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ghoulslash edited this page Jan 11, 2021 · 3 revisions

Totem Boosts

Introduced in Gen 7, totem boosts allow you to set up a boss battle with a wild Pokemon that starts the battle with boosted (or lowered!) stats.

This is very simple to set up: it uses a scripting command, settotemboost to set up the stat changes for any battler. That's right, you can even boost or lower your own Pokemon's stats, or create a double totem battle! Here's how the command looks:

settotemboost battler, atkBoost, defBoost, speedBoost, spatkBoost, spdefBoost, accBoost, evasBoost
  • battler: the battler position to gain the totem boost where:
    • 0: player left
    • 1: opponent left
    • 2: player right (unused in single battles)
    • 3: opponent right (unused in single battles)
  • '__Boost`: amount to boost each stat, ranges from -6 to +6
  • Note: you can assign arguments up until the last stat you want changed, and the rest will default to 0!

So, I could create a script to mimic the GIF above to give the opponent +1 Attack and -2 Speed:

EventScript_TotemTest::
    lock
    settotemboost 1, 1, 0, -2   @ spAtk onwards will be 0
    setwildbattle SPECIES_ARMALDO
    dowildbattle
    end

There are several convenient macros created for simple totem boosts:

  • Raise a single stat by 1: totemboost_atk1 battler and so on
  • Raise a single stat by 2: totemboost_atk2 battler and so on

Notes:

  • This will work in scripted trainer battles, but only the first opponent Pokemon will gain the totem boosts