There are many problems with mold breaker atm. This has been a known issue for a while nowMold Breaker doesn't seem to break through unaware like its supposed to, as my +2 Fraxure was only able to manage 37% against a Quagsire. I checked bulbapedia and veekun and Mold Breaker is in fact supposed to go through unaware, so that should dispell any confusion over which one cancels out which. This almost cost me the match without those crits lol :(.
Log of the event: http://pokemonshowdown.com/replay/ru-20709072
Link to bulbapedia for confirmation: http://bulbapedia.bulbagarden.net/wiki/Mold_Breaker_(Ability)
Link to veekun for confirmation:
http://veekun.com/dex/abilities/mold breaker
EDIT: just realized this bug has been reported quite a bit, and its on the known bugs list (sorry for not reading that first x_x) why hasnt it been fixed yet? :/. Is it harder to fix than expected or something?
the same thing happens to me. from what i've seen it occurs for every dropdown menu and it dissapears everytime someone talks in the main chat. i have to close the lobby chat everytime i want to build a teamSo the nature box frequently disappears after I open it, making it hard to choose a nature.
Heals the user for half its max HP. If the user is Flying, its Flying type is ignored until the end of this turn.
Nope, you're just unlucky (and me too since I usually miss with Hypnosis)But it still might be worth looking into?
Fixed.2) Head Smash Probopass
Fixed.When making a Seismitoad in Teambuilder, a set of Stealth Rock/Scald/Earthquake/Toxic suggests a nature that raises and lowers defense.
Um, that's how Copycat is supposed to work.Possible bug with Copycat+Hidden Power (Turn 11): http://pokemonshowdown.com/replay/lc-30555026
Riolu Copycats Misdreavus' HP Fighting and it hits. (You can see Hidden Power hitting Ferroseed super effectively on Turn 10 and you'll just have to trust me that it's HP Fighting and not HP Fire).
That is correct mechanics.So I u-turned on a mon with eject button and he got to switch out, but not me, I don't think that's normal.
turn 19
http://pokemonshowdown.com/replay/nu-30535786
Eject button switched the foe out before you did. Since, technically, you didn't hit the new foe, U-turn will not switch you out. It's like the gimmick that prevents you from U-turning out on an ordinary Shedinja, or Volt Switching out on a ground type. They were immune to said attack and didn't get "hit" by it.So I u-turned on a mon with eject button and he got to switch out, but not me, I don't think that's normal.
These are the correct mechanics; to quote the smogon page on Encore,(http://www.smogon.com/bw/moves/encore) "If the affected move runs out of PP, the effect ends."Encore does not work when an opponent no longer has enough PP to use a move. They should be forced to struggle, but instead it will say the encore ended (if they ran out before the 3 turns encore was locking it into the move) or it will say Encore failed.
http://pokemonshowdown.com/replay/nu-30489540
You turned off animations in the options. Turn it back on.Okay so whenever I battle on Showdown both mine and my opponents sprites are not moving at all. The attacks also have no animation. This was not happening to me earlier, but just started yesterday. I can screen shot something if that would help? Thanks in advance!
I feel this is important, since Foul Play has become pretty common in UU and RU (Umbreon, Sableye, Spiritomb).Confirmed Foul Play substitutes the target's Attack stat (including regular stat boost) instead of the user's in the damage formula. Does not get an Attack boost from items the target is holding, but if the user is holding an Attack-boosting item such as Choice Band, or has the damage-halving effect of Burn, this is factored into the damage.
You switched out; switching out causes all trapping moves to be removed.Hi, I looked at the list of bugs/not bugs and didn't find this, so I thought I'd mention it. I gave my Smeargle Whirlpool for a strategy I'm trying out, in which I trap my opponent before using Memento for easy setup. According to several different sources, including Bulbapedia, Pokemondb, Smogon, and even my own copy of Pokemon White 2, Whirlpool is supposed to last four to five turns. However, in this replay, (http://pokemonshowdown.com/replay/uu-32771795) it only lasted two. In past generations, Whirlpool lasted from 2-5 turns and had an accuracy of 70%. Given that I initially missed and it only lasted two turns, I'm fairly certain that it needs an update. Since my newest strategy relies on it, I'd like an update soon, or perhaps an explanation of why it only lasted two turns.
Thanks for reading, I hope the issue is resolved!