DP Research Thread #1 ("Old")

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Surgo

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Welcome to the new, consolidated research thread! Here you'll find a consolidation of our non-obvious findings from the new games, listed in the next several posts.

* Move questions/answers
* Trait questions/answers
* Item questions/answers

Feel free to post research requests and answers here as well.

Finally, let's give a big thanks to Team Rocket Elite, OmegaDonut, X-Act, Synesthetic, Jibaku, Bob Doily, and others for helping out with all this research.
 

ΩDonut

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MOVES:

Acid: Now lowers Special Defense instead of Defense.

Assurance: If the opponent has previously taken ANY damage that turn, whether it is from Spikes\Stealth Rock or their own Life Orb recoil, Assurance's power is doubled.

Bide: Now has the same move speed priority as Quick Attack\Extremespeed\etc.

Bug Bite: If the target is holding a berry, the user will steal that berry and eat it in the same turn, activating the effect of that particular berry. For example, using Bug Bite against a Pokemon holding a Salac Berry will cause the user to gain Speed, while using it against one holding a Lum Berry will heal its status effects if it has any - otherwise, it will be wasted.

Charge: Now raises Special Defense one level in addition to boosting the next Electric attack. These Special Defense boosts are not lost when an electric attack is used, unlike Stockpile.

Crunch: Now has a 20% chance of lowering Defense instead of Special Defense.

Feint: Is a 50 BP Normal-type move that smashes through the Pokemon's Protect/Detect, making it vulnerable to other attacks in a 2v2 setting. The Protect/Detect that was smashed still counts as a use of Protect, so the second use of Protect/Detect/Endure only has a 50% chance of success even if the first one was smashed.

Fling: The user throws their item at the opponent, losing it permanently. The base power and effects vary with each item. For example, Flinging an Iron Orb has 130 base power, while hurling a Light Ball has 30 BP but always paralyzes. The complete list of Flingable items and their base power\effects is here.

Gravity: While Gravity is in effect, ALL Pokemon will be able to be hit by Ground-type moves as well as all manner of Spikes, including Flying-types and Pokemon with Levitate. However, Flying-types are still weak to Rock/Ice/Electric attacks. Also, Fly, Bounce, Hi Jump Kick, Splash and Jump Kick cannot be used while Gravity is in effect. If a Pokemon is airborne because of Fly or Bounce when Gravity is activated, they will come to the ground and the attack will be cancelled. Gravity also increases the accuracy of all Pokemon on the field, presumably 50% or more. This is still being researched.

Gyro Ball: The power is based on a ratio between the user's current Speed and the target's Speed. Generally, if the user's speed is very low while the target's is very high, Gyro Ball will do high or near its maximum power. Gyro Ball's maximum power is 150.

Hail: Still does 1/16 damage per turn. But Blizzard is 100% accuracy during it.

Head Smash: Has 50% recoil damage instead of the usual 1/3.

Heal Block: Does not block the usage of health-recovery items such as Leftovers or Shell Bell. However, it does block the usage of health-recovery moves such as Recover and Rest.

Hi Jump Kick: Now causes the user to crash if it "misses" because its target is a Ghost-type.

Last Resort: Can be used after the all the user's other moves have been used at least once before switching out.

Lunar Dance: User sacrifices itself, next Pokemon sent out gets HP and PP fully restored.

Magma Storm: Traps the foe for 2-5 turns, like Fire Spin.

Magnet Rise: The user is simply made immune to Ground-type moves for 5 turns, barring the use of Gravity. It does not replace the user's current trait.

Me First: The user must be faster than the target. If the opponent was about to use an attack this turn, Me First copies that attack at 1.5x BP. Focus Punch cannot be copied by Me First.

Metal Burst: Reflects back an opponent's attack for double damage, like Counter or Mirror Coat. Unlike Counter/Mirror Coat, it will reflect back both physical and special attacks, and does not automatically go last. Metal Burst fails if it is used that turn before the user is hit by an attack.

Nature Power: Has some new moves chosen for the various arenas in DP:

Road / Desert ~ Earthquake
Building ~ Tri Attack
Grass / Tall grass ~ Seed Bomb
Cave / Mountain ~ Rock Slide
Snow ~ Blizzard
Pond / Ocean ~ Hydro Pump

Note that in WiFi\link battles, only one attack can be chosen, and that's Tri Attack. Thanks to KevlarX290 for looking into this.

Natural Gift: This move has approximately 60-80 BP and varying type depending on the berry the user is holding. After the move is done, the berry is used up. See this post for complete details.

Power Swap\Guard Swap: Contrary to popular belief over the last couple of months, these moves do NOT swap the actual stats between Pokemon. The swaps actually switch their respective stat boosts\debuffs. For example, if a Pokemon with two Calm Minds used Power Swap against a Heracross that used Swords Dance twice, you would gain its two Swords Dances while it would get your Attack\Special Attack boosts - in this case, it would have no Attack boosts, and it would get the Power Swapper's Special Attack boosts from the Calm Mind.

Power Trick: Power Trick, however, actually DOES swap the user's Attack and Defense stats.

Punishment: Its original base power is 60. However, if the target has any boosted stats (stats that have been reduced are ignored), then its power is multiplied by (1 + 0.25x) for each stat, where x is the number of levels in each boosted stat. It has a maximum base power somewhere between 180 and 200 BP. For example, a Pokemon that has used Dragon Dance twice will have four boosted levels - two in Attack, two in Speed. Therefore Punish's new base power will be 60 * (1 + 0.25(2)) * (1 + 0.25(2)) = 135.

Pursuit: If a Pokemon holding a Choice Band\Glasses\Scarf uses Pursuit against a Pokemon switching out (and ONLY against a Pokemon switching out), they can reselect a different move next turn if this happens on the Choice item holder's first turn in battle. This actually happened in Advance as well, but nobody noticed until now. Apparently only works this way in Japanese DP, and no longer works in the English DP.

If the other Pokemon is U-Turning and the Pursuit user is slower, then Pursuit will hit first and deal double damage. It does not behave this way against Baton Pass.

Roost: In addition to healing 50% health, the user, if Flying-type, loses the resistances, immunities, and vulnerabilities of the Flying-type - that is, it can be hit by Ground attacks and is not weak to Ice\Electric\Rock or resistant to Grass\Bug\Fighting. Pokemon with Levitate are not affected. If a Flying-type user has a secondary type, like Zapdos' Electric type, they still retain that type.

This applies for the rest of the turn after Roost has been used. Roost's effect does not carry on into the next turn.

Secret Power: Has some new effects depending on the arena in DP:

Road / Desert ~ Lowers Accuracy 1 stage
Building ~ Paralyzes
Grass / Tall grass ~ Sleep
Cave / Mountain ~ Flinches
Snow ~ Freezes
Pond / Ocean ~ Lowers Attack 1 stage

Note that in WiFi\link battles, the only available stage is Building, so you only can paralyze with Secret Power there. Thanks to KevlarX290 for looking into this.

Spite: Now always reduces PP by 4 instead of randomly 2-5.

Stockpile: Each time a Pokemon uses Stockpile, its Defense and Special Defense go up 1 level. These boosts can be Baton Passed, though the Stockpiles themselves are not. When the Pokemon with Stockpiles uses Spit Up/Swallow, it loses the defense boosts that it gained on its own through Stockpile (not any other defense boosts passed by another Pokemon who used Stockpile).

Stockpile can only be used three times, meaning a Pokemon on its own can only raise its Def\SpDef three levels with it.

Stealth Rock: Only disappear through Rapid Spin. Flying-types are immune to Toxic Spikes.

Stealth Rock deals 12.5% damage base, affected by the target's susceptibility to Rock. A Fire/Flying Charizard (4x weak to Rock) takes a ridiculous 50% damage from SR, while the Steel/Fighting Lucario (4x resist) takes a mere 3.125%.

Struggle: Now deals recoil equal to 1/4 user's total HP, rounded down.

Surf: Now hits all other Pokemon on the field in 2v2, but its power is cut to 75%.

Taunt: Now lasts for 2-4 turns.

Tickle: No longer hits through Substitutes.

Toxic Spikes: The first layer of Toxic Spikes causes normal poison; and the second layer causes Toxic-level poison. If a Poison-type lands on the Toxic Spikes, then they will absorb the Toxic Spikes and take them from the battlefield. Note that they actually have to land on them; if they are also Flying-type or Levitating (like Crobat or Gengar), then they do not absorb them.

Trick Room: On the turn Trick Room is used, the move ALWAYS goes last. Even Roar and Whirlwind beat it! It does not affect the move priority of moves, however - Extremespeed\Mach Punch still goes first, Counter\Mirror Coat\Roar\etc. go last.

Trump Card: This is a Normal-type special attack that Eevee learns at level 57. Its power depends on how much PP Trump Card has left.

8-5 PP: 35-40 BP
4 PP : 45-50 BP
3 PP : 55-60 BP
2 PP : 75 BP
1 PP : 190 BP
(estimated BP values)

As you can see, its PP increases drastically at 1 PP, making it your "ace in the hole".

U-Turn: DOES allow you to escape trapping moves, and you do get to select who to switch to after the U-Turn user switches out.

If a Choice Item holder uses U-Turn to switch out to another Choice Item holder that knows U-Turn, the Pokemon switched in will only be able to use U-Turn.

Pursuit will deal double damage against a Pokemon if the U-Turner is faster than the Pursuiter. Otherwise, Pursuit will just do normal damage.

Worry Seed: Worry Seed, on the other hand, DOES replace the trait of the target with Insomnia.

Wring Out\Crush Grip: The formula for base power is (target's HP percentage) * ~1.1 or 1.2. For example, Crush Grip against a Pokemon with 100% health would be approximately 120 power.
 

ΩDonut

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Changes to Old Traits

Flash Fire - Will o' Wisp now activates it even for Fire Pokemon.

Volt Absorb - Thunder Wave now activates it.

Shadow Tag - Now negates another Wobbuffet's Shadow Tag and allows either to escape from each other without having to rely upon Beautiful Skin.

Intimidate - May or may not go first even if both Pokemon switch out, meaning that it would no longer hit Pokemon that come in simultaneously.

Also, Intimidate now also activates if a Pokemon gains it through Skill Swap, Trace, or Role Play.

Rough Skin - Now deals 12.5% damage rather than 6.25% damage.

New Traits

Hydration - Seems to heal all conditions of the Pokemon when Raining at the end of the turn, including Sleep and Sleep that is self-induced, as with Rest. It's quite possible that this does heal Freezing, but since Ice attacks are ineffective on Water Pokemon, we probably be finding out for a while anyway.

Leaf Guard - Seems confirmed by ilabb that Leaf Guard doesn't automatically cure Rest, at least if Sunny Day is activated before. Confirmed by Puniverse not to cure Rest. Instead of being like Refresh, it seems more like an automatic Safeguard, though there has been no mention of whether or not this wards off Confusion. (Sunny Day already wards off Freezing.)

Aftermath - If the Pokemon with Aftermath is fainted by a physical contact move, the Pokemon that fainted it takes 25% damage.

Mold Breaker - Quoth Team Rocket Elite:

"Unconventional does not disable Traits at all! It just lets moves that would be blocked by a Trait get through."

Does NOT affect Intimidate. Is always active once in.

Some of the things that it seems to affect are Volt Absorb (and probably Electric Engine), Flash Fire, Water Absorb, Levitate, Hard Rock, Soundproof, and Wonder Guard.

Bad Dreams - This trait does 1/8th damage to any sleeping Pokemon. Confirmed by theNightbizzle of YouTube.com. Darkrai's ability does not affect itself if Darkrai is put to sleep, though it is Darkrai will still be affected by another Darkrai's Nightmare ability, the Ghost attack Nightmare, and doubtless the Psychic attack Dream Eater if Darkrai has been affected by Miracle Eye beforehand.

Anticipate - Anticipate informs you when the opponent has a super-effective move in their moveset ONLY when the Pokemon with Anticipate switches in. Does NOT determine if the opponent has a super-effective Hidden Power\Natural Gift since it is technically Normal type until just right before it smacks you in the face.

Also, apparently detects OHKO and Explosion moves, though it won't specifically tell you what move it is like Forewarn will.

Adaptability - This trait changes the STAB boost from 1.5x to 2x. It does not add an extra 1.5x boost on top of the existing one.

Download- This trait raises Attack or Special Attack depending on what is the weakest defense stat of the Pokemon it switches in on. If Defense is higher, Special Attack is raised; if Special Defense is higher, Attack is raised.

This DOES count as an official stat-up, so it does NOT to allow you technically go over the limit of 4x stats.

Heat Proof – Cuts damage from Fire attacks by 50%. Also cuts damage from burns to 1/16 total HP per round rather than 1/8 total HP.

Motor Drive - This raises the Pokemon’s Speed whenever ANY electric attack hits it, including and granting immunity to Thunder Wave.

Multitype: In addition to changing Arceus' appearance and type with the plates, it also acts like Sticky Hold - that is, Arceus' item cannot be stolen, Knocked Off, Embargoed, or Tricked. This applies to all items, not just the Plates.

No Armor – If a Pokemon with No Guard is in play, all damaging attacks (that is, attacks with a base power) from ANY Pokemon will have 100% accuracy, even through accuracy and evasion modifers such as Sand-Attack and Double Team as well as as against Pokemon using Fly, Dig, and Dive. This does not apply to non-damaging attacks such as Hypnosis. This does apply to OHKO moves.

Slow Start – When Regigigas is switched in, a five-turn countdown starts. Until this countdown is over, his Attack and Speed will be halved. This countdown restarts whenever Regigas is switched out and then switched back in.

Slow Start appears to behave differently in the Japanese Diamond\Pearl. In the Japanese DP, the stat drops remain even if Slow Start is replaced through Worry Seed or Skill Swap. In Pokemon Battle Revolution and any other language version, however, the stat changes disappear instead.

Pickup - The new changes have been documented at http://members.shaw.ca/teamrocketelite/PickupTable.html. This was brought by Team Rocket Elite. Needs additional confirmation, but not a priority since there are only three changes.

Snow Warning - Hail from this still does only 1/16th damage.

Solid Rock\Filter - It has been confirmed that this only reduces damage by super-effective attacks to 0.75x their original value.

Magic Guard - Magic Guard blocks ANY damage not inflicted by a direct attack. This includes but is not limited to:

- Sandstorm\Hail damage
- damage from Poison or Burn (but not Burn's Attack drop)
- Leech Seed's draining effect
- Stealth Rock\Spikes damage
- recoil from Double-Edge or Life Orb

But it does not remove Belly Drum's -50% health effect. It also does NOT block Roar\Whirlwind.

Also, Clefable's Magic Guard does not act like Shield Dust and prevent side-effects. So, it can still be burned by Flamethrower--it just won't feel the Burn (damage).

Unburden- This only activates when the Ghost Balloon loses/uses up its currently held item. Ergo, currently the previous thought, that means it will never activate if the Ghost Balloon has no item to begin with. When Unburden does active, it becomes an auto-Agility, meaning that the Ghost Balloon's Speed doubles. Unfortunately this boost cannot be Baton Passed. Of course, like most everything, additional confirmation is encouraged.

Ice Body - It seems exactly like Rain Dish, except with Hail.

Scrappy - It seems exactly like a one-way Foresight, with both Miltank and Kangaskan being able to hit Ghosts with Normal and Fighting moves while remaining still immune to Ghost attacks themselves.

Unaware - It seems to negate all stat-uppers outside of Speed. So Agility, Rock Cart, Speed Boost, Electric Engine, Quick Feet, and the speed part of Dragon Dance should not be affected. Oh, and it seems to activate anytime that the Beavers are brought in.

Simple - It doubles the effect of any non-status based stat-change that affects Bibarel\Bidoof, whether inflicted by the opponent or the beaver itself. For example, if an opponent Intimidates Bidoof, which is a -1 Attack drop, its Attack will effectively go down -2 (although it still has just a -1 Attack modifier).

An example of the latter is that Biidaru's Amensia triples it Sp. Def with one use (+4 instead of +2). This works with Baton Passing to Biidaru as well, but as for whether or not Heart Swap swaps the factored or the unfactored changes is currently unknown.

Forewarn- It seems much less promising than anyone thought it would be. It seems to only tell you what the move with the highest basepower is, such as Focus Punch. It does not factor STAB into account. Apparently not completely true. It apparently informs the user of the presence of Counter as well. Further testing is required.

If two moves are of the same basepower, Psychic Dream randomly picks on and seems to stick to that one for the rest of the match.

Technician - It seems that it has indeed been confirmed that Technician raises the power of moves at basepower 60 and below (inclusive) by 1.5. It also seems to work before the STAB is factored in. It DOES boost Hidden Power.

Iron Fist - The boost raises punch attacks's power by 1.3. Of possible attacks that benefit, only the Elemental Punches, Mach Punch, Sky Uppercut, and Focus Punch have been confirmed

Flower Gift - It seems that Flower Gift only boosts the Attack and Special Defense of Cherrim and its partner by 1.5x during Sunny Day.

Super Luck - What oncewas a horrible mistranslation that said "Bad Luck", "Strong Luck" ultimately means the opponent that has a stronger chance of getting hit by a Critical Hit, not the possesser of "Bad Luck"/Strong Luck.

Skill Link - Confirmed to make multi-hit moves like Spike Cannon and Icicle Spear always hit five times.

Sniper - Confirmed to double the damage of Critical Hits, meaning that you effectively do 4x the damage if a Critical Hit should occur.

Stall - Confirmed to make Sableye always go last, but before negative priority moves (unless it's using a negative priority move itself). As for what uses this has....it seems like absolutely nothing, considering that something with technically 0 Speed still gets smacked for damage potentially big damage by Gyro Ball.

Dry Skin - Confirmed to not only raise and decrease HP in Rain or Sun respectively (although how much has not been confirmed), but also make the possesser able to absorb Water attacks. This also, however, adds a weakness to Fire, which means that Parasect becomes 8x weak to Fire with this ability.

Reckless - Supposedly appears to increase the amount of recoil that Pokemon using recoil moves again Hitmonlee take by a factor of about 1.2. This probably isn't as nearly as useful as Limber, especially considering Hitmonlee's crappy Defense stat.

Quick Feet - Multiplies speed by 1.5 if paralyzed, burned, or poisoned. Does not negate the 25% chance of full paralysis.

Frisk - Shows only text of the item and only activates when they come in on an opponent. If the opponent has no item, nothing occurs.

Normalize - Appears to change all moves Delcatty has to Normal, meaning that all damaging attacks get STAB but nothing can be super-effective since Normal is super-effective against nothing; this also means that all damaging moves that Delcatty has can be resisted by Rock and Steel Pokemon and are other resisted by Ghosts.

The only good news comes in the form of non-damaging attacks becoming Normal as well, since Thunder Wave will work on Ground Pokenom and probably Pokemon that absorb Electric attacks as well; Steels and probably Poison appear to still be immune to Normal-typed Toxic, though.

Poison Heal - Appears to heal the same amount whether the Poison is normal "weak" poison or increasing "Toxic" poison. This healing factor, however, is twice that of Leftovers at 1/8th of Max HP per turn and simultaneously allows Breloom to be immune other statuses as it is technically "Poisoned".

Tinted Lens - This trait doubles the effectiveness of any "not very effective" attack made so that 4x resistance becomes only 2x resistance, such as a Normal attack against the Rock/Steel Aggron, or 2x resistance becomes neutrality, such as a Bug attack against a Fire Pokemon.

This does not affect immunity, meaning that using a Psychic attack against Dark Pokemon without the aid of the move Miracle Eye will still do nothing.

Anger Point - Appears to be an instant Belly Drum for the Anger Point Pokemon whenever a critical hit occurs. Even if the critical hit hits a Substitute.

Gluttony – The Pokemon consumes pinch berries at 50% health instead of 25%.
 

ΩDonut

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ITEMS:

Iron Orb: The holder of this item has its speed cut in half (it stacks with standard speed drops) and will become vulnerable to Ground-type attacks and all types of Spikes, regardless of their being Flying-type or having Levitate.

Expert Belt: Boosts super-effective moves by 1.2x.

Sticky Barb: If opponent attacks with a physical attack, the Sticky Barb attaches onto them and start hurting them for 12.5% damage each turn.

Life Orb: Physical attacks and special attacks are boosted by 30%, but user takes damage equal to 10% of your max HP. This "recoil" is not blocked by Rock Head. The damage does not stack when using multi-hit moves. The holder even takes damage using set damage moves like Seismic Toss. The attacker does not take damage when it attacks a Substitute, however.

Shed Shell: DOES allow the holder to switch out of Shadow Tag, Arena Trap, and Magnet Pull, as well as trapping moves such as Mean Look and Wrap.

Cold\Hot\Smooth\Wet Rock\Light Clay: They extend the length of their respective weather moves (Cold Rock = Hail, Hot Rock = Sunny Day, Wet Rock = Rain Dance, Light Clay = Reflect\Light Screen) to 8 turns, including the turn they were used. Even if the holder is switched out for a non-holder, it will still continue for 8 turns.

Adamant/Lustrous Orb: Gives a 20% boost to Dialga and Parukia's STAB attacks, respectively.

Light Ball: Now doubles Pikachu's Attack as well as its Special Attack.

Focus Sash: If the holder is at full health when it is hit by an attack that would KO it instantly, it will survive with 1 HP. It disappears after this occurs. Focus Strip will not activate if the user is not at 100% health. Also, if the holder is hit by a multi-hit move, the user will survive all hits provided the user is at full health on the first hit.

Big Root: Increases the HP gained from a draining move such as Giga Drain, Drain Punch or Dream Eater by 15% of the damage dealt, rounded down. The healing gained from Ingrain is also multiplied 1.3x.

Black Sludge: Recovers 1/16 HP each turn to Poison-types, just as much as Leftovers.

Flame\Toxic Orbs: These orbs cause burn and poison to the holder at the end of each turn, unless they have been already afflicted with a status effect. At the start of the battle, the holder will be healthy, so the Toxic\Flame Orbs will not protect it from any status effect moves the first round it is in play.

Metronome: Boosts a move's power by 10% every time it is used consecutively, with a cap of 200%. The boost is lost when a different move is selected.

Power Ankle\Band\Belt\Lens\Waist\Wrist: In addition to the EVs normally gained from defeating an opponent, the holder will also gain 4 EVs in the stat the Power Item corresponds to (Waist: HP, Wrist: Attack, Belt: Defense, Lens: Special Attack, Band: Special Defense, Ankle: Speed). The holder's speed is also reduced two levels (effectively halving it).

Sitrus Berry: Now recovers 25% of the holder's max health instead of 30 HP.

Type-Boosting Items (Charcoal, Magnet, Aruseus' Plates, etc.): Now boost 20% instead of the old 10%.

Muscle Band\Wisdom Glasses: Boost physical\special attacks 1.1x, respectively.

Type-Resist Berries: These berries activate whenever the opponent uses a damage-dealing attack that corresponds to the type the berry protects, AND is super-effective against the holder. (The exception is the Normal-resist berry.) That particular attack does half damage. After that, the berry is used up.

Rowap\Jaboca Berries: Deal 12.5% to an opponent after getting hit by a physical\special attack, respectively. The user must survive the hit for it to activate.

Zoom Lens: The holder's Accuracy is increased by approximately 20% if the holder goes last in a turn.

Wide Lens: The holder's Accuracy is increased by 10%.

Enigma Berry: Heals 25% of the holder's health when hit by a super-effective attack. However, the holder has to survive said attack first.

Shoal Salt: Contrary to what Serebii says about it, Shoal Salt does NOT recover any HP in battle. It still does absolutely nothing.

King's Rock: Not a change, but since it's a point of contention this will be settled once and for all: King's Rock does not stack with Serene's Grace or other flinch moves.
 

ΩDonut

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Things that still need research:

MOVES:

Assist: In Colosseum, Assist did not call on the moves of fainted teammates, while in RSE and DP in-game, they do. How does Assist behave in PBR?

Foresight: In Colosseum, Foresight did not make Fighting-attacks super-effective against Sableye. How does it behave in DP\PBR?
 

Jibaku

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Sleep Talk: Is still psycho under a Choice item. When you're asleep under Choice Band, and used Sleep Talk, it will only work once, but then fail on the next turn. In certain pokemon such as Heracross, it's a double edged sword. With the Guts boost and Sleep Talk randomness, it can potentially destroy it's counters, or seriously dent them as long as they aren't Weezing/Gliscor, but the failing on the sleep thingy, or the randomness stll, can let to a free switch in to even a pokemon which is usually countered by Heracross.

Sleep Talk also forces you to recharge when Hyper Beam is used. This makes the idea of Sleep Talk + Roar of Time Dialga obsolete.

In Adv Sleep Talk does not cause a 2-3 turn outrage/petal dance/thrash, whether this is still the same in D/P is yet to be confirmed
 
Spite now always reduces PP by 4 instead of 2-5 randomly not a big change but still worth noting IMHO
 
The text located under the Pokemon's nature and where it was caught is based on the poke's IVs. I just got a Palkia who's text says "Proud of its power.", and it has 30 IVs in attack.

Edit: I also just encountered one with text that says "Sturdy body.", and it has perfect IVs in Defense.
 
Lv35 Pikachu - 52 Atk
Lv81 Pachirisu - 118 Def

Pikachu is equipped with the Light Ball.

Pikachu used Secret Power!
Pachirisu took 18 damage.

Expected damage: 10-11
Expected damage w/ doubled Attack: 18-21

Light Ball doubles Pikachu's Attack as well now.
Someone is claiming that Light Ball does not double attack. TRE, could you retest to verify, to make sure it's not a fluke or anything?

Could someone with an english version also test to verify?
 
Has anyone noticed things avoiding attacks?

I have never seen this before is it a result of lowering speed because the two times I've seen it it's because I'm curseing my Grotle.
 

ΩDonut

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You'll have to be way more specific than that. Like what moves missed your Grotle, what item it's holding, etc.
 
I think he's talking about how the game will say "X avoided the attack!" when an attack misses, as opposed to "Y's attack missed!".

I dunno if it's displayed randomly or based on something silly, but I don't think there's any relevant difference between the two.
 

Surgo

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Some moves will say that "Y's attack missed", while others will say "X avoided the attack!" If someone has a lot of time and wants to compile a list of these, that would help greatly for Competitor. If you do, you might find it easier to just check the game code itself to see what message is displayed.
 

ΩDonut

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From what I've observed of Advance, "X avoided the attack!" is generally reserved for 2v2 battles - usually moves that hit multiple targets.
 

Team Rocket Elite

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A few comments on the first post material.

The complete list of Flingable items and their base power\effects is here.

It's not a complete list. It just has most of the relavant items.

Last Resort: Can be used after the all the user's other moves have been used at least once before switching out.

Might want to add that it fails if it is your only move.

Lunar Dance: User sacrifices itself, next Pokemon sent out gets HP and PP fully restored.

Restores Status as well.

Aftermath - If the Pokemon with Aftermath is fainted by a physical contact move, the Pokemon that fainted it takes 25% damage.

Special Contact moves activate Aftermath as well.

Download- This trait raises Attack or Special Attack depending on what is the weakest defense stat of the Pokemon it switches in on. If Defense is higher, Special Attack is raised; if Special Defense is higher, Attack is raised.

This does not count as an official stat-up, so it stacks with other stat-ups of the same category, like Sharpen or Scheme, to allow you technically go over the limit of 4x stats.


That was a mistake by me. It does count as a standard stat boost and does not let you break the 4x cap.

Simple - It doubles the amount of any non-status based stat-change that affects Biidaru, whether inflicted by the opponent or Biidaru itself. An example of the former is that Intimidate halves Biidaru's Attack (-2 instead of -1). An example of the latter is that Biidaru's Amensia triples it Sp. Def with one use (+4 instead of +2). This works with Baton Passing to Biidaru as well, but as for whether or not Heart Swap swaps the factored or the unfactored changes is currently unknown.

I haven't personally tested this. But I believe only the effect is doubled not the actual stat level increase. For example Double Team still only gives +1 Evade, but it acts like +2 Evade. +3 Evade acts like +6 Evade. It caps at 6. +4 Evade acts like +6 Evade. If you Baton Pass a Swords Dance, it will have +2 Attack that acts like +4 Attack. If someone uses Psych Up, they get a +2 Attack that acts like +2 Attack,

Iron Fist - The boost raises punch attacks's power by 1.3. Of possible attacks that benefit, only the Elemental Punches, Mach Punch, Sky Uppercut, and Focus Punch have been confirmed

1.2x boost not 1.3x.

Iron Orb: The holder of this item has its speed dropped by two levels and will become vulnerable to Ground-type attacks and all types of Spikes, regardless of their being Flying-type or having Levitate.

Speed cut in half. It's not a standard speed stat drop.

Type-Resist Berries: These berries activate whenever the opponent uses a damage-dealing attack that corresponds to the type the berry protects. That particular attack does half damage. After that, the berry is used up.

With excpetion to the Normal type resist berry, the attack must be super effective.

Zoom Lens: If the holder is hit first during a round, the holder's Accuracy goes up one level.

It does rise accuracy, but that's not the cause. I had a Heracross go first in battle and got off 30 Megahorns in a row without a miss. Also of note is the English description of Zoom Lens seems to be wrong. It says it rises Critical Hit rate. I haven't personally confirmed that it doesn't, but I'm doubtful.
 
From what I've observed of Advance, "X avoided the attack!" is generally reserved for 2v2 battles - usually moves that hit multiple targets.

That sounds right. My Razor Leaf is "being avoided" on this Gyrados, twice in a row now. It's really hard to think it's missing twice in a row or even this often at only like 95% accuracy but whatever lol. But ya it seems moves that can target multiple people, even in a 1v1 battle, are "avoided" and don't "miss".
 

Surgo

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"X avoided the attack" is not limited to 2v2; if you have -accuracy and miss an earthquake in 1v1, you'll get "X avoided the attack!".

Leech Seed is one of those moves that say "X avoided the attack!" when it misses.
It said this in Netbattle and it missed regularly in Advance, have you visually confirmed that it is different now in DP?
 

X-Act

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Simple - It doubles the amount of any non-status based stat-change that affects Biidaru, whether inflicted by the opponent or Biidaru itself. An example of the former is that Intimidate halves Biidaru's Attack (-2 instead of -1). An example of the latter is that Biidaru's Amensia triples it Sp. Def with one use (+4 instead of +2). This works with Baton Passing to Biidaru as well, but as for whether or not Heart Swap swaps the factored or the unfactored changes is currently unknown.

I haven't personally tested this. But I believe only the effect is doubled not the actual stat level increase. For example Double Team still only gives +1 Evade, but it acts like +2 Evade. +3 Evade acts like +6 Evade. It caps at 6. +4 Evade acts like +6 Evade. If you Baton Pass a Swords Dance, it will have +2 Attack that acts like +4 Attack. If someone uses Psych Up, they get a +2 Attack that acts like +2 Attack.
Yes, only the effect is doubled. If Bibarel somehow managed to learn Baton Pass, it would pass the normal stat increases, not the doubled ones. Simple basically doubles the stat changes on Bibarel, but the stat modifiers are actually NOT doubled. As TRE says, Bibarel can Double Team 3 times to seemingly get a +6 evasion modifier, but the stat modifier for Bibarel is still +3, meaning that it can actually Double Team three more times (without any effect).
 
I don't know, whether it was noticed earlier, but my Toxic Spikes were blown away as my opponent brought Roselia in. Maybe because it's a poison type. I don't know whether Steels blow away, though, but Levitators don't.
 

Atlas

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iim not sure if this is a change, but the trait presure now affect your partner too, if it uses a move the hits your party too (like earthquake)
 

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I don't know, whether it was noticed earlier, but my Toxic Spikes were blown away as my opponent brought Roselia in. Maybe because it's a poison type. I don't know whether Steels blow away, though, but Levitators don't.
Interesting. Does this happen with normal Spikes as well? What about Stealth Rock?

EDIT: Could it be that Roselia is unaffected by Toxic Spikes, being a Poison-type? Maybe they weren't blown away after all, they were just not affecting Roselia.
 
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