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DP Research Thread #6 (Even newer)

Discussion in 'Ruins of Alph' started by Cathy, Aug 18, 2009.

  1. Cathy

    Cathy

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    Welcome to an even newer DPP research thread! Pokemon Diamond, Pearl, and Platinum have been out for a while now, so this may be the last research thread for this generation—but there are still some things that need to be tested, so please help out!

    Here is an index of the older research threads:

    DP Research Thread #5 ("Newest yet")
    DP Research Thread #4 ("Newer still")
    DP Research Thread #3 ("Newer")
    DP Research Thread #2 ("New")
    DP Research Thread #1 ("Old")

    As you probably know, I've been working on a complete rewrite of Shoddy Battle over the last several months, and it's approaching completion. The goal is to be 100% faithful to the game's mechanics, and that's only been possible because of the great research done by community members, and with a little help from you we should be able to cross all of the remaining questions off this list.

    Don't hesitate to ask if you need help setting up a test. I will be happy to explain something in detail if the question or test is unclear.

    For greater clarity: we are doing research on the DS games, not in Shoddy Battle. Do not post anything in this thread about how a move, ability, item, or other mechanic behaves in Shoddy Battle. Only post about the behaviour in the DS games.

    Some mechanics may have changed among the versions of the game, so when you post a result, post whether you carried the test out on DP, Platinum, or PBR. Also, PBR should generally be avoided since it may have different mechanics from the DS game. If you do use it, make sure you post that clearly.

    Additionally, this thread is not for simple questions about game mechanics. For that, try the Simple Questions thread.

    Here is a list of research that still needs to be done (it is not that long); more questions may be added later.

    Conversion2

    How exactly does Conversion2 work? More to be explored here.

    Platinum weather mechanics

    These questions apply only to Platinum.

    First, a reminder of how to get multiple weathers in effect at the same time. If the host of the link battle kills a switching Pokemon with a double-power Pursuit then all of the weathers of a “lower” index than the currently effective weather get turned on. This is the order:

    Trick Room
    Fog
    Gravity
    Uproar
    Hail
    Sun
    Sand
    Rain

    So, for example, killing a switching pokemon while Sun is currently active gives you a situation where Sun, Sand, and Rain are all concurrently effective. Understanding these mechanics is required to carry out any of the following tests.

    [none right now]

    Results

    Snatch: Snatch changes the user of the move before Pressure can cause an additional PP loss. (1)

    Bad Dreams: A sleeping pokemon loses health to Bad Dreams for each enemy with the Bad Dreams ability. Pokemon do not have Bad Dreams from their partner's ability. (1, 2)

    Weather Ball: Weather Ball has the type of the highest priority weather, excluding Fog. (1)

    Synthesis and friends: If Sun is present, heals 2/3. Heals 1/4 in Rain, Sand, and Hail (unless Sun is present). Heals 1/2 otherwise.
    (1)

    Perfect accuracy attacks versus Protect in Platinum (1): Neither No Guard nor Mind Reader / Lock On can break through Protect with < 100% accurate moves in Platinum.

    Rage (1):

    Rage ending unapplies:
    Substitute
    Confusion
    Torment
    Infatuation

    Rage ending does not unapply:
    Taunt
    Embargo
    Aqua Ring
    Disable
    Leech Seed
    Ingrain
    Magnet Rise
    Drowziness

    End of turn effects (1, 2, 3):

    1.0 Reflect wears off: "your team's reflect wore off"
    1.1 Light Screen wears off: "your team's light screen wore off"
    1.2 Mist wears off: "your team's mist wore off"
    1.3 Safeguard fades: "your team is no longer protected by safeguard"
    1.4 Tailwind ends: "your team's tailwind petered out"
    1.5 Lucky Chant: your team's lucky chant wore off"

    2.0 Wish: "pokemon's wish came true"

    3.0 Hail, Rain, Sandstorm, or Sun message

    4.0 Dry Skin, Hydration, Ice Body, Rain Dish

    5.0 Gravity

    6.0 Ingrain
    6.1 Aqua Ring
    6.2 Speed Boost, Shed Skin
    6.3 Black Sludge, Leftovers: "pokémon restored a little HP using its leftovers"
    6.4 Leech Seed: "pokémon's health is sapped by leech seed"
    6.5 Burn, Nightmare, Poison Heal, Poison: "pokémon is hurt by poison"
    6.6 Flame Orb activation, Toxic Orb activation
    6.7 Curse (from a Ghost)
    6.8 Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, Wrap
    6.9 Bad Dreams Damage
    6.10 End of Outrage, Petal Dance, Thrash, Uproar: "pokémon caused an uproar" & "pokémon calmed down"
    6.11 Disable ends: "pokémon is no longer disabled"
    6.12 Encore ends
    6.13 Taunt wears off
    6.14 Magnet Rise
    6.15 Heal Block: "the foe pokémon's heal block wore off"
    6.16 Embargo
    6.17 Yawn
    6.18 Sticky Barb

    7.0 Doom Desire, Future Sight

    8.0 Perish Song

    9.0 Trick Room

    10.0 Pokemon is switched in (if previous Pokemon fainted)
    10.1 Toxic Spikes
    10.2 Spikes
    10.3 Stealth Rock

    Solarbeam (1): Solarbeam has half power if rain, sand, or hail is active, even if sun is also active.

    Thunder (1): Thunder has perfect accuracy in rain even if sun is also active.
  2. Intro1827

    Intro1827

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    First, the order is Trick Room --> Fog --> Gravity --> Uproar --> Hail --> Sun --> Sand --> Rain

    1. Always the highest weather condition. Obviously this completely ifìgnores anything above Hail, i. e. they have no effect on Weather Ball, and it will be Ice type under any of those

    4. If Sun is present, it will always heal 66%, even if Hail (higher priority) is active. Rain and Sand make it heal 33%

    I haven't tested 2 and 3, but if I had to guess, I'd say that every positive effect of the various weather effects is considered, even if that means ignoring another weather's negative effect.

    Oh, I can help with testing, too
  3. MegaMewtwo

    MegaMewtwo

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    They take two "shots" of Bad Dreams, and it doesn't do anything to a sleeping ally.

    And an interesting mechanic that I posted in the last thread but am not sure was really seen: Sucker Punch works on a Pokemon recharging from Hyper Beam and friends.
  4. SMZ

    SMZ

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    Just tested both.

    For the first, the Pokemon receives damage from Bad Dreams twice (two separate messages).

    As for the second, no a Pokemon doesn't take damage from its partner's bad dreams.

    EDIT: Beaten, well at least it's confirmed by two people lol.

    EDIT2:
    The user of Psych Up only loses one PP.
  5. Cathy

    Cathy

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    Noted.

    Okay.

    33%? As far as I know, Synthesis and friends never heal 33% (they normally heal 1/4 in unfavourable weather). Can you clarify whether this was a typo?

    Confirming this would be great, as I already have guesses myself as well.

    This is because Hyper Beam internally makes the pokemon select Hyper Beam next turn (whereupon it causes the pokemon to have to recharge), which is an attacking move.

    Okay.
  6. Intro1827

    Intro1827

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    Ah, yes, sorry. I meant 25%

    Can anyone help me test the rest?
  7. Peterko

    Peterko Never give up!
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    dunno why speed boost/shed skin are listed as 6.0 as I didn´t find a test for these

    used a smeargle with aqua ring, ingrain, skill swap speed boost and holding leftovers and the order was:
    1. ingrain recovery
    2. aqua ring recovery
    3. speed boost
    4. leftovers

    embargo "can use items again" is definitely after leftovers...gonna find the exact position, also hopefully heal block...I can´t test bad dreams though

    EDIT: embargo ends before sticky barb activates, working on finding the exact position
    - magnet rise before embargo
    - embargo before yawn

    so it´s:
    6.0 Ingrain
    6.1 Aqua Ring
    6.2 Speed Boost, Shed Skin
    6.3 Black Sludge, Leftovers
    6.4 Leech Seed
    6.5 Burn, Nightmare, Poison, Poison Heal
    6.6 Flame Orb activation, Toxic Orb activation
    6.7 Curse (from a Ghost)
    6.8 Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, Wrap
    6.9 End of Outrage, Petal Dance, Thrash
    6.10 Magnet Rise
    6.11 Embargo
    6.12 Yawn
    6.13 Sticky Barb

    here are some test-results from november that may be helpful (don´t know if Obi took all of the info in this one)
    http://www.smogon.com/forums/showpost.php?p=1634036&postcount=453
  8. Staraptor Call

    Staraptor Call

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    Rage ending does not cancel Ingrain.

    EDIT: It doesn't cancel Aqua Ring either.
  9. dr00

    dr00

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    ipl and i are going to be testing out a lot of this right now. typing as we go:


    Rage
    unapplies the following:
    torment

    does NOT unapply the following:
    taunt
    embargo
    aqua ring
    disable
    leech seed

    ipl killed feraligatr with a draco meteor <_<;;
    we have more to test (ingrain, leech seed, disable), will edit later


    Conversion2
    Block was used from a faster pokemon. p2 turned into the rock type.
    it fails when an attack misses


    Embargo
    leftovers does not work the turn embargo ends



    other notes:
    end of turn order: aqua ring -> leech seed -> bind




    edit: disable and leech seed have been tested with rage and do not get unapplied when rage ends
  10. mattj

    mattj blatant Nintendo fanboy

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    I used a SD team at Worlds this year and in testing it I noticed a couple of Weather related oddities that PBB and I will be testing hopefully tomorrow. I haven't been able to find them on any site (including this one) and every time I tell anyone about them they are just like "oh. I never knew that?" I thought with the possibility of Groudon and Kyogre being used in next years VGCs it might be wise to check these out.

    Is this the right place to post the battle vids showing what I'm talking about after we get our research done soon?
  11. Cathy

    Cathy

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    Yes, this is the place to post new research. Please post a text description as well as your video, though.
  12. Peterko

    Peterko Never give up!
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    how´s this a relevant test result? you didn´t even post what you used...this made me redo the test and the result is the same as yesterday

    in-game double battle vs meditite & machop
    milotic + venusaur
    milotic used aqua ring, sludge bombed milo, CH and poisoned
    next turn I leech seeded milo
    order of events:
    1. aqua ring restored milotic´s HP
    2. milotic restored a little HP using its leftovers
    3. milotic´s health is sapped by leech seed
    4. milotic is hurt by poison


    don´t tell me you tested leftovers and aqua ring recovery on two different pokémon? only then leftovers would come first, on the faster pokémon

    also what game was it? mine is diamond...fuck gamefreak if they changed end-of-turn effects in plat.
  13. Peterko

    Peterko Never give up!
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    sorry if you felt offended but why would you post it if you accidentally noticed it while doing a different test and not in a test aimed at end-of-turn effects order

    tested in-game platinum and I am still right...vaporeon aqua ring before lefties

    so you either didn´t pay enough attention or link battles are different than in-game battles which doesn´t make sense...I say you made a mistake unless you redo the test
  14. imperfectluck

    imperfectluck
    is a Past WCoP Winnerwon the 4th Official Smogon Tournament

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    Re-tested, Aqua Ring does indeed go before Leftovers.
  15. Peterko

    Peterko Never give up!
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    also lucky chant protects your team from CHs for 5 turns and is not on the list

    LCH "wore off" message comes after safeguard ends
    LCH before clamp

    will test with tailwind and wish (I bet it´s 1.3 or 1.4)

    heal block before embargo
    heal block after curse
    heal block after clamp

    heal block needs to be tested with magnet rise and outrage/petal dance confusion to find its exact position (has to be wireless/wi-fi because heal block only affects your oponent


    EDIT: another move that´s not on the list yet, mist...also what about taunt & encore? I will go trough all the moves later so that we can finish this...someone who owns a darkrai (I don´t) please test bad dreams - give the target leftovers and put leech seed and curse on it, then sleep the target and use nightmare while darkrai is out...this one test should do do job

    mist before tailwind
    mist before safeguard
    mist after reflect
    mist after light screen
    mist position 1.2

    lucky chant after tailwind
    lucky chant before wish
    lucky chant position 1.5

    I put heal block on the list, but need confirmation whether it´s 6.9, 6.10 or 6.11...also added the exact wording used in the game

    End-of-turn effects order:

    1.0 Reflect wears off: "your team´s reflect wore off"
    1.1 Light Screen wears off: "your team´s light screen wore off"
    1.2 Mist wears off: "your team´s mist wore off"
    1.3 Safeguard fades: "your team is no longer protected by safeguard"
    1.4 Tailwind ends: "your team´s tailwind petered out"
    1.5 Lucky Chant: your team´s lucky chant wore off"

    2.0 Wish: "pokemon´s wish came true"

    3.0 Hail, Rain, Sandstorm, or Sun message

    4.0 Dry Skin, Hydration, Ice Body, Rain Dish

    5.0 Gravity

    6.0 Ingrain
    6.1 Aqua Ring
    6.2 Speed Boost, Shed Skin
    6.3 Black Sludge, Leftovers: "pokémon restored a little HP using its leftovers"
    6.4 Leech Seed: "pokémon´s health is sapped by leech seed"
    6.5 Burn, Nightmare, Poison Heal, Poison: "pokémon is hurt by poison"
    6.6 Flame Orb activation, Toxic Orb activation
    6.7 Curse (from a Ghost)
    6.8 Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, Wrap
    6.9 End of Outrage, Petal Dance, Thrash
    6.10 Magnet Rise
    6.11 Heal Block: the foe pokémon´s heal block wore off"
    6.12 Embargo:
    6.12 Yawn
    6.13 Sticky Barb

    7.0 Doom Desire, Future Sight

    8.0 Perish Song

    9.0 Trick Room

    10.0 Pokemon is switched in (if previous Pokemon fainted)
    10.1 Toxic Spikes
    10.2 Spikes
    10.3 Stealth Rock
  16. Cathy

    Cathy

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    As Peterko said, somebody with a Darkrai should test Bad Dreams (using the test he outlined); I think it's the most important end of turn effect remaining.
  17. Peterko

    Peterko Never give up!
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    the position of heal block is 6.11, before embargo and after magnet rise

    beside bad dreams there is still disable, taunt, encore and uproar...all of which are a bitch to test :/
  18. Wild Eep

    Wild Eep pet pet pet
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    Bad Dreams happens after all four events. The residual damage really added up and knocked out my target Articuno, but not before Leftovers, Leech Seed, Nightmare, and Curse.
  19. Cathy

    Cathy

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    We'll need another test then, comparing to some of the later things in tier six (Bind and friends, etc.).
  20. Peterko

    Peterko Never give up!
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    yeah the next test should be slightly easier..sleep the target and use whirlpool on it (one of the 6.8 attacks in my previous post)

    if bad dreams goes after 6.8, try magnet rise first, it´s easier than outrage...oh well I think it´s impossible to test bad dreams with the 6.9 group when taking into account how sleep talk works

    if it´s after magnet rise, try heal block, then embargo...if before magnet rise, try encore then (read below)


    also tested one of the bitch trio encore...hell, that was really bad and its position is even worse, 6.9 or 6.10

    lefties, leech seed & poison before encore
    curse before encore
    encore before heal block
    encore before magnet rise
    whirlpool before encore

    what´s left is the test with outrage & friends :/

    EDIT: tested with 4 lv.1 gibles holding persim berries using outrage against a togepi in a wireless battle...took a while
    outrage confusion before encore ended

    EDIT 2:
    taunt wore off after leftovers, leech seed and curse
    taunt wore off after whirlpool
    encore ended before taunt wore off

    EDIT 3:
    taunt wore off before heal block
    disable "pokémon is no longer disabled" after curse
    disable before heal block
    disable after whirlpool
    disable before taunt
    uproar "pokémon caused an uproar" & "pokémon calmed down" after curse
    uproar after whirlpool
    uproar before disable
    disable before magnet rise
    uproar before encore

    so uproar is where outrage is, can´t be used at the same time by the same pokémon

    still to do:
    - taunt with magnet rise
    - disable with encore

    EDIT 4:
    taunt before magnet rise
    disable before encore

    I´m done and we´re finished after someone finds the position of bad dreams



    End-of-turn effects order:

    1.0 Reflect wears off: "your team´s reflect wore off"
    1.1 Light Screen wears off: "your team´s light screen wore off"
    1.2 Mist wears off: "your team´s mist wore off"
    1.3 Safeguard fades: "your team is no longer protected by safeguard"
    1.4 Tailwind ends: "your team´s tailwind petered out"
    1.5 Lucky Chant: your team´s lucky chant wore off"

    2.0 Wish: "pokemon´s wish came true"

    3.0 Hail, Rain, Sandstorm, or Sun message

    4.0 Dry Skin, Hydration, Ice Body, Rain Dish

    5.0 Gravity

    6.0 Ingrain
    6.1 Aqua Ring
    6.2 Speed Boost, Shed Skin
    6.3 Black Sludge, Leftovers: "pokémon restored a little HP using its leftovers"
    6.4 Leech Seed: "pokémon´s health is sapped by leech seed"
    6.5 Burn, Nightmare, Poison Heal, Poison: "pokémon is hurt by poison"
    6.6 Flame Orb activation, Toxic Orb activation
    6.7 Curse (from a Ghost)
    6.8 Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, Wrap
    6.9 End of Outrage, Petal Dance, Thrash, Uproar: "pokémon caused an uproar" & "pokémon calmed down"
    6.10 Disable ends: "pokémon is no longer disabled"
    6.11 Encore ends
    6.12 Taunt wears off
    6.13 Magnet Rise
    6.14 Heal Block: "the foe pokémon´s heal block wore off"
    6.15 Embargo
    6.16 Yawn
    6.17 Sticky Barb

    7.0 Doom Desire, Future Sight

    8.0 Perish Song

    9.0 Trick Room

    10.0 Pokemon is switched in (if previous Pokemon fainted)
    10.1 Toxic Spikes
    10.2 Spikes
    10.3 Stealth Rock
  21. pikachu25

    pikachu25

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    I tested this by having a No Guard Machamp use Dynamicpunch on a Protecting Registeel, and it never hit through (Platinum vs. Platinum Wifi and Link). Due to the fact that I could have just gotten unlucky and missed 15 times in a row, the probability of error is .003%.

    I had an Articuno use Mind Reader + Blizzard on the same Registeel, and never hit through protect. The probability of error for this one is higher, at .47%.

    I have a Darkrai and am willing to test the position of bad dreams, however school starts tomorrow for me, so it may have to wait until the weekend to get finished. (Edit: I had the time, and it's done.)

    Hope I've Helped!

    EDIT:

    Things Bad Dreams goes before:
    Bad Dreams is before Sticky Barb.
    Bad Dreams is before Taunt wears off.
    Bad Dreams is before Disable wears off.

    Things Bad Dreams goes after:
    Bad Dreams is after Wrap.

    If a pokemon uses its last turn of Outrage and friends, and is then put to sleep, the outrage still ends, but after Bad Dreams. Thus, Bad Dreams is between Outrage and Wrap.

    Note: All of my Bad Dreams testing is on Platinum vs. Platinum link battles.

    The final order of events looks like this:

    End-of-turn effects order:

    1.0 Reflect wears off: "your team´s reflect wore off"
    1.1 Light Screen wears off: "your team´s light screen wore off"
    1.2 Mist wears off: "your team´s mist wore off"
    1.3 Safeguard fades: "your team is no longer protected by safeguard"
    1.4 Tailwind ends: "your team´s tailwind petered out"
    1.5 Lucky Chant: your team´s lucky chant wore off"

    2.0 Wish: "pokemon´s wish came true"

    3.0 Hail, Rain, Sandstorm, or Sun message

    4.0 Dry Skin, Hydration, Ice Body, Rain Dish

    5.0 Gravity

    6.0 Ingrain
    6.1 Aqua Ring
    6.2 Speed Boost, Shed Skin
    6.3 Black Sludge, Leftovers: "pokémon restored a little HP using its leftovers"
    6.4 Leech Seed: "pokémon´s health is sapped by leech seed"
    6.5 Burn, Nightmare, Poison Heal, Poison: "pokémon is hurt by poison"
    6.6 Flame Orb activation, Toxic Orb activation
    6.7 Curse (from a Ghost)
    6.8 Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, Wrap
    6.9 Bad Dreams Damage
    6.10 End of Outrage, Petal Dance, Thrash, Uproar: "pokémon caused an uproar" & "pokémon calmed down"
    6.11 Disable ends: "pokémon is no longer disabled"
    6.12 Encore ends
    6.13 Taunt wears off
    6.14 Magnet Rise
    6.15 Heal Block: "the foe pokémon´s heal block wore off"
    6.16 Embargo
    6.17 Yawn
    6.18 Sticky Barb

    7.0 Doom Desire, Future Sight

    8.0 Perish Song

    9.0 Trick Room

    10.0 Pokemon is switched in (if previous Pokemon fainted)
    10.1 Toxic Spikes
    10.2 Spikes
    10.3 Stealth Rock
  22. Jimbo

    Jimbo take me anywhere
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    Mingot and I tested some weather mechanics on Platinum.

    While sun, rain, and sandstorm are all active, SolarBeam has half power.

    226 Atk vs 405 Def & 714 HP (60 Base Power): 25 - 30 (3.50% - 4.20%)

    Turn one it did 26 damage, turn two it did 25. (Note the 60 Base Power)

    We are now testing Thunder's accuracy, will edit results.

    ------------------

    In sun, rain, and sandstorm, Thunder has 100% accuracy.

    I usd Thunder against mingot's Blissey 11 times. It never missed.


    -----------
    Testing Uproar and Gravity mechanics with Sidd

    Turn 1:
    Scizor used Swords Dance
    Alakazam used Trick Rooom

    Turn 2:
    Scizor used Pursuit
    OHKO Alakazam - Activates Uproar and Gravity, also rain, sandstorm, sun, hail, fog
    Switch into Togekiss

    Turn 3:
    Switch into Blissey
    Fly is not allowed to be used (so Togekiss used Nasty Plot)
    So Uproar + Gravity still active

    Turn 4:
    Fly is not allowed to be used
    Uproar keeps Blissey awake

    Turn 5:
    Fly is not allowed to be used
    Uproar keeps Blissey awake

    Turn 6:
    Fly is not allowed to be used
    Blissey used Softboiled (had to do this or Blissey would die)

    Turn 7:
    Fly is not allowed to be used
    Uproar keeps Blissey awake

    Turn 8:
    Fly is not allowed to be used
    Uproar keeps Blissey awake
    Blissey faints due to damage

    Turn 9:
    Fly IS allowed to be used

    They don't last a normal amount of turns.

    Re-testing to see if it's the same turn:

    Turn 1:
    Scizor Swords Dance
    Alakazam Trick Room

    Turn 2:
    Pursuit - Activate glitch
    Switch to Togekiss

    Turn 3:
    No Fly
    Switch to Blissey (so Gravity and everything is active)

    Turn 4:
    No Fly
    No Rest

    Turn 5:
    No fly
    No rest

    Turn 6
    No Fly
    blissey used Softboiled

    turn 7:
    no fly
    no rest

    turn 8
    no fly
    softboiled

    turn 9
    Fly worked
    Blissey was kept away

    turn 10
    Fly hits Blissey
    Blissey softboiled

    turn 11
    Togekiss used Roost
    Blissey is unable to use Rest due to Uproar

    turn 12
    Togekiss used Roost
    Blissey was kept awake due to Uproar
    Blissey died due to damage

    It seems like Uproar is permanent while Gravity has a set number of turns it stays active - though it's irregular.
  23. Sidd

    Sidd

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    I tested Conversion 2 with Porygon 2, Bronzong, and Froslass and have found the following results.

    Block does activate Conversion 2, transforming the user into a type that resists / is immune to Normal typing.

    I also tried the same thing out with Gastro Acid, and it did the same, with the exception of it resisting and being immune to Poison typing.

    I also tried Disable on Froslass, as it is has < 100% accuracy and could be used to test out.

    So, whenever Froslass used Disable on Porygon 2 and missed, Porygon 2's Conversion 2 would fail. I also tried out Froslass using Disable on Porygon 2's Tri Attack, and after Tri Attack would be disabled, I tried switching Froslass out and using Conversion 2, but it still failed. I also did the same thing again, but instead of switching Froslass out, I used a self targetting move, Endure, but it still failed.

    Will edit this post when I'm finished testing out Destiny Bond on Froslass.
  24. Cathy

    Cathy

    Joined:
    Jul 11, 2007
    Messages:
    1,062
    Thanks everybody. I updated the initial post with these results. Especially of note is that the Solarbeam result is not what Intro1827 or I predicted, so it's a good thing it was actually tested.
  25. Jimbo

    Jimbo take me anywhere
    is a Tutor Alumnusis a Tournament Director Alumnusis a Site Staff Alumnusis a Super Moderator Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Server Moderator Alumnus

    Joined:
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    Messages:
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    Raaaaaage

    Turn 1:
    Smeargle used Ingrain
    Luvdisc used HP Ground
    Smeargle absorbs nutrients

    Turn 2:
    Smeargle used Rage
    Luvdisc used HP ground
    Smeargle's Rage is building
    Smeargle absorbed nutrients

    Turn 3:
    Smeargle used Astonich
    Luvdisc usd HP Ground
    Smeargle absorbed nutrients

    Turn 4:
    Smeargle used Ingrain but it failed
    Luvdisc used Attract, Smeargle became infatuated
    Absorbed nutrients

    Turn 5:
    Smeargle was in love with Luvdisc, Smeargle used Rage
    Luvdisc used HP Ground
    Absorbed nutrients

    Turn 6:
    Smeargle used Astonish (note, no "was in love with")
    Luvdisc used Hidden Power

    -----

    Leafeon used Yawn
    Smeargle became Drowsy and used Rage

    Leafeon attacked
    Smeargle used Astonish
    Smeargle fell asleep

    -------

    Smeargle used Magnet Rise
    Luvdisc used Agility

    Luvdisc used Agility
    Smeargle used Rage

    Luvdisc used Agility
    Smeargle used Astonish

    Luvdisc used HP Ground, Smeargle makes ground moves levititate!
    Smeargle used Astonish

    ----

    So canceling Rage does not cancel out Ingrain, Magnet Rise, or drowsiness, however, it does cancel out infatuation.

    Thanks to mingot for testing this with me!

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