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I have a lot of questions and idk where they'd get answered
1. Why.. In "anything goes" are there so many banned Pokemon? If its anything goes you'd think you're allowed even like a Salamence or something.
2. Why are there options for abilities.. Then you're barred from starting a battle because the ability isn't confirmed? If its not .. Then why is it in the game?
3. Why do my spikes/toxic spikes randomly disappear? Plus my Gengar can get poisoned from it but no one else's I've seen can.
4. Is there an option to battle people that don't swap out every single turn? I thought the spikes would help with that, but apparently they constantly disappear randomly.
1. Why.. In "anything goes" are there so many banned Pokemon? If its anything goes you'd think you're allowed even like a Salamence or something.
2. Why are there options for abilities.. Then you're barred from starting a battle because the ability isn't confirmed? If its not .. Then why is it in the game?
"Anything Goes" for a given generation is a format that allows anything legal in those games. This is compared to other formats like OU and Ubers which have bans setup on some thing. Salamence cannot be used in the Generation 8 games (Sword/Shield) so it's illegal in Gen 8 AG. Same thing with hidden abilities, some of them are unobtainable in the games currently and cannot be used as a result.
4. Is there an option to battle people that don't swap out every single turn? I thought the spikes would help with that, but apparently they constantly disappear randomly.
Switching pokemon is a strategy used by competetive pokemon players, which smogon/showdown cater to. The only format that disallows switching is 1v1 which is limited to 3 pokemon per team at team preview, and you can only use one of them in the battle (hence 1v1).
4. Is there an option to battle people that don't swap out every single turn? I thought the spikes would help with that, but apparently they constantly disappear randomly.
In addition to 1v1, doubles and Battle Stadium usually have much less switching compared to 6v6 singles, so you can play any of those if you want. In older generations, there are ways to discourage switching in 6v6, such as stealth rock, ghosts (to block rapid spin), defiant/competitive (to discourage defog), arena trap, and trapping moves. I don't know how well any of those work in the new SwSh metagames.
"Anything Goes" for a given generation is a format that allows anything legal in those games. This is compared to other formats like OU and Ubers which have bans setup on some thing. Salamence cannot be used in the Generation 8 games (Sword/Shield) so it's illegal in Gen 8 AG. Same thing with hidden abilities, some of them are unobtainable in the games currently and cannot be used as a result.
Do you have a replay of this? This seems like a bug to me.
Switching pokemon is a strategy used by competetive pokemon players, which smogon/showdown cater to. The only format that disallows switching is 1v1 which is limited to 3 pokemon per team at team preview, and you can only use one of them in the battle (hence 1v1).
I get its a strategy ... But its past the point of strategy. Where its literally every turn. They're not even attacking they're just swapping out non stop. A strategy is made for you to win the game ... Not make your loss take 150 turns.
In addition to 1v1, doubles and Battle Stadium usually have much less switching compared to 6v6 singles, so you can play any of those if you want. In older generations, there are ways to discourage switching in 6v6, such as stealth rock, ghosts (to block rapid spin), defiant/competitive (to discourage defog), arena trap, and trapping moves. I don't know how well any of those work in the new SwSh metagames.
I get its a strategy ... But its past the point of strategy. Where its literally every turn. They're not even attacking they're just swapping out non stop. A strategy is made for you to win the game ... Not make your loss take 150 turns.
I've only seen infinite switching in stall v stall situations where it can become the optimal play. As for removing it well thats a really tough to tackle issue that has been touched on before. Eitherway regular switching for advantage is a key part of pokemon just like prediciton is.
How do I select a Gigantamax mon in teambuilder? I select something like Lapras-Gmax in teambuilder, but when I Dynamax in an actual battle, it's a regular dynamax and not the gigantamax form.
How do I select a Gigantamax mon in teambuilder? I select something like Lapras-Gmax in teambuilder, but when I Dynamax in an actual battle, it's a regular dynamax and not the gigantamax form.
If you mean the button says "Dynamax" thats normal and how it works in-game. If you have an Ice type attack move you should notice checking the box turns it into G-Max Resonance which shows that the pokemon will gigantamax.
If you mean the button says "Dynamax" thats normal and how it works in-game. If you have an Ice type attack move you should notice checking the box turns it into G-Max Resonance which shows that the pokemon will gigantamax.
I just used Lapras and Grimmsnarl as examples, but this is not working for me for ANY Gigantamax mon. I'm using their Gigantamax forms in the teambuilder, so I have no clue as to why they are Dynamaxing and not Gigantamaxing.
Hi, I'm not sure this is the place for it but I figured I couldn't really go wrong by posting it here.
I first thought there was an issue with the damage formula used in ps with the +2 roaming in that formula (according to internet sources such as bulbapedia and serebi) from looking to the code (+ the issue I thought there was matched with the damage calc results which are not the one I obtained by "manual" calculation), so I did some tests, and during those test, this happened :
The thing happened Turn 10 Snorlax took 169 damages, min roll according to ps damagecalc is 170, and min roll according to internet sources formula is 171. From the calculation I made, it only matches a 0.84 roll, while rolls are supposed to be (according to the same sources as before) between 0.85 and 1.
I'm have absolutly no experience with Jave so I don't know if that 16 is the reason or if putting 16 means 15 is the biggest possible number generated.
So, for this reason, the main reason I'm putting this here is not related to the main part but to the fact that in gen 1 and 2 the calculation of the roll is not this one but is a number between 217 and 255 divided by 255 (according to bulbapedia).
With 134 base damage, no modifiers exist until the random damage rolls. After the random damage rolls, the possible values are as follows:
113, 115, 116, 117, 119, 120, 121, 123, 124, 125, 127, 128, 129, 131, 132, 134
After applying STAB to each damage roll, the possible values are as follows:
169, 172, 174, 175, 178, 180, 181, 184, 186, 187, 190, 192, 193, 196, 198, 201
As you can see, Return's minimum damage roll in this case is 169. But this is exactly what Showdown's damage calculator is returning, so I'm not sure what the issue is.
Okay
so basically I want Haze on my Xatu, but its listed as illegal on the move selector. On the smogon strategy pokedex, Xatu gets haze, so I don't know why I can't put it on him. This also happened when I wanted to put tailwind on Swoobat. I'm sorry if its painfully obvious, but I just don't understand.
Okay
so basically I want Haze on my Xatu, but its listed as illegal on the move selector. On the smogon strategy pokedex, Xatu gets haze, so I don't know why I can't put it on him. This also happened when I wanted to put tailwind on Swoobat. I'm sorry if its painfully obvious, but I just don't understand.
I just used Lapras and Grimmsnarl as examples, but this is not working for me for ANY Gigantamax mon. I'm using their Gigantamax forms in the teambuilder, so I have no clue as to why they are Dynamaxing and not Gigantamaxing.