DP Research Thread #1 ("Old")

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Well, this is something I wish I knew beforehand...
Hi Jump Kick, when hitting protect, keeps on going and crashes.
Encore doesn't work if you try and Encore a Pokemon that hit no target last turn (due to the target dying from a recoil move or hitting themself in confusion)
Encore fails if the Pokemon did nothing last turn due to sleep.

Probably common knowledge but since I didn't play in the last gen much I thought maybe something is new there.

Has the chance of breaking through Protect with Blizzard in hail (and I assume Thunder in rain) been discovered yet?
 
If you use Gravity on the turn someone is about to use Jump Kick or Hi Jump Kick, do they crash and receive recoil damage?
 
gravity will make them not attack if they try to use jump kick or HJK after the use of gravity

Yet another reason to give Medicham Brick Break (it missed for me 2/3 of the time in the Battle Tower, and I stuck Medicham in Box 18 ever since).
 
Yet another reason to give Medicham Brick Break (it missed for me 2/3 of the time in the Battle Tower, and I stuck Medicham in Box 18 ever since).

Any attack with less than 100% accuracy will see weird results in Battle Tower =/
 
I have an ability question.

We know that Intimidate acts "funny" sometimes during double switches. Example:


Player 1 withdrew X!
Player 1 sent out Salamence!
Salamence intimidated Y!
Player 2 withdrew Y!
Player 2 sent out Z!

…And in this example, Z wasn't affected by Intimidate.


My question is: Does this affect other abilities? A possible example with Trace would look like this I guess:


Player 1 withdrew Gliscor!
Player 1 sent out Gardevoir!
Gardevoir Traced Trapinch's Arena Trap!
Player 2 withdrew Trapinch!
Player 2 sent out Z!

…And in this case, Z would get trapped by Arena Trap ( if applicable ).


Has anyone encountered this?

The intimidate happened in ADV, where your opponent switched out after you, that isnt anything abnormal, really.

Arena Trap on the other hand is different because in D/P they wanted to stop Wobbuffet on Wobbuffet wars I guess, so the trap moves cancel each other out.

My question is is there a list of all the attacks/items that have no effect on Magic Guard? I might have skipped over it...
 
The intimidate happened in ADV, where your opponent switched out after you, that isnt anything abnormal, really.

Arena Trap on the other hand is different because in D/P they wanted to stop Wobbuffet on Wobbuffet wars I guess, so the trap moves cancel each other out.

My question is is there a list of all the attacks/items that have no effect on Magic Guard? I might have skipped over it...

Do they all cancel out? For example, does Mean Look and Shadow Tag cancel out? How about Mean Look and and another Mean Look?
 
I know this has been asked a few times before, but I'm still confused about Pal Park and Pokemon changing their abilities.

So here's what I have... an Effect Spore Shroomish on Emerald (since obviously this is the only ability Shroomish can have on Emerald) that I bred and got an excellent IV'd one. So now I want to send it to D/P. I cloned 6 and sent all 6, and all remained Effect Spore. Will every one also evolve into Effect Spore Breloom? Is there any chance of it changing ability upon evolving? Is there any chance of it changing ability upon transfer to D/P? Will every clone do the same thing?

Thanks for answering all my questions.
 
I don't know how it works, but it seems that a Pokémon that was transferred from the Advance games may change its ability when it evolves.
Judging from the results, it appears random.
 
Since this finding is not reflected in the first few posts of the topic, I'll post it here.

No guard does not affect Mach(op,oke,amp)'s teammate in 2v2 battles.

Battle in question: Garchomp and No Guard Machop fighting the Glameow and Stunky owned by the ranchers just north of Solaceon town. After one smokescreen from the stunky, Garchomp's Dragon Rush missed.
 
Since this finding is not reflected in the first few posts of the topic, I'll post it here.

No guard does not affect Mach(op,oke,amp)'s teammate in 2v2 battles.

Battle in question: Garchomp and No Guard Machop fighting the Glameow and Stunky owned by the ranchers just north of Solaceon town. After one smokescreen from the stunky, Garchomp's Dragon Rush missed.
It only affects attacks from/targeting Mach(etc). For example, Machamp's partner using an OHKO move on Machamp will never miss. Machamps partner using OHKO moves on the opponent will still have regular accuracy.
 
Anyone has any information about Gastro Acid (Arbok, Victreebel, Swalot, Cradily)? In particular:

1) Can you cancel your partner's ability in 2vs2?
2) Can you cancel your own ability?
3) Is the ability reinstated if the targeted Pokemon switches out and then gets into battle later on?

My hunch is "yes", "no" and "yes" for each of the above questions respectively, but I'd like confirmation. Thanks.
 
Anyone has any information about Gastro Acid (Arbok, Victreebel, Swalot, Cradily)? In particular:

1) Can you cancel your partner's ability in 2vs2?
2) Can you cancel your own ability?
3) Is the ability reinstated if the targeted Pokemon switches out and then gets into battle later on?

My hunch is "yes", "no" and "yes" for each of the above questions respectively, but I'd like confirmation. Thanks.

1 Yes, Gastro Acid hit Bronzong and gave the message "Gastro Acid surpressed Bronzong's Ability!"

2 No, you can't target yourself with Gastro Acid.

3 Yes, after switching Torterra in, and Bronzong back in, Earthquake did not hit Bronzong due to Levitate.
 
Okay, that makes Regigigas slightly more viable in 2vs2 then, as I suspected. Thanks.
 
I just did my first bit of research...

I decided to test Charge's SpDef boost. I took my Luxray to a battle with a level 5 geodude, and charged 7 times. First six times the SpDef raised, seventh time, it didn't raise SpDef. Then I used Spark, which obviously did no damage to geodude. When I used Charge again, SpDef did not get raised.

So either use of electric attacks on ground types doesn't use up the charge, or the SpDef boosts are normal boosts (unlike the defensive boosts that come with stockpile, but are lost again when the stockpile is used).

Once I've actually defeated the Elite 4 (which should be very soon, probably later tonight), I'll find a double battle with low-level pokemon, and try it again, except using the electric attack on my partner rather than the foe, so I can find out if the SpDef drops when electric attacks are used and succeed.
 
I'm not sure I understood your post, but Charge won't boost Special Defense 7 times because after 6 times your special defense is maxed out.

Yes, and that's as to be expected.

However, what I was testing was whether or not using an Electric move caused the Special Defense boost to be lost again, as happens with Stockpile when Spit up or Swallow are used.

I was making it clear what the situation was by first doing seven charges, so it was clear that I had maxed out Special Defense, then I used an electric attack, then tried to charge again. If the Special Defense boost was lost, charging would have boosted Special Defense. Since it didn't boost special defense, we can conclude that the special defense boosts from Charge are permanent.
 
I'm fairly certain (but not completely sure) that when you use your charge, you only lose the last SpDef boost you gained. So, if you didn't gain one from your last Charge, you won't lose one.
This is only from memory of what I've observed, though, so I urge you to continue your testing.
 
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