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I've noticed that the general trend for Sheer Force is that it only boosts moves with positive side effects and removes these side effects- for example, Earth Power is boosted and its chance to drop Special Defense is removed, while Superpower is not boosted and the drop in Attack and Defense after use remains. However, Sheer Force negates Life Orb recoil when using a move that is boosted by Sheer Force, which is a negative side effect. So what is the rule? I think it might have something to do with when the side effect happens during a turn, but I'm not sure.

I'm pretty sure there is also a rule for items which might explain the Life Orb. Include this if applicable.

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Rule for attacks: Sheer force only considers flinch, lowering target's stat, raising user's stat, inflicting a status ailment on the target, and confusing the target. Any other effects from the attack continue to happen and don't boost the attack's power. The rule for items is very complex, so I think we should just wait until somebody tests every item separately. It also causes some abilities to be ignored, such as color change. Also, I'd like to say that combining sheer force with fake out is extremely overpowered.

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What a great question, Mega-Roserade! Since no one has answered yet, I, a total stranger whom you probably know nothing about, will enlighten you on the mechanics of the wonderful ability who goes by the name of Sheer Force!


Effects that come along with attacking moves can be put into categories:

  • Primary Effects, including recoil, stat penalty or status condition for the user, increased critical hit rate, moves that never miss, moves that change power and two-turn moves.
  • Secondary Effects, including reducing the target's stats, increasing the user's stats, inflicting flinch on the target, or causing a status condition to the target.

Sheer Force only boosts moves with secondary effects and removes said effects- it will not boost moves with only primary effects, and will not remove said effects if boosting a move for another reason. For example, Flare Blitz inflicts recoil and has a chance to burn. It will have a 30% power increase and no chance to burn from Sheer Force, but the recoil stays as it is a primary effect.

This is a list of all moves which have a secondary effect. All of these moves will be boosted by Sheer Force and the effects listed will be negated.


Items and abilities will only be affected if a move has been used which is boosted by Sheer Force. It will no longer trigger item or ability effects that activate after attacking. Effects that take place before attacking, however, remain. This explains why the power increase from a Life Orb remains but the recoil is negated when using a move boosted by Sheer Force. Red Card, Eject Button, and Color Change are also affected.

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That's not how percentages work though :/. Kinda like how two body slams have a 51% chance to paralyze over two turns. Correct me if I'm wrong but the math goes like 1 - (1 - 1/10)(1 - 1/10) I'm pretty sure. Idk if thats the exact formula tho. EDIT: That formula is wrong btw. I've tried to figure it out but I gave myself a headache >_<. Some site said something like 0.1 + (1 - 0.1)*0.1. I give up lol.

If your model was true, then by body slamming 4 times (30% each, 120% by your logic at turn 4), the opponent will be, 100% of the time, paralyzed by turn 4, which isn't the case in Pokemon.
It says 20% on Bulbapedia, 10% for each, that's where I'm coming from. It's 2 AM, I'm not in the mood for math xD
Yeah Idk either man lol. I found out on some GameFAQ thread and it made more sense to me tbh. Gn
Does this effect hammer arm? like does it get rid of the speed drop?
The answer lists stat penalty under "primary effects" which Sheer Force does not effect, so no the speed drop stays.