1.8 vs 1.5R, what's the difference?

1.8 (Purple)

1.5R (Revised)

Typechart: Offers a very different typechart to regular Pokemon games. May take some getting used to, and some other 1.8 hacks may have a slightly different interpretation of it.

Recommended to play with the typechart as reference.

Typechart: Very similar to a regular Pokemon typechart, but with a few key differences.

Some examples of this (NOT EXHAUSTIVE. READ THE CHARTS TO BE SURE.):

-Water being weak to Poison, similar to Miasma in 1.8.

-Faith type being present, acting similar defensively to Dragon-type, but with more weaknesses.


Evolution Chains: Offers a two-stage evo system with branches for most characters. The branch evos are all usually in the 500-560 BST range, based on their stage placement in the Touhou game they originally appeared in.

Evolution Chains: Offers a more standard evo system with 3 stages. EX versions are rebalanced from the original 1.5 games, are roughly equal BST-wise to a branch evo from 1.8, and usually resemble one of them mechanically.

There are some puppets that exceed the 560 benchmark, but are standalones or Ubers/AG-only, like X-forms or Last Word forms.


Items: Limited to Gen 3 items, but offers several improvements like type-boosters being 20% boosts instead of 10%. A complete list for Purple can be found here.


Items: Offers some items beyond Gen 3 like Choice Specs and Toxic Orb. Also offers 20% type-boosters as an improvement over the original 1.5 games.

Note: Status Orbs will activate at the end of a new maunal or KO-switch-in due to Gen 3 action priority. This is accurate to how the hack operates.


Abilities: Largely the same as Gen 3. Most abilities with new names are simply reskins/renames of existing Gen 3 ones to be more thematic.

Existing ones are not improved.(Example: Sturdy does not possess the Focus Sash-like effect from later generations.)


Abilities: Offers some abilities beyond Gen 3 like Regenerator, and some new ones like Fascinate(Special Intimidate).

Additionally, several existing abilities are improved:

-Sturdy offers the Focus Sash effect.

-Auto-weather abilities are not infinite.

-Oblivious, Own Tempo, and Inner Focus block Intimidate and Fascinate, but not Taunt.

-Doll Wall does 1/8th Max HP damage instead of 1/16.

-Flare Boost and Toxic Boost prevent the residual damage of their respective status effects.

-Lightning Rod, Flash Fire, and Storm Drain increase Sp. Atk by 1 Stage when activated.

-Additionally, Gale Wings and Protean are present, and work as their earliest versions do, before any nerfs.


Moves: Generally higher Accuracy across the board. Some key moves like Air Slash that were 95% Accuracy hit 100% as a result.

Hyper Beam-like moves have been removed in favor of lower Accuracy(~80%), harder hitting moves.

No Hidden Power.


Moves: Offensive moves are usually the best versions of themselves(Bolt/Beam being 95 power instead of 90, Hydro Pump and similar moves are 120 power instead of 110, etc.)

Toxic has 85->90 Accuracy, and has its extra effect to always hit if the user is Poison-type.

Healing moves are nerfed PP-wise, but not to Gen 9 levels.

No Hidden Power, but is replaced with a move called Multi-Pulse that acts like Multi-Attack, using the type-booster items in its place to change its type(Charcoal, etc.). The 20% boost from the item will also be applied to the attack.


Status Effects: Unchanged from Gen 3.


Status Effects: Freeze is now Frostbite, and acts as a Special-reducing counterpart to Burn. It loses all interactions that cause thawing out as a result.

Paralysis only halves speed instead of quartering it. Electric-types are still vulnerable.

Grass-types are not immune to powders despite all the other Gen 6-like changes.

Burn and Frostbite deal 1/16th of Max HP per turn instead of 1/8.


Weather: Mostly unchanged from Gen 3 except for one thing:

Beast-types gain 1.5x Special Defense under Sandstorm.


Weather: Weathers from abilities now last 5 turns as previously stated, but a new item called the Scarlet Rock can increase this to 8 turns. It acts as every weather rock from Gen 4 combined into one.

Rock-types gain 1.5x Special Defense under Sandstorm.

Ice-types gain 1.5x Defense under Hail.

Blizzard will now always hit if Hail is active.


Misc: Physical/Special split is implemented.


Misc: Physical/Special split is implemented.

Critical Hits use Gen 6 parameters:

-Unchanged for default(1/16) and +1(1/8) values, +2 and +3 are doubled in probability to 50% and 100%, respectively.

-Crit damage is lowered from 2x to 1.5x.