Does Encore lock target?
Absolutely wrong. This was abolished a few months ago because it was really, really stupid to begin with.Basically if the gym leader has a low enough win-loss ratio, he/she can be challenged for the position.
To answer your first question, I believe 2 is the standard for most battles nowadays, but if you're issuing a doubles challenge, you can specify a different number of subs.In a double battle, is 2 subs or one the standard number for each Pokemon?
Also, is a sub saying, "If Pokemon uses X or Y use..." (x and y referring to 2 individual moves) is that sub legal?
So this is pretty self-explanatory, but the one thing I am confused about is how does Moody "Enhances the nature's strengths?"Data Audit Thread said:Moody (DW): (Innate) This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
DAT said:Moody:
Does that helpDAT said:Type: Innate
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
Moody Natures:
Code:Hardy (+1 Atk) Lonely (+2 Atk, -1 Def) Adamant (+2 Atk, -1 SpA) Naughty (+2 Atk, -1 SpD) Brave (+2 Atk, -15% Speed, -10% Evasion) Bold (+2 Def, -1 Atk) Docile (+1 Def) Impish (+2 Def, -1 SpA) Lax (+2 Def, -1 SpD) Relaxed (+2 Def, -15% Speed, -10% Evasion) Modest (+2 SpA, -1 Atk) Mild (+2 SpA, -1 Def) Bashful (+1 SpA) Rash (+2 SpA, -1 SpD) Quiet (+2 SpA, -15% Speed, -10% Evasion) Calm (+2 SpD, -1 Atk) Gentle (+2 SpD, -1 Def) Careful (+2 SpD, -1 SpA) Quirky (+1 SpD) Sassy (+2 SpD, -15% Speed, -10% Evasion) Timid (+30% Speed, +2X Accuracy, -1 Atk) Hasty (+30% Speed, +2X Accuracy, -1 Def) Jolly (+30% Speed, +2X Accuracy, -1 SpA) Naive (+30% Speed, +2X Accuracy, -1 SpD) Serious (+15% Speed, +X Accuracy)