So the other day, I saw an interesting clip in the ADV discord. It showed a Cloyster crit-killing a Skarm with Explosion, then their trainers sent Celebi and Tyranitar in respectively.
Celebi, presumably, was faster and took spikes damage first, and fainted. Swampert came in after it, and took spikes damage as well.
Problem? Tyranitar didn't take spikes damage, which is particularly critical since spikes should've knocked it out.
There was some debate about whether this was a sim bug or not, but the discussion quickly shifted. I was curious, though, and decided to, with some effort, recreate this situation and test it out. I always tested with myself to confirm the spikes bug on sim (https://replay.pokemonshowdown.com/gen3ou-2448079278)
AND THE RESULTS WILL SHOCK YOU!!!! red arrows and other clickbaity stuff
Okay but seriously, this is kind of a big deal.
TL;DW:
- Currently, switching into spikes after a double KO works as follows:
- Faster pokemon switches in
- Slower pokemon switches in
- Resolve spikes damage for faster Pokemon
- If they faint, send in replacement
- Resolve spikes damage for slower Pokemon (unless faster mon fainted [BUG])
- However, the way it's supposed to work, as demonstrated by the link battle in the video, is:
- Faster pokemon switches in
- Resolve spikes damage for faster Pokemon
- If they faint, send in a replacement and resolve their spikes damage
- Slower pokemon switches in
- Resolves spikes damage for slower pokemon, etc.
What this means is that saccing a Pokemon to spikes damage after a boom to check your opponent's switch-in SHOULD NOT WORK unless you are slower than their switch-in.
Not a every-game scenario obviously, but hardly inconceivable.
Celebi, presumably, was faster and took spikes damage first, and fainted. Swampert came in after it, and took spikes damage as well.
Problem? Tyranitar didn't take spikes damage, which is particularly critical since spikes should've knocked it out.
There was some debate about whether this was a sim bug or not, but the discussion quickly shifted. I was curious, though, and decided to, with some effort, recreate this situation and test it out. I always tested with myself to confirm the spikes bug on sim (https://replay.pokemonshowdown.com/gen3ou-2448079278)
AND THE RESULTS WILL SHOCK YOU!!!! red arrows and other clickbaity stuff
Okay but seriously, this is kind of a big deal.
TL;DW:
- Currently, switching into spikes after a double KO works as follows:
- Faster pokemon switches in
- Slower pokemon switches in
- Resolve spikes damage for faster Pokemon
- If they faint, send in replacement
- Resolve spikes damage for slower Pokemon (unless faster mon fainted [BUG])
- However, the way it's supposed to work, as demonstrated by the link battle in the video, is:
- Faster pokemon switches in
- Resolve spikes damage for faster Pokemon
- If they faint, send in a replacement and resolve their spikes damage
- Slower pokemon switches in
- Resolves spikes damage for slower pokemon, etc.
What this means is that saccing a Pokemon to spikes damage after a boom to check your opponent's switch-in SHOULD NOT WORK unless you are slower than their switch-in.
Not a every-game scenario obviously, but hardly inconceivable.

