Re: Counter in RBY
First I need to clarify that I will only explain the current mechanics on Showdown. In the actual cartridge games Counter can cause desyncs (showing each player different results) in specific situations. If you want to know more about that, read this post here. Currently people are discussing whether the simulator mechanics should be changed, kept as they are or banning Counter in this thread.
First thing to note about Counter is that it will always fail if the opponent's last move was a non-damaging move, the move Counter or not normal or fighting type (basically all moves that can "regularly" be countered in RBY - I will call them "counterable moves" from now on).
Should the last move your opponent has used be a counterable move (it doesn't matter if they spent turns frozen, sleeping, full paralysing or switching since then) and you use Counter, the game checks the damage counter. The damage counter basically is the last damage any attack did, no matter the type or player.
The damage counter will be reset to 0 if a non-damaging attack has been used that isn't Confuse Ray, Conversion, Focus Energy, Glare, Haze, Leech Seed, Light Screen, Mimic, Mist, Poison Gas, Poison Powder, Recover, Reflect, Rest, Soft-Boiled, Splash, Stun Spore, Substitute, Supersonic, Teleport, Thunder Wave, Toxic, or Transform.
This should explain everything but it is extremely complicated and it has happened in tournament games that notable players remembered these mechanics incorrectly so I will give some examples. I played a battle against myself to illustrate some of the mechanics. Replay Link
Turn 5: Eggy switches in and Snorlax uses Body Slam. Damage counter=the damage from Body Slam
Turn 6: Eggy uses Sleep Powder. Sleep Powder is a non-damaging move that is not listed above so the damage counter is reset to 0
Turn 8: Snorlax is asleep and Chansey tries to use Counter. Since nothing has changed about the damage counter after turn 6, Counter fails.
Turn 9: Chansey uses Ice Beam. Snorlax sleeps. Damage counter=the damage from Ice Beam
Turn 10: Snorlax is sleeping. Chansey uses Counter. Now let's do a check.
Last move used by the opponent? Body Slam which is counterable. Damage Counter? The damage from Ice Beam. This means Counter will do twice the damage Ice Beam did to Snorlax.
Turn 11: Snorlax switches. Chansey uses Counter. Let's check again.
Last move used by the opponent? Body Slam which is counterable. Damage Counter? The damage Counter did to Snorlax. This means Counter will do twice the damage from the previous Counter (which means 4 times the damage Ice Beam did).
First I need to clarify that I will only explain the current mechanics on Showdown. In the actual cartridge games Counter can cause desyncs (showing each player different results) in specific situations. If you want to know more about that, read this post here. Currently people are discussing whether the simulator mechanics should be changed, kept as they are or banning Counter in this thread.
First thing to note about Counter is that it will always fail if the opponent's last move was a non-damaging move, the move Counter or not normal or fighting type (basically all moves that can "regularly" be countered in RBY - I will call them "counterable moves" from now on).
Should the last move your opponent has used be a counterable move (it doesn't matter if they spent turns frozen, sleeping, full paralysing or switching since then) and you use Counter, the game checks the damage counter. The damage counter basically is the last damage any attack did, no matter the type or player.
The damage counter will be reset to 0 if a non-damaging attack has been used that isn't Confuse Ray, Conversion, Focus Energy, Glare, Haze, Leech Seed, Light Screen, Mimic, Mist, Poison Gas, Poison Powder, Recover, Reflect, Rest, Soft-Boiled, Splash, Stun Spore, Substitute, Supersonic, Teleport, Thunder Wave, Toxic, or Transform.
This should explain everything but it is extremely complicated and it has happened in tournament games that notable players remembered these mechanics incorrectly so I will give some examples. I played a battle against myself to illustrate some of the mechanics. Replay Link
Turn 5: Eggy switches in and Snorlax uses Body Slam. Damage counter=the damage from Body Slam
Turn 6: Eggy uses Sleep Powder. Sleep Powder is a non-damaging move that is not listed above so the damage counter is reset to 0
Turn 8: Snorlax is asleep and Chansey tries to use Counter. Since nothing has changed about the damage counter after turn 6, Counter fails.
Turn 9: Chansey uses Ice Beam. Snorlax sleeps. Damage counter=the damage from Ice Beam
Turn 10: Snorlax is sleeping. Chansey uses Counter. Now let's do a check.
Last move used by the opponent? Body Slam which is counterable. Damage Counter? The damage from Ice Beam. This means Counter will do twice the damage Ice Beam did to Snorlax.
Turn 11: Snorlax switches. Chansey uses Counter. Let's check again.
Last move used by the opponent? Body Slam which is counterable. Damage Counter? The damage Counter did to Snorlax. This means Counter will do twice the damage from the previous Counter (which means 4 times the damage Ice Beam did).
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