KNOWN BUGS
- Mold Breaker doesn't always interact correctly.
- Unburden is not activated by Natural Gift or Fling.
Known Visual Bugs:
- If a move with a recharging turn fails, it will still display the "Must Recharge" message in the battle log.
- Graphics for Terrains stack when the effects are replaced.
- If the same move causes more than one pokémon to faint, the next attack with multiple targets may cause their sprites to reappear on the field.
Known Bugs in Doubles/Triples:
- Curse requests a target even if the user is non-Ghost.
- Nature Power doesn't allow target selection in Gen 6.
- Poison Gas doesn't allow target selection in Gen 3 or Gen 4.
Known Bugs in Past Generations
- Gen 3: Wish happens after hazards.
- Gens 3 and 4: Mirror Move is not 100% correct due to its complicated mechanics.
NOT BUGS
- Sheer Force prevents Life Orb recoil
only when using moves that have a secondary effect removed by Sheer Force.
- Sheer Force also prevents activation of foe's Red Card if the move has a secondary effect removed by the ability.
- Speed Boost does not activate on the turn you switch in: yes, this is different from most other abilities/items that activate at the end of a turn.
- If Fake Out didn't cause a flinch, your opponent probably had Shield Dust or Inner Focus.
- Wish doesn't take effect if the pokemon in its place faints the turn it would've healed it.
- Wonder Guard is
not an immunity: Shedinja is not immune to Ground: it takes damage from Spikes. Shedinja is not immune to Poison: it is still affected by Toxic
- That Pokemon taking incorrect hazard damage is probably a Zoroark (which is a Dark, not a Bug, lolololol)
- Payback boosts damage for moving second, whether or not damage was taken. Also, in Gen V, its power is not doubled if the opponent switches.
- Pursuit will deal double damage immediately before any switch-out, as long as Pursuit has not been used at regular priority yet. This includes U-turn and Volt Switch, but not Baton Pass.
- Sucker Punch fails if the target uses a faster priority move
- Illusion, Balloon, Destiny Bond, Wonder Guard, etc only take effect if the damage was from a move, not an indirect effect such as entry hazards, Poison damage, etc.
- Destiny Bond lasts until the move user makes another move (or would've made another move, if not for confusion or Truant or a similar effect).
- Focus Sash and Sturdy affect all move damage (including static damage moves like Final Gambit, Seismic Toss, SonicBoom, and Counter).
- Outrage/Thrash/Petal Dance can be stopped during effect and not cause confusion if Protect/Detect is used on the second turn of a three-turn duration.
- Rapid Spin does not remove hazards if the user faints from Iron Barbs/Rough Skin/Rocky Helmet damage.
- Iron Ball, when equipped by a Flying pokemon, causes it to receive
always neutral damage from Ground moves since BW.
- Roost removes the Flying typing for the rest of the turn only if the user was successfully healed.
ALSO NOT BUGS (XY Mechanics)
- Arceus is affected by Trick or Treat and Forest's Curse.
- The turn a pokemon mega evolves, its turn order will be decided
before megaevolution. Thus, Mega Banette's Prankster will only be effective after the first turn, while a Chlorophyll Venusaur will still be likely to move first under sun the turn it mega evolves. This pattern also applies to previous gens: e.g. in Doubles, if a pokemon is paralyzed by a foe, its turn order won't be affected that turn.
- Ghosts cannot be trapped by
any means.
- Toxic, when used by a Poison type mon, bypasses Fly, Dive, Dig, Shadow Force, etc
-
Powder moves don't affect pokemon with the Grass type, the Overcoat ability, or the Safety Googles effect. These moves include any having a name that includes "Spore" or "Powder", except Powder Snow.
-
Sound based moves, as well as the Infiltrator ability, bypass Substitute. Sound Moves include, but are not limited to: Boomburst, Bug Buzz, Hyper Voice and Metal Sound.
See if a move is sound based.
AN OVERVIEW OF HOW DAMAGE WORKS
There are three types of damage: Move damage, residual damage, and direct damage.
Most abilities, moves, and items that affect damage will only affect one type of damage: either move damage or residual damage. There are
zero effects that apply to direct damage. The only effect that applies to both move and residual damage is Heatproof.
Examples of
move damage:
- damage dealt, during a move that hits, to the target(s) of a Physical or Special move
- includes static damage: Final Gambit, Seismic Toss, SonicBoom, and Counter
- does not include the secondary target of Flame Burst (which would be residual damage)
Examples of
direct damage:
- hurting yourself in confusion
- damaging yourself during Substitute, Curse, Belly Drum, or Struggle (but not the damage to your opponent, if applicable)
- does NOT include other forms of recoil (which would be residual damage)
Examples of
residual damage:
- all other damage
- includes recoil, poison/burn, Leech Seed, weather, hazards, damage from abilities, damage from items...
Things that affect move damage only:
- Wonder Guard
- Sturdy, Focus Sash, Focus Band, Endeavor
- Illusion, Balloon, Destiny Bond
Things that affect residual damage only:
- Magic Guard
- most other effects only affect specific types of residual damage, such as: Poison Heal (poison damage), Rock Head (recoil damage)