Darksafadao
best of the second options
Ah, I see. Thank you
Move faints happen at the end of the move, after everything has taken damage. Similarly, Future Sight activates during residual damage processing, and the faints don't happen until all residual damage has been processed.Shaymin got fatally hit by Future Sight, but Houndoom took poison damage before they both fainted. Not sure if this is the intended turn order, I expected the faints to be immediately after they "die".
I just tested this ingame to confirm my memory. Conditions were 2 wild Magikarp (so battle wouldn't end when one died) and animations off. I used Future Sight on one of them, waited a turn, and sent out a poisoned mon that was set to die on the same turn. The Magikarp got hit by Future Sight first and fainted immediately after getting hit, I gained exp, and then my mon took poison damage and died. Doesn't seem like they stay at 0 HP and wait to die like in PS.Move faints happen at the end of the move, after everything has taken damage. Similarly, Future Sight activates during residual damage processing, and the faints don't happen until all residual damage has been processed.
That Sandshrew was actually a Diancie with Illusion.sandshrew lv 1 can evolve in mega diancie and tank mega rayquaza without problems
http://replay.pokemonshowdown.com/gen7balancedhackmons-755362659
his illusion never broke ?That Sandshrew was actually a Diancie with Illusion.
Illusion is weird in that if a Pokemon with Illusion mega evolves before the Illusion is broken, it never breaks. Presumably, this was tested by hacking mega-evolvable Pokemon to have Illusion, as the situation is usually impossible, which is why Game Freak seemingly never accounted for it.his illusion never broke ?
https://replay.pokemonshowdown.com/gen7randombattle-756155523
Hi There, In the battle linked above, it seems as though unaware does not activate with Swoobat vs Quagsire on turns 11, 14, and 15. Quagsire/s damage seems to be half what would be expected via calculator, while taking what seems to be boosted Sp. Att. damage? I may be wrong but just seemed off to me.
Thank you!
node pokemon-showdown generate-team gen7randombattle 43003,65264,35076,24108
Victini||assaultvest||vcreate,grassknot,zenheadbutt,boltstrike||85,85,85,85,85,85||||75|]Dedenne||petayaberry||nuzzle,recycle,thunderbolt,substitute||85,85,85,85,85,85||||83|]Wishiwashi||expertbelt||icebeam,earthquake,scald,hiddenpowergrass||85,85,85,85,85,85||||83|]Meloetta||assaultvest||knockoff,return,closecombat,relicsong||85,85,85,85,85,85||||79|]Quagsire||leftovers|1|toxic,earthquake,recover,scald||85,85,85,85,85,85||||79|]Serperior||lifeorb|H|hiddenpowerfire,leafstorm,glare,dragonpulse||85,,85,85,85,85||,0,,,,||77|
The opposing Blacephalon fainted!
Error parsing: |-formechange|p2a: Blacephalon|Blacephalon| (TypeError: Cannot read property 'animate' of null)
TypeError: Cannot read property 'animate' of null
at Sprite.animTransform (https://play.pokemonshowdown.com/js/battle.js?d9644c22:947:15)
at Battle.runMinor (https://play.pokemonshowdown.com/js/battle.js?d9644c22:5077:28)
Volcarona fainted!
Error parsing: |-formechange|p1a: Volcarona|Volcarona| (TypeError: Cannot read property 'animate' of null)
TypeError: Cannot read property 'animate' of null
at Sprite.animTransform (https://play.pokemonshowdown.com/js/battle.js?d9644c22:947:15)
at Battle.runMinor (https://play.pokemonshowdown.com/js/battle.js?d9644c22:5077:28)
Speaking of minor bugs, on Turn 5 Shaymin got fatally hit by Future Sight, but Houndoom took poison damage before they both fainted. Not sure if this is the intended turn order, I expected the faints to be immediately after they "die". https://replay.pokemonshowdown.com/gen7metronomebattle-755261995
Move faints happen at the end of the move, after everything has taken damage. Similarly, Future Sight activates during residual damage processing, and the faints don't happen until all residual damage has been processed.
This bug is still present as seen in this replay:I just tested this ingame to confirm my memory. Conditions were 2 wild Magikarp (so battle wouldn't end when one died) and animations off. I used Future Sight on one of them, waited a turn, and sent out a poisoned mon that was set to die on the same turn. The Magikarp got hit by Future Sight first and fainted immediately after getting hit, I gained exp, and then my mon took poison damage and died. Doesn't seem like they stay at 0 HP and wait to die like in PS.