Bug Reports v2.0 (READ OP BEFORE POSTING!!)

I got in a battle and I couldn't see anything except the field and the trainer sprites.
I reloaded and chose a pokemon, but nothing seemed to happen.
I clicked cancel, but it said that the next turn had started.
In the end, I couldn't do anything
Was this a wifi problem or a problem with the website
Screenshot 2018-01-18 at 18.40.01.png

That's what happened a few seconds after I reloaded for the 7th time
 
As this replay shows, endless battle clause doesn't activate even after over a hundred turns of neither side using PP. I think that needs to be changed, since as it stands now, players could easily create a Shared Power team that abuses Unaware+Multiscale+Magic Guard+Regenerator and can beat many opponents by simply switching constantly until the opponent forfeits.
 
As this replay shows, endless battle clause doesn't activate even after over a hundred turns of neither side using PP. I think that needs to be changed, since as it stands now, players could easily create a Shared Power team that abuses Unaware+Multiscale+Magic Guard+Regenerator and can beat many opponents by simply switching constantly until the opponent forfeits.
I think the way endless battle clause works is that one person is deliberately forcing an endless battle for the opponent. For example, the infamous funbro (starts at around 8:30). If both players willingly allow an endless battle, the game doesn't take that into account. If such a situation does happen inside of a game (2 pokemon constantly switching, without hazards up or any other way of dealing damage to the opponent, or something else), it's very uncommon, but you can call a global admin to enforce a draw.
 
There seems to be a strange issue with the custap berry in gen 4. I don't know about the other gens but it seems leftovers disappears.
I observed this in a battle I was spectating.
Here are the logs
Battle timer is ON: inactive players will automatically lose when time's up.
Format:
[Gen 4] OU
Sleep Clause Mod: Limit one foe put to sleep
Species Clause: Limit one of each Pokémon
OHKO Clause: OHKO moves are banned
Moody Clause: Moody is banned
Evasion Moves Clause: Evasion moves are banned
Endless Battle Clause: Forcing endless battles is banned
HP Percentage Mod: HP is shown in percentages
Evasion Abilities Clause: Evasion abilities are banned
Battle between We Three Kings and Triangles started!
Go! Uxie!
Triangles sent out Registeel!
Turn 1
☆We Three Kings: ok stoss
Uxie used Stealth Rock!
Pointed stones float in the air around the opposing team!
The opposing Registeel used Seismic Toss!
Uxie lost 33% of its health!
Turn 2
☆We Three Kings: agian
Uxie used Stealth Rock!
But it failed!
The opposing Registeel used Seismic Toss!
Uxie lost 33% of its health!
Turn 3
☆We Three Kings: again
Uxie used Stealth Rock!
But it failed!
The opposing Registeel used Seismic Toss!
Uxie lost 33% of its health!
Turn 4
☆We Three Kings: ok lets see
☆Triangles: see what
Triangles has 285 seconds left.
☆Triangles: shd i toss again
☆We Three Kings: do u have a non dmging move
☆Triangles: yeah
Triangles has 270 seconds left.
☆We Three Kings: use that
Uxie ate its Custap Berry!
Custap Berry activated.
Uxie used Trick!
Uxie switched items with its target!
The opposing Registeel obtained one Custap Berry.
Uxie obtained one Leftovers.
The opposing Registeel used Curse!
The opposing Registeel's Speed fell!
The opposing Registeel's Attack rose!
The opposing Registeel's Defense rose!
Turn 5
☆We Three Kings: ok
☆We Three Kings: do u have
☆We Three Kings: the custap berry now
We Three Kings has 285 seconds left.
Triangles has 285 seconds left.
☆Triangles: yes
☆We Three Kings: ok thx
☆We Three Kings: lmao
☆We Three Kings: i wonder if thats correct
We Three Kings has 270 seconds left.
Triangles has 270 seconds left.
☆We Three Kings: seemed weird
☆Triangles: that seems weird intuitively
+Rebirth101: why didn't you get lefties recovery?
We Three Kings has 255 seconds left.
Triangles has 255 seconds left.
☆We Three Kings: yea i dont have the lefties
☆We Three Kings: i didnt even notice that
We Three Kings has 240 seconds left.
Triangles has 240 seconds left.
☆Triangles: man thats really weird lol
+Lavos: O__O
+Lavos: bug catcher Lasse
We Three Kings has 225 seconds left.
Triangles has 225 seconds left.
☆We Three Kings: give researcher badge
☆We Three Kings: >_>
☆We Three Kings: curse again
+Rebirth101: lol
Uxie used Trick!
Uxie switched items with its target!
Uxie obtained one Custap Berry.
The opposing Registeel used Curse!
The opposing Registeel's Speed fell!
The opposing Registeel's Attack rose!
The opposing Registeel's Defense rose!
Turn 6
Triangles has 225 seconds left.
☆We Three Kings: lefties gone yea
☆We Three Kings: lmao
We Three Kings has 255 seconds left.
☆We Three Kings: ok again
Uxie ate its Custap Berry!
Custap Berry activated.
Uxie used Trick!
Uxie switched items with its target!
The opposing Registeel obtained one Custap Berry.
The opposing Registeel used Curse!
The opposing Registeel's Speed fell!
The opposing Registeel's Attack rose!
The opposing Registeel's Defense rose!
 
I think the way endless battle clause works is that one person is deliberately forcing an endless battle for the opponent. For example, the infamous funbro (starts at around 8:30). If both players willingly allow an endless battle, the game doesn't take that into account. If such a situation does happen inside of a game (2 pokemon constantly switching, without hazards up or any other way of dealing damage to the opponent, or something else), it's very uncommon, but you can call a global admin to enforce a draw.
The situation I was referring to was one where the stall player has no intention of ever doing anything but switching (in other words, their only wincon is to force forfeits) while the offense player gains nothing from attacking because any damage they can do will be immediately undone by the opponent's Regenerator - essentially, the stall player is giving their opponent the choice to either forfeit, spend a few hundred turns using up all their PP then Struggling themselves to death, or constantly switch and thus make the battle endless. That situation isn't likely to happen in most metas, but in Shared Power it could, and it seems like something the Endless Battle Clause should prevent.
 
The situation I was referring to was one where the stall player has no intention of ever doing anything but switching (in other words, their only wincon is to force forfeits) while the offense player gains nothing from attacking because any damage they can do will be immediately undone by the opponent's Regenerator - essentially, the stall player is giving their opponent the choice to either forfeit, spend a few hundred turns using up all their PP then Struggling themselves to death, or constantly switch and thus make the battle endless. That situation isn't likely to happen in most metas, but in Shared Power it could, and it seems like something the Endless Battle Clause should prevent.
The Endless Battle Clause was updated not all that long ago to include a provision that battles will auto-tie at 1000 turns. Reducing that number is definitely not something to discuss in this thread.

If the scenario you're talking about is a major issue, then perhaps the leader of Shared Power should address the broken element - I suggest bringing it up with them.
 
The situation I was referring to was one where the stall player has no intention of ever doing anything but switching (in other words, their only wincon is to force forfeits) while the offense player gains nothing from attacking because any damage they can do will be immediately undone by the opponent's Regenerator - essentially, the stall player is giving their opponent the choice to either forfeit, spend a few hundred turns using up all their PP then Struggling themselves to death, or constantly switch and thus make the battle endless. That situation isn't likely to happen in most metas, but in Shared Power it could, and it seems like something the Endless Battle Clause should prevent.
It does happen in OU too though. For example when both teams are full stall and use a Regenerator core then it is possible that the optimal strategy for both of them will be to just switch all the time and stall forever (I have been a participant in at least 1 such a battle).

Maybe it would be nice to detect this and force a random battle of some kind in order to determine the winner.
 
I am trying to play gen 6 ou. My team used to work, but now (after addition of gen 7) it doesn't because apparently my thundurus has hp dragon. I have it set for hp ice (I have tried all the iv combos and even clicked the button for hp ice) but when I click "Search" it says my team was rejected because my thundurus has ivs for hp dragon not hp ice
 
I am trying to play gen 6 ou. My team used to work, but now (after addition of gen 7) it doesn't because apparently my thundurus has hp dragon. I have it set for hp ice (I have tried all the iv combos and even clicked the button for hp ice) but when I click "Search" it says my team was rejected because my thundurus has ivs for hp dragon not hp ice
It needs 30 IV in Defense to use HP Ice, Hyper Training didn't exist in gen 6.
 
Inheritance, my Mega Garde is inheriting from a noivern with no nickname and it comes up with the nick pumpkaboo
My opponent's mega pidgeot has the same thing with noivern/pumpkaboo and their munchlax inheriting from furfrou is nicknamed Persian
All of them have overlapping abilities with the nicknames just not sure what is going on with it

http://replay.pokemonshowdown.com/gen7inheritance-692604831

Image below is proof my garde isnt nicknamed pumpkaboo lol
 

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When dragging a roomtab from the top of your screen to the right (so you can view two rooms at once), it might "fail", resulting in the disappearnce of the roomtab. However, you are still able to view the room you were dragging in the left side of your screen. An "x", normally on a roomtab so you can close it, is present left of your most-left roomtab on the right half of your screen (confusing much). "Home" is a lighter color than normally when viewing two chatrooms at once, so I think that the client acts as if "Home" is a chatroom (The left chatroom is "Nederlands")

(pic 1)


(Pic 2, with the "x" visible and red)
 
In DPP LC, Tickle Wynaut is incorrectly listed as incompatible with other moves, when it should be legal with them.
To clarify, although Tickle would normally be incompatible with the later learned level up moves (Counter, Safeguard, Destiny Bond, and Mirror Coat) since it's an egg event, as the egg event is in gen 3 it should still be completely possible to Pomeg Glitch these moves onto Wynaut. Since every generation of LC allows the Pomeg Glitch, this is indeed a bug.
 
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FIrst off i am sorry if im not doing this whole forum thing correctly, first time posting (i realize this is a cliche excuse but its all i have).

That aside There is a bug i believe i found on pokemon showdown and 'Blazask' directed me to post it here for evaluation so here goes.

When a mega kangaskhan low kicks my rhydon with eviolite it did around 40% of my hp, i clicked metal burst and moved after the kangaskhan in order to reflect 1.5 times damage back at it. However it did close to 12% of kangaskhans hitpoints in damage.

After testing this with "Blazask" the pattern continued

I believe metal burst is only taking the 2nd hit from mega kangaskhan into account when calculating reflected dmg.

According to bulbapedia
"Counter, Mirror Coat, Metal Burst and Bide deal the full amount of damage for both strikes."

I would like to know if this is intended as bulbapedia states otherwise

For documentation here is a battle video documenting what happened (hope it works)

https://replay.pokemonshowdown.com/gen7ubers-692919080
 
This isn't a bug. When you use Metal Burst against Kangaskhan, it only takes the most recent single hit into account (which will be the second, weak one). That snippet is referring to the case in which Kangaskhan itself is the one using those moves, in which case both strikes hit for full power, so Counter will deal back 4 times as much damage as it took. Kangaskhan doesn't naturally learn Mirror Coat or Metal Burst, but hacking those moves onto its set causes them to behave the same way.
 
Shiftry cannot have both Leaf Blade and Sucker Punch at the same time. Leaf Blade is a level up move Nuzleaf didn't get until ORAS, Sucker Punch is a move Shiftry got as a move tutor in Gen 4 only. However, this replay shows that it can be used with both moves.

It also says in /learn that Shiftry can have these two moves together.

e: idk if this is really a bug, but I figured this was the best place to put it
 
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Shiftry cannot have both Leaf Blade and Sucker Punch at the same time. Leaf Blade is a level up move Nuzleaf didn't get until ORAS, Sucker Punch is a move Shiftry got as a move tutor in Gen 4 only.
Unfortunately the team validator doesn't currently handle this type of move incompatibility, as it only remembers the gen in which a move could be learned and not the prevo, so it doesn't realise that a Gen 4 Shiftry will never be able to learn Leaf Blade. You can see this for yourself by typing /learn Shiftry, Leaf Blade and the server will happily claim that Leaf Blade is always legal.
 
I had a Challenge Cup 1v1 today. Replay is here: http://replay.pokemonshowdown.com/gen7challengecup1v1-693564965

Turn 1: Mime Jr uses Psyshock, Wooper looses 35% of its health.
Wooper uses Eerie Impulse, Mime Jr's SpA harshly fell.

Turn 2: Mime Jr uses Psyshock, Wooper looses 35% health....

I think that this might be a bug? I know Psyshock affects the defence stat, rather than SpDef, but its still a special attacking move. It also was not a critical hit, there was no Zorua/Zoroark on team preview, and Mime Jr's abilities include: soundproof, filter and technician.
 

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