage taken by the target.
Dream Eater 15 100 100 The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP.
Giga Drain 10 75 100 A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
Heal Order 10 -- -- The user calls out its underlings to heal it. The user regains up to half of its max HP.
Heal Pulse 10 -- -- The user emits a healing pulse which restores the target's HP by up to half of its max HP.
Healing Wish 10 -- -- The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
Horn Leech 10 75 100 The user drains the target's energy with its horns. The user's HP is restored by half the damage taken by the target.
Ingrain 20 -- -- The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out.
Leech Life 15 20 100 The user drains the target's blood. The user's HP is restored by half the damage taken by the target.
Leech Seed 10 -- 90 A seed is planted on the target. It steals some HP from the target every turn.
Lunar Dance 10 -- -- The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
Mega Drain 15 40 100 A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
Milk Drink 10 -- -- The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP.
Moonlight 5 -- -- The user restores its own HP. The amount of HP regained varies with the weather.
Morning Sun 5 -- -- The user restores its own HP. The amount of HP regained varies with the weather.
Present 15 -- 90 The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
Recover 10 -- -- Restoring its own cells, the user restores its own HP by half of its max HP.
Rest 10 -- -- The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
Roost 10 -- -- The user lands and rests its body. It restores the user's HP by up to half of its max HP.
Slack Off 10 -- -- The user slacks off, restoring its own HP by up to half of its maximum HP.
Softboiled 10 -- -- The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP.
Swallow 10 -- -- The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.
Synthesis 5 -- -- The user restores its own HP. The amount of HP regained varies with the weather.
Wish 10 -- -- One turn after this move is used, the target's HP is restored by half the user's maximum HP.

Moves That Remove The User's Hit Points

The following moves wll remove the user's current Hit Points, either by half or completely and will provide either damage to the opponent or a variety of effects

Name Type Cat. PP Att. Acc. Effect
Belly Drum 10 -- -- The user maximizes its Attack stat in exchange for HP equal to half its max HP.
Curse 10 -- -- A move that works differently for the Ghost type than for all other types.
Explosion 5 250 100 The user explodes to inflict damage on those around it. The user faints upon using this move.
Final Gambit 5 -- 100 The user risks everything to attack its target. The user faints but does damage equal to the user's HP.
Healing Wish 10 -- -- The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
Lunar Dance 10 -- -- The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
Memento 10 -- 100 The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk.
Selfdestruct 5 200 100 The user attacks everything around it by causing an explosion. The user faints upon using this move.

Moves That Prevent Recovery

The following move completely prevents the target from being able to recover their Hit Points. It lasts for five turns and completely stops the opponent from recovery.

Name Type Cat. PP Att. Acc. Effect
Heal Block 15 -- 100 For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

Substitutes

Substitute is a rather common attack that is used in many battling environments. This is due to the fact that once the Substitute move is utilised, the Pokémon essentially temporarily backs out of battle and thus the Substitute takes all the hits for the Pokémon. It is also one of the attacks that every Pokémon capable of learning a TM can learn, as its found through TM90 in Sinnoh.

As such, Substitutes take away 25% of your maximum hit points in order to work as a fully-functional substitute. If your Pokémon is below 25% of it's Maximum HP, or it is Shedinja, then the Substitute move will fail and one will not be created.

On first glance, a Substitute will look to some as nothing but a mere stall tactic. However, Substitues do have a variety of extra hidden effects. Firstly, any move that just lowers stats or causes a status condition will fail when used againt the substitute. Moves which have secondary effects that attempt to lower stats or cause status conditions will only do damage and the secondary effect will fail. However, if the Pokémon that made the substitute uses attacks that boost up its stats or cause status afflictions to itself, the effects will occur on the Pokémon. . The substitute also can prevent the Pokémon from flinching if the substitute is hit by a move that causes it.

As the Substitutes receive damage for the Pokémon based upon the HP and the stats of the Pokémon, it is highly possible that many hits will equate to more than 25% of the Pokémon's Max HP. In this case, the Substitute absorbs all the damage and then breaks. One Hit KO moves also will only break the substitute when they hit as opposed to taking out the Pokémon as well. However, if the Pokémon has any of these abilities; Flash Fire, Motor Drive, Volt Absorb or Water Absorb has a Substitute that is hit by a move of the type that activates their ability, the ability effect will still activate. Re-coil from moves used by the Pokémon that created the substitute will also go directly to the Pokémon. If Sandstorm or Hail are in effect and the Pokémon is not of the types that are protected by those weather effects, the damage will still go directly to the Pokémon. It will also prevent moves that trap the Pokémon and inflict damage from trapping and repeating damage infliction.

You have the ability to Baton Pass the Substitue to the next Pokémon as well. This will make the Substitue take the new Pokémon's typing and defenses while keep the HP that it has. It is unaffected by any Entry Hazards. This is also the only way you can have a Shedinja survive multiple successful hits.

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Name Type Cat. PP Att. Acc. Effect
Substitute 10 -- -- The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.

Abilities

Abilities are another aspect of Pokémon which can have an impact on Hit Points. There are some which activate based upon the level of Hit Points, there are some which recover Hit Points and there are some which remove hit points. These can help you with various strategies ingame and are listed below

Recovery Abilities

When it is raining, Pokémon with the Dry Skin ability heal 1/16th of their maximum Hit Points at the end of each turn
When it is hailing, Pokémon with the Ice Body ability heal 1/16th of their maximum Hit Points at the end of each turn
If it is Poisoned, Pokémon with the Poison Heal ability heal 1/8th of their maximum Hit Points at the end of each turn
When it is raining, Pokémon with the Rain Dish ability heal 1/16th of their maximum Hit Points at the end of each turn
When switched out, Pokémon with the Regenerator ability heal up to 33.3% of their maximum Hit Points
When hit by Electric-type moves, Pokémon with the Volt Absorb ability heal up to 25% of their maximum Hit Points
When hit by Water-type moves, Pokémon with the Water Absorb ability heal up to 25% of their maximum Hit Points

Hit Point Removing Abilities

When it is sunny, Pokémon with the Dry Skin ability lose 1/16th of their maximum Hit Points at the end of each turn
When it is sunny, Pokémon with the Solar Power ability lose 1/16th of their maximum Hit Points at the end of each turn but have their Attack increased by 50%

Abilities That Activate based on Hit Points

When the user has less than 33% of maximum Hit Points, Pokémon with the Blaze ability have their Fire-type moves increased in power by 50%
When the user has less than 50% of maximum Hit Points, Pokémon with the Defeatist ability have their Attack and Special Attack reduced by 50%
When the user has full Hit Points, Pokémon with the Multiscale ability have damage on them reduced by 50%
When the user has less than 33% of maximum Hit Points, Pokémon with the Overgrow ability have their Grass-type moves increased in power by 50%
When the user has less than 33% of maximum Hit Points, Pokémon with the Swarm ability have their Bug-type moves increased in power by 50%
When the user has less than 33% of maximum Hit Points, Pokémon with the Torrent ability have their Water-type moves increased in power by 50%
When the user hits 50% of the Hit Points they had when they entered battle, Pokémon with the Zen Mode ability change form

Faint Prevention

In addition to this, there are a few methods of potential prevention of the Pokémon fainting. These methods are mostly only workable when the Pokémon has full hit points, but a couple of methods will work at any point except for if the Pokémon only has 1 Hit Point.

First is the ability Sturdy. From Generation V, if the Pokémon has full Hit Points and gets damaged by a move which would knock it out, the Pokémon will survive with just 1 Hit Point. In a similar manner, the item Focus Sash works in an identical way. However, the other item; Focus Band will work regardless of Hit Points as it has a 10% chance of allowing the user to hold on from a move which would knock it out. Like the previous item, it'll leave it at 1 Hit Point.

Picture Name Effect
Focus BandAn item to be held by a Pokémon. The holder may endure a potential KO attack, leaving it with just 1 HP.
Focus SashAn item to be held by a Pokémon. If it has full HP, the holder will endure one potential KO attack, leaving 1 HP.

Next are the attacks which work in a similar manner. The attack Endure works like the ones above but, when it works, it will keep the Pokémon at 1HP if it was going to be knocked out. It does have a drawback, as the likelihood of it succeeding decreases with each successive use. On the inverse, there is an attack which will make sure the opponent will not faint. This attack, False Swipe, will leave the opponent at 1 Hit Point

Name Type Cat. PP Att. Acc. Effect
Endure 10 -- -- The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
False Swipe 40 40 100 A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.

Items

There are a variety of items that both hinder and help you in regards to the Hit Points. There are hold items which will bring the addition gradually and there are standard recovery items which you cannot use over standard multiplayer battles, but are useful in-game

Hold Items Which Recover HP

Picture Name Effect
Aguav BerryA Poffin ingredient. If held by a Pokémon, it restores the user’s HP in a pinch, but may also cause confusion.
Black SludgeA held item that gradually restores the HP of Poison-type Pokémon. It inflicts damage on all other types.
Enigma BerryA Poffin ingredient. If held by a Pokémon, it restores its HP if it is hit by a foe’s supereffective attack.
Figy BerryA Poffin ingredient. If held by a Pokémon, it restores the user’s HP in a pinch, but may also cause confusion.
Iapapa BerryA Poffin ingredient. If held by a Pokémon, it restores the user’s HP in a pinch, but may also cause confusion.
LeftoversAn item to be held by a Pokémon. The holder's HP is gradually restored during battle.
Mago BerryA Poffin ingredient. If held by a Pokémon, it restores the user’s HP in a pinch, but may also cause confusion.
Oran BerryA Poffin ingredient. It may be used or held by a Pokémon to heal the user by just 10 HP.
Shell BellAn item to be held by a Pokémon. The holder's HP is restored a little every time it inflicts damage.
Sitrus BerryA Poffin ingredient. It may be used or held by a Pokémon to heal the user’s HP a little.
Wiki BerryA Poffin ingredient. If held by a Pokémon, it restores the user’s HP in a pinch, but may also cause confusion.

Hold Items Which Remove HP

Picture Name Effect
Black SludgeA held item that gradually restores the HP of Poison-type Pokémon. It inflicts damage on all other types.
Life OrbAn item to be held by a Pokémon. It boosts the power of moves, but at the cost of some HP on each hit.

Recovery Items

Picture Name Effect
Berry JuiceA 100% pure juice made of Berries. It restores the HP of one Pokémon by just 20 points.
Energy RootA very bitter root. It restores the HP of one Pokémon by 200 points.
EnergyPowderA very bitter medicine powder. It restores the HP of one Pokémon by 50 points.
Fresh WaterWater with a high mineral content. It restores the HP of one Pokémon by 50 points.
Full RestoreA medicine that fully restores the HP and heals any status problems of a single Pokémon.
Hyper PotionA spray-type medicine for wounds. It restores the HP of one Pokémon by 200 points.
LemonadeA very sweet drink. It restores the HP of one Pokémon by 80 points.
Max PotionA spray-type medicine for wounds. It completely restores the HP of a single Pokémon.
Max ReviveA medicine that revives a fainted Pokémon. It fully restores the Pokémon's HP.
Moomoo MilkMilk with a very high nutrition content. It restores the HP of one Pokémon by 100 points.
PotionA spray-type medicine for wounds. It restores the HP of one Pokémon by just 20 points.
RagecandybarA famous Mahogany Town candy tourists like to buy and take home. It restores the HP of one Pokémon by 20 points.
Revival HerbA very bitter medicinal herb. It revives a fainted Pokémon, fully restoring its HP.
ReviveA medicine that revives a fainted Pokémon. It restores half the Pokémon's maximum HP.
Sacred AshIt revives all fainted Pokémon. In doing so, it also fully restores their HP.
Soda PopA fizzy soda drink. It restores the HP of one Pokémon by 60 points.
Super PotionA spray-type medicine for wounds. It restores the HP of one Pokémon by 50 points.
Sweet HeartVery sweet chocolate. It restores the HP of one Pokémon by only 20 points.
 
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