>>40702509
okay so
>prankster
an ability that gives all non-damaging moves priority
>priority
think like quick attack. every move has its own priority, most being 0, quick attack is +1, extreme speed is +2, switching is something like +5, moves that force the opponent to switch out like roar are like -5. higher priority moves always move before lower priority ones, and when the priority is the same, it’s determined by speed. prankster just adds +1 priority to all status moves, so most end up at +1, but something like roar will still be far into the - since keeping your opponent from moving is broken (there was a strategy based around getting around this, but it was a pain to set up and eventually just got added failsafes to make it impossible)
>EVs & base stats
base stats essentially give ranges for pokemon of a given species’ stats, e.g. blissey has 255 base hp so it’ll always have super high hp, and 10 base defense, so it’ll always have low defense. EVs, short for effort values, influence a pokémon’s final stats. you can have a max of 255 EVs in any stat, and 510 total, and every 4 EVs corresponds to 1 stat point (meaning the max is actually 252). in the cartridge games, you gain EVs by defeating certain pokemon (e.g. a bidoof will give you 1 HP EV, a starly will give you 1 attack EV) or feeding pokemon vitamins. there’s also IVs, which range from 0-31 and at level 100 boost a stat by that much, but on simulator those are all at 31 most of the time
>sticky web
entry hazard that lowers incoming grounded pokémon’s speed by 1 stage when they switch in
>entry hazard
certain moves fuck with switching in, which is big in competitive where pokemon are constantly switching. stealth rocks deal damage to everything depending on their matchup with rock types (1/2 of your HP if you’re double weak, 1/4 if you’re weak, 1/8 normally, 1/16 if you resist, and 1/32 if you double resist), spikes do damage to grounded pokemon depending on how many layers are up