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Old Jul 3rd, 2011, 6:21:17 AM   #2551
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Quote:
Originally Posted by Fat Jac View Post
The Eviolite: It grants 50% boost to Def and SDEf to NFE pokemon.

I want to know if the case is true for pokemon who don't evolve. I've searched the whole Eviolite thread and didn't find anything...
basically if its something that can evolve, like Bulbasaur, Charmeleon or Scyther, they get the boost. if its something that doesn't evolve, like Blastoise, Scizor or Chatot, it doesn't.
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Old Jul 3rd, 2011, 2:15:20 PM   #2552
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Ahhh... well I thought that if they didnt evolve yet, then they can use it,. =\ that sucks in a way. I was gooing to abuse it on Druddigon or something without an evolution. Oh well..

Thanks a lot!
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Old Jul 7th, 2011, 11:40:47 AM   #2553
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BW end of turn effects


Notable changes compared to DPPt end of turn effects :
_ Sandstorm and Hail damage occur before Wish;
_ Future Sight and Doom Desire strike before Wish and Leftovers recovery (actually they strike before any kind of recovery);
_ Since Healing Wish and Lunar Dance effects now occur at the very end of the turn, they are naturally added to the list;
_ Confusion message coming from the rampaging moves Thrash, Petal Dance, and Outrage no longer occurs at the end of turn but rather immediately once the last attack is performed, hence why they don't appear on this list; though Uproar still does.
_ The former DPPt "priority 6" end-of-turn group literally exploded, with nearly each move that it used to contain now belonging to their own priority bracket.

Last edited by MeroMero; Jul 9th, 2011 at 7:30:11 AM.
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Old Jul 7th, 2011, 12:43:02 PM   #2554
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So, just to be certain, Healing Wish and Lunar Dance heal before entry hazard effects are applied, correct?
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Old Jul 7th, 2011, 1:24:31 PM   #2555
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^
Yes they will, that also implies that neither Healing Wish nor Lunar Dance can be used to "dodge" entry hazards.
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Old Jul 9th, 2011, 3:25:45 AM   #2556
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Thank you for compiling the list of B/W end of turn effects, it must have taken quite some time to do all of this by yourself.

Solar Power appears to be the only one missing however, care to confirm that it is also residing in the 2.0 bracket?
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Old Jul 9th, 2011, 7:29:31 AM   #2557
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My bad, I knew I was forgetting something but I couldn't put my finger on what.

Anyway, Solar Power is indeed residing in the priority 2 bracket, and while I was at it I took the occasion and grabbed my 2 DS to test the very last group (the 28 bracket) since there is no way to test it correctly in-game, and found out that :
_ "Pokémon is switched in" is still 28.0 but alone (didn't expect that, this caught me off guard);
_ Lunar Dance and Healing Wish group is really 29.0;
_ Entry hazards group is really 29.1.

I edited my previous post to correct those mistakes.
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Old Jul 13th, 2011, 4:03:32 PM   #2558
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Quote:
Originally Posted by Fat Bunny View Post
Okay, I'm very very sorry if the topic is posted at the wrong place. But I really wasn't sure where to put this.

Just a simple question.

The move Haze in a rotation battle.
Does it affect all the pokemon that are sent out in battle or only the 'active' pokemon?

Like for instance, my wigglytuff which has been rotated out got a speed drop. If I use haze on my active pokemon, will wigglytuff's stat drop vanish?
(The same with the opponent's team)

If opponent has a pokemon with stat change rotated out, does haze still affect that pokemon?
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Old Jul 13th, 2011, 4:20:33 PM   #2559
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Quote:
Originally Posted by Fat CPU View Post
So, just to be certain, Healing Wish and Lunar Dance heal before entry hazard effects are applied, correct?
Quote:
Originally Posted by Fat MeroMero View Post
^
Yes they will, that also implies that neither Healing Wish nor Lunar Dance can be used to "dodge" entry hazards.
So this means that if I use healing wish on a pokemon with 3% of it's health, healing wish will heal the pokemon BEFORE the spikes take any effect?
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Old Jul 13th, 2011, 6:26:46 PM   #2560
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Yes.
Personally, that makes them much better than if they got hit by the hazards before they were healed.
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Old Jul 17th, 2011, 3:28:35 PM   #2561
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Quote:
Originally Posted by Fat mien View Post
Are 'Rotation' and Switching' on the same priority level?
I setup a rotation battle with the following Pokemon on each team:
2 Shaymin
2 Celebi
2 Jirachi

For this explaination let's call them team A and team B

Team A and B Shaymin had equal speed.
Team A Celebi was slower than team B Celebi
Team A Jirachi was faster than team B Jirachi

Both teams led with shaymin.

Turn 1
Team A rotated to Celebi while team B switched to Celebi
Team B switched first.

Turn 2
Team A rotated to Jirachi while team B switched to Jirachi
Team B switched first.

Turn 3
Team A rotated to Shaymin while team B switched to Shaymin
Team B switched first.

Turn 4
Team A switched to Celebi while team B rotated to Celebi
Team A switched first.

Turn 5
Team A switched to Jirachi while team B rotated to Jirachi
Team A switched first.

Turn 6 Team A switched to Shaymin while team B rotated to Shaymin
Team A switched first.

This concludes that switching and rotating do NOT share the same priority level with rotating always happening second to switching.
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Old Jul 17th, 2011, 4:21:28 PM   #2562
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How is it decided which player switchs first?
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Old Jul 17th, 2011, 4:33:36 PM   #2563
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There are no "priority levels" with rotating and switching out. Rather they can be considered two different phases of the round. This is analogous to the card game Magic: The Gathering, which include a "main phase" and a "combat phase".

The order in which two or more Pokemon switch out during the "switching out" phase of a round is determined by priority; that is, according to their Speed and other effects that cause a Pokemon to strike before other Pokemon.
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Old Jul 17th, 2011, 5:02:51 PM   #2564
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Quote:
Originally Posted by Fat poccil View Post
There are no "priority levels" with rotating and switching out.
Why can't the term priority be used? Since switching always occurs first, by definition it does have a higher priority.
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Old Jul 17th, 2011, 7:45:36 PM   #2565
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Jaxx:

Because in my opinion, it's more appropriate to call "switching" and "rotating out" merely two different phases of a round, much like the "command phase" (at the beginning of a round), "attack phase", and "end of round phase". (See my timing page). I use the term "priority" to mean only the priority level of moves (for example, Quick Attack has a priority level of 1 and Trick Room has a priority level of -7) and sometimes the turn order of attacks. You of course may use the word "priority" how you want.
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Old Jul 17th, 2011, 11:06:38 PM   #2566
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Quote:
Originally Posted by Fat poccil View Post
Jaxx:

Because in my opinion, it's more appropriate to call "switching" and "rotating out" merely two different phases of a round, much like the "command phase" (at the beginning of a round), "attack phase", and "end of round phase". (See my timing page). I use the term "priority" to mean only the priority level of moves (for example, Quick Attack has a priority level of 1 and Trick Room has a priority level of -7) and sometimes the turn order of attacks. You of course may use the word "priority" how you want.
The main reason one would use priority instead of phase is because of Pursuit, which can come before switches, is an attack.

Speaking of which, if Switches come before Rotations, what happens when you use Pursuit in a Rotation Battle with a Pokemon that in Rotating in, against a Pokemon that is Switching out?
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Old Jul 18th, 2011, 4:07:41 AM   #2567
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jas61292:

I did test this but it must have slipped my mind. Since rotation happens second the moves priority does not activate making the following scenario take place:

Team A called back Celebi!
Team A sent out Shaymin!
Team B rotated into Scizor!
Team B's Scizor used Pursuit!

Just to clarify, Pursuit's BP wasn't doubled.
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Old Jul 18th, 2011, 10:27:06 AM   #2568
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imagine this double battle scenario: (teams are A and B)

Pokemon A1 uses Wide Guard
Pokemon B1 KOes A1
Pokemon B2 uses a multitarget move (for example, struggle bug)

Is pokemon A2 (the remaining one) damaged or not? Basically, does a user of wide guard have to be alive for wide guard to protect the teammate?
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Old Jul 18th, 2011, 11:35:23 AM   #2569
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Breludicolo:

I've tested that. In this case, Wide Guard is still in effect even after its user faints.
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Old Jul 18th, 2011, 10:42:41 PM   #2570
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...


Uhhh...i hate to be blunt, but why did this happen? I thought destiny bond didnt work on the turn after it was used if the user outsped its opponent on the turn it was used

(and before anyone asks, i used substitute because I was pp stalling it until it couldnt destiny bond any more)
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Old Jul 18th, 2011, 11:04:41 PM   #2571
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It's until the Destiny Bond user attacks again. That's how Custap Wobbuffet works, in fact: Destiny Bond when you are at <25%; if they attack, they die; if they set up on you, they attack you the next turn and then die, because now Wobbuffet will be slower and thus, Destiny Bond will still be in effect; if they try to set-up again, you use Encore and now they're forever fucked.
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Old Jul 18th, 2011, 11:05:54 PM   #2572
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1) Don't rely on a simulator for your mechanics. That being said...

2) It is correct. Destiny Bond is active until your opponent actually uses (or fails to use) a move.
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Old Jul 18th, 2011, 11:55:10 PM   #2573
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ah, thanks...and it was less of a 'rely on simulator for mechanics' than it was a 'make sure simulator isnt making a mistake'

good to know for the future, thanks guys
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Old Jul 20th, 2011, 1:16:12 PM   #2574
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BTW, does Substitute prevent No Guard from working?
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Old Jul 20th, 2011, 2:10:15 PM   #2575
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Tortferngatr:

Tested. Sub doesn't stop No Guard from working. Also this kind of question is better asked here.
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Last edited by Jaxx; Jul 20th, 2011 at 3:32:20 PM. Reason: Thread changed like 5 minutes after posting >.>
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