Research Champions Battle Mechanics Research

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?
 
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:
 
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:
They wanted to know if Greninja's type resets to Water and Dark after Mega Evolving, which is not clear in the video.
 
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:
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.

Thank you!
 
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?
 
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?
The probability of 10 hits of Population Bomb flinching is 65%, not that high.
 
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
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?
 
Also regarding Fake Out + Encore: the footage we have shows Encore being used on the same turn as Fake Out. However, there could be a case (it is probably the case) where, if Encore is used on the second active turn of the Pokémon that used Fake Out, Fake Out fails that turn instead of resulting in Struggle.

This would match the SV interaction for Disable + Encore and Choice Lock + Encore when Encore is used before the other Pokémon acts.

We would need to confirm this specific interaction.

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?
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.
 
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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!
Some of these may be redundant or are already noticed, but I went ahead and did this:

Ball and bomb move -> Ball & Bomb

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Pulse move -> Pulse

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Sound-based move -> Sound-Based

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Moves that restore HP -> Healing (note that attacking moves that heal do not seem to have this flag, such as Draining Kiss, Bitter Blade, and Giga Drain)

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Punching move -> Punching

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Slicing move -> Slicing

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Powder and spore moves -> Powder

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Wind move -> Wind

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Dance move -> Dance

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Biting move -> Biting

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Explosive move -> Explosive

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Status that causes sleep next turn by Yawn -> Drowsy

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Status caused by moves with a charging turn -> Charging

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Status caused by moves that force a recharge after use -> Recharging

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Status caused by a lingering Future Sight -> Future Attack

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Status caused by Smack Down -> Landed

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Status caused by Destiny Bond -> Destiny Bound

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Status caused by Torment -> Unable to Repeat

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Status caused by Cute Charm and Attract -> Infatuated

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Status caused by Imprison -> Sealing Off

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Burn, paralysis, poison, bad poisoning, confusion, sleep, freeze -> Burned, Paralyzed, Poisoned, Badly Poisoned, Confused, Asleep, Frozen


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Status caused by entry hazards (Stealth Rock, Spikes, Toxic Spikes, Sticky Web) -> The name of the respective entry hazard (Stealth Rock, Spikes, Toxic Spikes, Sticky Web)

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Status caused by Psychic Noise -> Healing Prevented

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Field effect caused by Rain Dance / Drizzle -> Rain

Field effect caused by Sunny Day / Drought –> Harsh Sunlight

Field effect caused by Snowscape / Snow Warning -> Snow

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Status / field effect caused with the exact same name as the given move or ability that causes them: Reflect, Light Screen, Wish, Flash Fire, Aurora Veil, Trick Room, Wonder Room, Magic Room, Gravity, Uproar, Grassy Terrain, Electric Terrain, Psychic Terrain, Misty Terrain, Sandstorm (see above image for proof), Safeguard

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Status caused by a singular move with the same name as the singular move with some variant of "-ed" at the end: Ingrain, Ghost-type Curse, Taunt, Throat Chop, Salt Cure


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Also, Growth is now a Grass-type move, which is worth pointing out as it only became of such type since PLZA:

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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.

https://github.com/projectpokemon/champout/blob/main/rom-txt/usa/btl_state_syn.json

1775772961824.png
 
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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
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.
 
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.
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.

That leads me to suspect everything is now server-sided, probably for security reasons. That means that I can't test any better than you can, so you might as well do it. Good practice for Wind/Waves when everything has to be transcribed by hand.

I really don't want people to default to asking a dataminer to solve all the specific number-based questions anyways. Everything that is battle mechanics can be tested vanilla even if it takes a lot of observations or specific setups. You can repeat moves, write down how many had the effect, and calculate a confidence interval to see if you observed enough to exclude certain numbers at a high confidence level. I've stepped away from testing a lot of stuff that regular players can do just because I think it's important for researchers at any level to be able to contribute.
 
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Anubis passed me some data dumps that i ended up parsing, so here are some base power/pp/accuracy changes:

Base Power changes: https://gist.github.com/KrisXV/8ba8f88b644644869d87a14520224872
Accuracy changes: https://gist.github.com/KrisXV/b9ac9e54ca382356cb2051d7374bcd2a
PP changes: https://gist.github.com/KrisXV/76a7e01bb8c9b3c1e9527a0338c68c24 (also I didn't include them in here but any move whose PP was > 20 is now 20)
Type changes: https://gist.github.com/KrisXV/c7d520b6853c41008031c3aebb045c9b
Dexited moves: https://gist.github.com/KrisXV/cc41016629828aa7bd0dc5efac067b59

No priority/contact-making changes
 
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Moves that restore HP -> Healing (note that attacking moves that heal do not seem to have this flag, such as Draining Kiss, Bitter Blade, and Giga Drain)
This one is very interesting to me, since I just assumed that's the flag Psychic Noise and Heal Block would be based around. Are those moves still blocked by them or has that changed? It would be quite an oversight if they're blocked but miss the flag.
A lot of those are signature moves, but interestingly, some Z-A relevant Pokémon don't have their signatures listed (mainly Xerneas, Yveltal, all of Zygarde moves, and Zeraora, who got a Mega AND is a mythical, another group commonly excluded from there). I also don't see Victini's, Genesect's, or Melmetal's. And out of curiosity, is the master list available anywhere to the public? A lot of people speculate on Nihil Light and I don't see that on the base power changed list, but did that one assume 100 or 200?
 
This one is very interesting to me, since I just assumed that's the flag Psychic Noise and Heal Block would be based around. Are those moves still blocked by them or has that changed? It would be quite an oversight if they're blocked but miss the flag.

A lot of those are signature moves, but interestingly, some Z-A relevant Pokémon don't have their signatures listed (mainly Xerneas, Yveltal, all of Zygarde moves, and Zeraora, who got a Mega AND is a mythical, another group commonly excluded from there). I also don't see Victini's, Genesect's, or Melmetal's. And out of curiosity, is the master list available anywhere to the public? A lot of people speculate on Nihil Light and I don't see that on the base power changed list, but did that one assume 100 or 200?
Looking at many signatures move, is it just because their associated users are not in the game yet?
The notable anomaly I see is that Gear Grind is a move that is both in the dexited list and the power change list.
 
And out of curiosity, is the master list available anywhere to the public? A lot of people speculate on Nihil Light and I don't see that on the base power changed list, but did that one assume 100 or 200?
To answer the first question, I exported the data in a format that is fairly unfriendly to read, so I gave it to dhelmise to analyze it because I didn't want to write the code for it. I expect it will be more accessible when it is added to Showdown.

To answer the second question, Nihil Light is still 100 BP just like the "regular" move data in LZA had it set as. Only the real-time battle data had it set to 200 BP.

This one is very interesting to me, since I just assumed that's the flag Psychic Noise and Heal Block would be based around. Are those moves still blocked by them or has that changed? It would be quite an oversight if they're blocked but miss the flag.

I will note that pretty much everything I was able to find reflects something that is visible in game. For example, the move data no longer has information about the chance of a secondary effect landing. I theorized earlier that it's because it's handled on the server, so there's no reason for the user to be able to access that field. You get a text string description that ostensibly explains the mechanic to you, but as we saw with Leech Seed, it's possible for the true effect not to match the description. I would not be surprised if a move was classified as something and did not have the effect, or vice versa.

Similarly, I couldn't find ability flags, and the file for ability is just a way to connect each ability to the localized string.

This really boils down to the fact that players will need to test battle mechanics by trying them out in a battle since we don't get the easy datamine support anymore and we may not be able to trust the description.

EDIT: The fact that they did server maintenance to fix the battle bugs and the game didn't update on the Switch would confirm that all the battle behavior is server-sided :P

---

An interesting note is that the move data has 918 entries even though it goes up to move 920. It is missing moves 863 and 892, which correspond to Revival Blessing and Double Shock. They simply are not in the table at all.
 
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Mechanics stream #3
  • 7:20 Frisk reveals both items in doubles (identical to SV behavior, someone reported it didn't to me)
  • 13:56 Trick Room Speed overflow is no longer in the game (+6 Choice Scarf max Speed Aerodactyl in Tailwind didn't move first in Trick Room)
  • 24:26 White Herb vs Parting Shot will trigger Symbiosis asymmetrically after White Herb is consumed (i.e. for player with White Herb, you see the White Herb trigger, then Symbiosis pass an item, then the item can potentially trigger, then the pending switch, but for the Parting Shot player, you don't see any of that until the next Pokemon is selected)
    • 32:13 See also footage with Lum Berry curing burn
  • 26:37 The visual glitch with Parental Bond + Ally Switch causing the opponent's HP to appear to visually change doesn't occur with Scale Shot
  • 35:58 If Encored into Fake Out, the Pokemon will Struggle. Using Encore after Fake Out will cause the Fake Out to display "But it failed!" on the turn it attempts to use Fake Out again.
  • 37:29, 40:40 Struggle requires an input of the "Fight" option for both the left and right slot.
  • 42:33 The devs are not lying and Mega Evolution order is fixed. A setup tested yesterday resulted in expected Speed order for Mega Evolution
 
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