... except for the fact it has the same speed as the Pokemon it transformed into.In this Hackmons Cup Battle I got a ferroseed with transform: http://play.pokemonshowdown.com/battle-gen7hackmonscup-602954128
However, after transforming into lower-leveled enemy mons, I still got outsped, altough I should be faster due to the higher level.
0+ Atk Celesteela Corkscrew Crash (160 BP) vs. 0 HP / 0+ Def Eviolite Chansey: 597-703 (93.1 - 109.6%) -- 56.3% chance to OHKOhttp://replay.pokemonshowdown.com/gen7ou-603096589
That's eviolite chansey getting OHKO'd by z corkscrew crash.
Im not sure if showdown is registering eviolite atm cause it happens in any physical attack scenario so far
https://photos.app.goo.gl/6uJB1mPGfMym7iuH3
That's a screenshot of the set
It's been mentioned in this thread before, but there hasn't been any mention of it on the last 14 pages or so. I can attest that you're right, though. The only form-ability combination on Zygarde that is not able to learn OR/AS Tutor moves is Aura Break Zygarde-10% (I went into a bit more depth here)I'm not sure if this was reported in one of the earlier pages but for a while now I've been trying to see if I could get Earth Power Zygarde in gen 7 with Power Construct as the ability. The team builder keeps saying it's invalid since its not compatible with the ability as Earth Power was an ORAS move tutor. However, in game cart you can bring over a Zygarde from gen 6 and by adding 50 more cells to it you can get it complete form with power construct as well as without having the moveset wiped. I've seen it done in game cart before but I haven't been able to do it myself as I don't have a copy of XY. This has been like this for quite some time now and I just wanted to know if this actually is impossible or not, to me it seems like a bug in the validator but I just wanted to find out for sure.
While stats depend on level, Transform copies the actual stats, so that cancels out. The only remaining difference is the damage calculation, which is also affected by your level.However, after transforming into lower-leveled enemy mons, I still got outsped, altough I should be faster due to the higher level.
I want to crawl into a hole and wish my losses away0+ Atk Celesteela Corkscrew Crash (160 BP) vs. 0 HP / 0+ Def Eviolite Chansey: 597-703 (93.1 - 109.6%) -- 56.3% chance to OHKO
(not even taking in account a potential Atk invested spread)
(See the damage calc). Also on your screenshot your Chansey happens to be 252- Atk/0+ Def/252 Speed, you might want to get that changed to increase your bulk
Baton Pass doesn't pass status problemsIn Gen7 Anything Goes tier, there might be a bug on baton passing burn.
Go and see that please:
http://replay.pokemonshowdown.com/gen7anythinggoes-603414898
Thanks for taking the time to correct it.
this has been reported and fixed already, the fix will be complete with the next PS updateIn a Gen 3 Random Battle match I got a Qwilfish with a move "sworddance" (exact spelling). I assume it's a misspelling in the code.
http://replay.pokemonshowdown.com/gen3randombattle-603424405
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Also, the log of the Turn 0 looked like this:
Zmeeed joined.
BoltTheMaster♱ joined.
Error parsing: |player|p1|Zmeeed|283 (TypeError: Cannot read property 'active' of null)
TypeError: Cannot read property 'active' of null
at child.getPlayerChoicesHTML (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:800:30)
at child.updateWaitControls (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:769:16)
at child.updateControlsForPlayer (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:406:10)
at child.updateControls (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:278:11)
at Battle.battle.stagnateCallback (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:38:54)
at Side.setName (http://play.pokemonshowdown.com/js/battle.js?dd0c74c0:1383:49)
at Battle.runMajor (http://play.pokemonshowdown.com/js/battle.js?dd0c74c0:6398:26)
Error parsing: |player|p2|BoltTheMaster♱|264 (TypeError: Cannot read property 'active' of null)
TypeError: Cannot read property 'active' of null
at child.getPlayerChoicesHTML (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:800:30)
at child.updateWaitControls (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:769:16)
at child.updateControlsForPlayer (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:406:10)
at child.updateControls (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:278:11)
at Battle.battle.stagnateCallback (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:38:54)
at Side.setName (http://play.pokemonshowdown.com/js/battle.js?dd0c74c0:1383:49)
at Battle.runMajor (http://play.pokemonshowdown.com/js/battle.js?dd0c74c0:6398:26)
Format:
[Gen 3] Random Battle
Sleep Clause Mod: Limit one foe put to sleep
Freeze Clause Mod: Limit one foe frozen
HP Percentage Mod: HP is shown in percentages
Battle between Zmeeed and BoltTheMaster♱ started!
Error parsing: |start (TypeError: Cannot read property 'active' of null)
TypeError: Cannot read property 'active' of null
at child.getPlayerChoicesHTML (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:800:30)
at child.updateWaitControls (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:769:16)
at child.updateControlsForPlayer (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:406:10)
at child.updateControls (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:278:11)
at Battle.battle.startCallback (http://play.pokemonshowdown.com/js/client-battle.js?a373bca8:37:51)
at Battle.start (http://play.pokemonshowdown.com/js/battle.js?dd0c74c0:2851:32)
at Battle.runMajor (http://play.pokemonshowdown.com/js/battle.js?dd0c74c0:6268:9)
Go! Stantler!
BoltTheMaster♱ sent out Machamp!
[Stantler's Intimidate!]
The opposing Machamp's Attack fell!
I hope I didn't break any rules here.
No, they can't. I've been meaning to submit a nice fix for this for over a month but I've just been too busy...Metronome can call Generation 7 moves in Generation 6 formats. I have not tested if other prior generations can use Metronome to call later generations' moves as well.
You cannot cancel a switch (or rather, any action on your rightmost active Pokemon) on normal circumnstances on cart as well, yet you can in Showdown.you can't cancel a switch against a shadow tag pokemon when you're holding shed shell, shed shell guarentees you can not get trapped so that would make cancelling a switch something you should be able to do.
This is a different scenario though, because trying to switch when the opponent has Shadow Tag will stop you if they do have that ability. Being able to cancel out of regular attacks like Flamethrower on a Serperior where no Imprison or such is involved doesn't bring any harm. But if you try to switch out against a Pokemon that could potentially have a trapping ability like Magnezone when you're a Steel type would reveal that they aren't Magnet Pull as well as being able to attack them at the same time, which would be an advantage you can't have on Cartridge but you could have on Pokemon Showdown (yes I know being able to cancel moves in general is also an "advantage of the simulator", but the same exact scenario can be achived by just spending more time to think, revealing that the opponent has/doesn't have an ability when they shouldn't would be an unfair advantage).You cannot cancel a switch (or rather, any action on your rightmost active Pokemon) on normal circumnstances on cart as well, yet you can in Showdown.
Doesn't the game prevent you from even clicking the "Pokemon" option if there's a trapping ability? (Or I'm getting confused, or it was how it worked in an earlier generation)This is a different scenario though, because trying to switch when the opponent has Shadow Tag will stop you if they do have that ability. Being able to cancel out of regular attacks like Flamethrower on a Serperior where no Imprison or such is involved doesn't bring any harm. But if you try to switch out against a Pokemon that could potentially have a trapping ability like Magnezone when you're a Steel type would reveal that they aren't Magnet Pull as well as being able to attack them at the same time, which would be an advantage you can't have on Cartridge but you could have on Pokemon Showdown (yes I know being able to cancel moves in general is also an "advantage of the simulator", but the same exact scenario can be achived by just spending more time to think, revealing that the opponent has/doesn't have an ability when they shouldn't would be an unfair advantage).
From the Sun/Moon Research thread:I don't really know if this is intentional, but on Turn 27 my opponent was able to use Supersonic Skystrike even though Lopunny encored Gyarados into using Dragon Dance.
I looked up Encore and couldn't find where it states that its mechanics are changed with Z-moves.
http://replay.pokemonshowdown.com/gen7monotype-604156816
¨
- While affected by Encore a Pokemon still has the option to use its Z-move even if its base move was the move that was Encored. (OmegaDonut) Encore will fail against a Pokemon that previously used a Z-move (LegoFigure11)