Very possibly a bug: here, the hitter and hittee both simultaneously consume Focus Sash:
It's hereThey also note a broken interaction between Encore and Lightning Rod, but I haven't seen that one at all
No, Rest works as it did before.Does the "33% chance to wake up on turn 2 of sleep" also affects Rest?
This is from an in-game tip (go to submenu -> gameplay guides -> basic battling know-how -> time limits). It specifically says only Casual or Ranked play, and doesn't mention Private Battles, so I haven't bothered to verify it because I would have to go out of my way to stall a random opponent for 20 minutes without them forfeiting, and I don't have the resources to pull that off yet.Didn't see anyone respond to this part, but this isn't true. I don't remember where I saw the clip of this being proved wrong (maybe from dawob, feel like that'd be something he'd test first), but if someone can provide clip evidence that'd be greatly appreciated
I tried reproducing this and couldn't get it to happen again. Didn't have a Mega Blastoise to try with though, and the original post on Reddit didn't share a lot of details. Footage of tests in stream #2 around 22:32, and then at 44:10.Can someone check what’s going on with Haze?
The Mega Blastoise here uses Water Spout, then Milotic uses Haze. The Milotic took a massive amount of damage when Water Spout was used, but is back to 92% HP.
It is probably the same behavior. Everytime you change a Pokemon's species/forme, it resets its type (except Terastallization).How does Protean interact with Mega Evolution?
If Greninja has used a attack, for example Ice Beam, before mega evolving, does it stay a Ice type or does it return as a Water/Dark type upon mega evolving?
If it stays a Ice type, does Protean not activate until it uses a different attack?
What happens if Greninja's type is changed by other means, like Soak?
I can't speak on Soak as I haven't tested that (likely the same as previous games, but needs confirmation), but I did fight Greninja and yes, if you changed types by Protean before Mega Evolving, you can change again after. Here's a video (not mine) of it, too:How does Protean interact with Mega Evolution?
If Greninja has used a attack, for example Ice Beam, before mega evolving, does it stay a Ice type or does it return as a Water/Dark type upon mega evolving?
If it stays a Ice type, does Protean not activate until it uses a different attack?
What happens if Greninja's type is changed by other means, like Soak?
They wanted to know if Greninja's type resets to Water and Dark after Mega Evolving, which is not clear in the video.I can't speak on Soak as I haven't tested that (likely the same as previous games, but needs confirmation), but I did fight Greninja and yes, if you changed types by Protean before Mega Evolving, you can change again after. Here's a video (not mine) of it, too:
After the first active turn, Fake Out follows the same mechanics as a slot hit by Disable.when you tried to fake out after the first turn, did it always say you can't use that move and cancel the action? that feels new to this game but apologies if not
List said:
- 4x and 0.25x effectiveness for moves are now called extremely effective and mostly ineffective, respectively.
- Effort / Individual values (EVs/IVs) changed to Stat Points (SPs)
- Dig's semi-invuln state is called Underground, Phantom Force's is Concealed, Dive's is Submerged, and Fly and Bounce use Sky-High.
- Outrage, Raging Fury, Petal Dance, Thrash, and any similar moves cause the Rampaging state when used.
- Partial trapping moves like Fire Spin, Snap Trap, and Wrap cause the Bound effect.
- Trapping moves like Mean Look and Spirit Shackle cause the Can't Escape effect.
- Perish Song inflicts the Perishing effect.
- Power Trick causes the Atk/Def Swapped effect.
- Psychic Noise causes the Healing Prevented effect.
- Trick-or-Treat makes the target go Trick-or-Treating.
- Imprison's effect is called Sealed Off.
- Disable causes the Move Disabled effect.
- For several moves that inflict a unique effect on the target, Champions basically refers to that effect as "(move name) + -ed".
- For example Leech Seed causes the Leech Seeded status.
- Other moves include: Fairy Lock, Forest's Curse ("Forest Cursed"), Lock-On ("Locked On"), Throat Chop, Ingrain, Minimize
- Charge's power-up effect is called Electric Boost.
- Moves that have a boosted crit rate as well as Focus Energy use the term "x-stage Critical-Hit Ratio Boost" in their move descriptions, where x is a numerical number.
The probability of 10 hits of Population Bomb flinching is 65%, not that high.Scenario that has just occurred to me in the game:
- My Maushold uses Population Bomb on the foe's Kingambit with confirmed Defiant (thank you, Supersweet Syrup)
- It hits 10 times (thank you, Supersweet Syrup)
- My Maushold is holding a King's Rock
- Kingambit doesn't flinch
Was I just extremely, extremely, extremely unlucky or do multi-strike moves not benefit from King's Rock independently on each hit? If it's the latter, wouldn't that be a change from how it worked before?
Regarding this change, if the Encored move forces a Struggle, does Struggle always move at +0 or does it use the priority of the move that was forced? e.g.: Does an Encored Fake Out always use Struggle immediately after Encore? Does something that was hit by Taunt and then Encored into Trick Room use Struggle at -7?I also had a weird interaction with encore, but I wasn't recording and can't review it
I encored, with a max speed m-lopunny, a neutral speed m-dragonite into protect and then it immediately used protect, moving ahead of my +1 volcarona (198 speed stat)
Seemingly acting at the priority of the move it was encored into and not the move they selected, as it would do previously
If the interactions stayed the same, the answer to this is: "you can never be Encore'd into Struggle". Also, just like Disable, if you Taunt and Encore a Pokemon into Trick Room, it won't Struggle, it will just fail to act because of Taunt.Regarding this change, if the Encored move forces a Struggle, does Struggle always move at +0 or does it use the priority of the move that was forced? e.g.: Does an Encored Fake Out always use Struggle immediately after Encore? Does something that was hit by Taunt and then Encored into Trick Room use Struggle at -7?
Some of these may be redundant or are already noticed, but I went ahead and did this:Hello research folks, thank you in advance for the hard work you're doing. Champions seems to have many new terms / phrases for certain in-game conditions, and I was wondering if y'all could help us (GP Team) compile a list of them. Not urgent at all, but whenever one comes up I would appreciate it (feel free to DM me if you don't want to clog the thread).
Here is what we have found so far, so no need to tell us these:
Thank you!
Here's the file from the game data with the English text for the battle states. If you ctrl+f "OriginalText", you'll get to each one on every other hit.Hello research folks, thank you in advance for the hard work you're doing. Champions seems to have many new terms / phrases for certain in-game conditions, and I was wondering if y'all could help us (GP Team) compile a list of them. Not urgent at all, but whenever one comes up I would appreciate it (feel free to DM me if you don't want to clog the thread).
Here is what we have found so far, so no need to tell us these:
Thank you!
If you can, do you think you can check if the changes to Paralysis, Sleep, Freeze, and any other RNG mechanic are accurate to the text found in game?Here's the file from the game data with the English text for the battle states. If you ctrl+f "OriginalText", you'll get to each one on every other hit.
View attachment 822671
View attachment 822675
So, usually when there's a new Pokémon game, I start looking for known mechanics in the decompiled code like Pokémon generation and the damage formula. Even though Champions being Unity gives us all code symbols like we had in BDSP, I couldn't find anything that was part of the damage formula in BDSP. I looked for common things like rolling to apply random effects, checking for successful hit, random damage rolls, rolling for chance to crit... nope, couldn't find anything at all.If you can, do you think you can check if the changes to Paralysis, Sleep, Freeze, and any other RNG mechanic are accurate to the text found in game?
We saw that Leech Seed’s description claims it drains less HP than it does in reality, but that’s easy to test. You can’t really test the mechanics of Freeze so easily since they are RNG based.