If a pokemon with mold breaker uses rising voltage in electric terrain against a levitate pokemon does it double in power?
Doesn't throat chop only affect moves and not abilities?I have an oddly specific curiosity:
Say a Spectrier and a Cursola enter a doubles battle against a Pokémon with Neutralizing Gas and a Pokémon that has Throat Chop.
The Pokémon with Throat Chop uses Throat Chop on Spectrier, then uses it on Cursola the next turn. On the third turn, the Pokémon with Neutralizing Gas switches out.
Question: Under the effect of Throat Chop, will the Abilities 'Grim Neigh' and 'Perish Body' still trigger? (Since one seems sound based and the other seems connected with Perish Song.)
Also, are Soundproof Pokémon affected by Perish Body's effect?
Here's a fun little nugget courtesy of the gen 7 source.
Lock-On and Mind Reader are both implemented using the same temporary status flag. This status lasts for 2 turns: one where you actually use Lock-On, then another turn so that you have a window to take advantage of it with a presumably inaccurate move next turn. It's also tied to the continued existence of a specific target on the field, so that if they switch, you don't get the benefit of Lock-On. This much is all mundane and we've known about for years.
There's also another status flag that triggers the same must-hit behavior, but without being tied to a specific target. It looked odd, and it turns out the only thing that sets this flag is...Accuracy-STAB Toxic. Yes, rather than rewrite the move's accuracy in this case, what it does (after checking that the move can't be stolen by Snatch, not least of all because Snatch doesn't exist in Sw/Sh) is apply this must-hit status to the user, but for only 1 turn rather than 2. Of course, normally what happens is it uses that turn to use Toxic with No Guard accuracy, then the one turn is over and it's back to normal for next turn.
But because it's "for the rest of the turn" instead of "for the duration of this single move's execution", you can do some sneaky stuff. Suppose you have a Nidoking that used Toxic last turn. If you then manage to outspeed it with your teammate Scarf Oranguru, you can use Instruct to have it use Toxic again, and because Nidoking is a Poison-type it will get this flag for the rest of the turn. Then when it uses its regular move for the turn, like...I don't know, Horn Drill...that move gets to benefit from No Guard accuracy as well.
If Toxic failed at a point in the success checks prior to step 37, such as if it got beaten by a faster Taunt, that will prevent the always-hit flag from being set. If it fails from some later point (such as opponent already being poisoned, or being a Steel type, or protected by Misty Terrain) then even though Toxic itself doesn't work this time, the flag was already set, and you can still use it for the benefit of your Nidoking Horn Drill or whatever.
Would it also apply to Magic Bounce, working with less accurate status moves like Sing? Or does Magic Bounce work differently than cancelling the original move and producing another instance?That's pretty interesting. This should work if the Poison-type Pokémon gets Dancer as well (although it's more complex to prove as all attacking dancing moves have 100% accuracy, forcing the use of semi-invulnerable turns, evasion-increasing moves, or accuracy-dropping moves).
As an aside, as of 1.2.1 these are the following unreleased abilities and moves (note by "unreleased moves" I mean moves which can't be obtained in the game without hacking, not counting unclickable moves like Pursuit; V-create is the only clickable unreleased move currently):
Aerilate, Air Lock, Aura Break, Bad Dreams, Battle Bond, Beast Boost, Color Change, Comatose, Dancer, Dark Aura, Dazzling, Defeatist, Delta Stream, Desolate Land, Fairy Aura, Forecast, Galvanize, Grass Pelt, Magma Armor, Multiscale, Multitype, Neuroforce, Normalize, Parental Bond, Poison Heal, Power Construct, Power of Alchemy, Primordial Sea, Protean, Pure Power, Refrigerate, Shields Down, Slow Start, Toxic Boost, Victory Star
Aeroblast, Beak Blast, Chatter, Core Enforcer, Crush Grip, Dark Void, Diamond Storm, Dragon Ascent, Geomancy, Hyper Fang, Hyperspace Fury, Hyperspace Hole, Ice Hammer, Judgment, Lands Wrath, Light of Ruin, Lovely Kiss, Lunar Dance, Luster Purge, Magma Storm, Mind Blown, Mist Ball, Nature's Madness, Oblivion Wing, Origin Pulse, Precipice Blades, Psycho Boost, Relic Song, Revelation Dance, Roar of Time, Sacred Fire, Searing Shot, Seed Flare, Shadow Force, Sketch, Spacial Rend, Steam Eruption, Tail Glow, Techno Blast, Thousand Arrows, Thousand Waves, Toxic Thread, V-create
Seems like Psycho Boost doesn't work from the description.
First line of the move description is “this move cannot be used” (very much could be wrong my Japanese is not good) assumedly it’s the unusable move message? Do other unusable moves have move stats still listed?What does it say?
Any chance we could have any update on this with the crown tundra released? We know a lot of these moves to be working, and for instance that tail glow no longer works. I'm most curious about specifically Psycho Boost, since it's technically legal on the Lugia from gen 3. I assume psycho boost still doesn't work, but I haven't seen anyone verify whether or not it does.
First line of the move description is “this move cannot be used” (very much could be wrong my Japanese is not good) assumedly it’s the unusable move message? Do other unusable moves have move stats still listed?
I'd like some confirmation on these:
- Can Core Enforcer disable Neutralizing Gas?
- Can Core Enforcer disable As One? (I suspect not)
- For the matter, can Worry Seed or Gastro Acid disable As One? (I suspect not, but may as well check)
- Core Enforcer still cannot suppress the ability of switch-ins...right? (It's possible that it's gone the way of Fishious Rend instead)
- Is the true multiplier of Transistor and Dragon's Maw 1.5x? (I've witnessed people completely convinced that the multiplier is 1.5 based on the similarity of their wording to Steelworker's)
Can Lunar Dance and Healing Wish both be stored at the same time?
If so, do they both get used up at the same time, effectively making them both being stored useless outside of the fact that Lunar Dance triggers if you are missing pp but otherwise healthy, or does only one of them trigger?
Throat Chop only affects sound moves. It doesn't affect Abilities at all, independently of how "sound-like" they are. Liquid Voice isn't negated under Throat Chop either, for example. Soundproof similarly only blocks sound moves, so it doesn't stop Perish Body from going off.I have an oddly specific curiosity:
Say a Spectrier and a Cursola enter a doubles battle against a Pokémon with Neutralizing Gas and a Pokémon that has Throat Chop.
The Pokémon with Throat Chop uses Throat Chop on Spectrier, then uses it on Cursola the next turn. On the third turn, the Pokémon with Neutralizing Gas switches out.
Question: Under the effect of Throat Chop, will the Abilities 'Grim Neigh' and 'Perish Body' still trigger? (Since one seems sound based and the other seems connected with Perish Song.)
Also, are Soundproof Pokémon affected by Perish Body's effect?
Has anyone looked into the possibility of Slow Start being buffed? With the focus on Regis this DLC and how infamously terrible that ability is it's not a completely absurd possibility
I'd like to propose a re-testing of Life Dew and how it interacts with Allies' Water-Immune abilities in Doubles/Raids. I know it has been tested already and I wouldn't usually doubt the thread, but I have recently seen a video where at one point while doing a Dynamax Adventures raid, the guy claims his mon was being healed more by Life Dew because it had Water Absorb. It could just be that he misunderstood what happened (The video itself doesn't show it happening, he just claimed it happened during a Max Adventure raid), however there is also a chance that it either has different mechanics in Max Adventures only or that the move and/or abilities got a patch when Crown Tundra dropped
While we are at it, if anyone has any chance to, please try out Lapras in a single battle with Life Dew + Water Absorb and the combo of Jungle Healing with a Sap Sipper mon.
Would it also apply to Magic Bounce, working with less accurate status moves like Sing? Or does Magic Bounce work differently than cancelling the original move and producing another instance?
Does Future Sight activate Moxie, Beast Boost, and the Neigh abilities? I'm sure it works on broken Soul-Heart but have never seen anything conclusive on the real "Moxie" abilities' relationship with Future Sight.
Nope, your mon has to do the KO itself. Anything from delay attack, poison, recoil, hazard,... won't count. Except for soul heart of course since it's stupid
why are you using a ps replay to cite an untested in-game mechanicOh please.
I was obviously referring to when OTHER pokemon using Future Sight; not the Moxie, Beast Boost, or the Neigh abilities users themselves. And why is that obvious you ask? Because NONE of those Moxie, Beast Boost, or the Neigh abilities users can learn Future Sight. And the horses can only use Future Sight if the white hare is riding them.
Therefore, NO. All of the Moxie, Beast Boost, and the Neigh abilities CAN NOT receive a boost upon WATCHING some target KOed with Future Sight.
And here, so nobody tries anything funny.
Oh please.
I was obviously referring to when OTHER pokemon using Future Sight; not the Moxie, Beast Boost, or the Neigh abilities users themselves. And why is that obvious you ask? Because NONE of those Moxie, Beast Boost, or the Neigh abilities users can learn Future Sight. And the horses can only use Future Sight if the white hare is riding them.
...no, the concept of "Future Sight user watches its own KO while it has Moxie or a clone thereof" is nowhere near farfetched(-Galar) enough to be unthinkable as the use case someone is trying to test./ds8 skill swap, future sight, all:
Alakazam, Articuno-Galar, Azelf, Beheeyem, Bronzong, Bronzor, Calyrex, Celebi, Claydol, Cresselia, Dottler, Duosion, Dusclops, Dusknoir, Duskull, Espeon, Exeggutor, Gallade, Gardevoir, Gothita, Gothitelle, Gothorita, Hatterene, Jirachi, Jynx, Kadabra, Kirlia, Lugia, Lunatone, Meowstic-F, Mesprit, Mew, Mewtwo, Mime Jr., Mr. Mime, Mr. Mime-Galar, Mr. Rime, Munna, Musharna, Natu, Orbeetle, Ralts, Reuniclus, Sigilyph, Slowbro, Slowbro-Galar, Slowking, Slowking-Galar, Slowpoke, Slowpoke-Galar, Solosis, Swoobat, Tapu Lele, Uxie, Victini, Woobat, Xatu
And the horses can only use Future Sight if the white hare is riding them.
This is correct; if the Moxie / Beast Boost / Neigh are simply out on the field when Future Sight takes a KO, that's not enough to give them the boost. I took the questioner to mean something else; what if the Moxie / Beast Boost / Neigh user takes a KO with Future Sight? I have cartridge footage of this interaction which can be reviewed if you don't believe me (in fairness, I did not link to this footage in my original reply).Oh please.
I was obviously referring to when OTHER pokemon using Future Sight; not the Moxie, Beast Boost, or the Neigh abilities users themselves. And why is that obvious you ask? Because NONE of those Moxie, Beast Boost, or the Neigh abilities users can learn Future Sight. And the horses can only use Future Sight if the white hare is riding them.
Therefore, NO. All of the Moxie, Beast Boost, and the Neigh abilities CAN NOT receive a boost upon WATCHING some target KOed with Future Sight.
And here, so nobody tries anything funny.
Does Slow Start affect Body Press?