Research Scarlet & Violet Battle Mechanics Research

I unfortunately do not have video to back this up, but I tested what would happen if a Pokémon afflicted by Salt Cure were to become a Water or Steel-type. Hit a wild Breloom with Salt Cure, it took 1/8th chip as expected. Switched into Tatsugiri, Breloom was now slightly above 50% HP, its HP bar was green. Used Soak to turn Breloom into a Water-type, which increased the damage it took from Salt Cure - after two turns during which I did not directly attack it, it went from green HP to red, with just a sliver of total HP remaining. Thus, Salt Cure's damage changes depending on whether the target is currently a Water or Steel-type, regardless of the amount of damage it initially dealt. I wasn't able to test this, but this presumably means that if a Water or Steel-type afflicted with Salt Cure Terastalizes out of that typing, it will have Salt Cure's passive damage reduced.
 

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Does this also work with Supreme Overlord in the same way?
My favourite part about testing this was when Kingambit said "It's Kowtowing Time!" and Kowtow'd all over Garganacl
1669224961858.png

1669225001562.png


after 1 death and switching out

I forgot to take pictures for most of these tests.

185 Atk Kingambit vs 154 Def Garganacl

test 1: no deaths (121/191) - 70 damage
test 2: 1 death and switch out (116/191) - 75 damage
test 3: 2 deaths (116/191) - 75 damage
test 4: 3 deaths (107/191) - 84 damage
test 5: 4 deaths (98/191) - 93 damage
test 6: 5 deaths, including letting Kingambit faint and revive (89/191) - 102 damage
test 7: 6 deaths (89/191) - 102 damage
test 8: 10 deaths (82/191) - 109 damage

Lvl 55 0+ Atk Bisharp False Surrender vs. Lvl 57 0 HP / 0 Def Regirock: 64-76 (32.3 - 38.3%) -- 96.3% chance to 3HKO

Expected damage from Level 55 Kingambit
No boost: 64-76 (185 Atk)
10% boost: 69-82 (203 Atk)
20% boost: 76-90 (222 Atk)
30% boost: 82-97 (240 Atk)
40% boost: 88-105 (259 Atk)
50% boost: 94-112 (277 Atk)
60% boost: 102-120 (296 Atk)
70% boost: 108-127 (314 Atk)
100% boost: 127-150 (370 Atk)

1669225149575.png
2 deaths
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3 deaths
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5 deaths (including Kingambit)
1669225214948.png
6 deaths


Stuff that I'm sure about:
  • Switching out does not reset the boost (I got the ability message twice, once after letting a mon die, the other after switching out to a higher level mon and coming back in)
Stuff that I'm still not sure about:
  • It's supposed to be a 10% boost per mon fainted, right? Looking like 5% boosts to me.
  • Did the user's death also contribute to the Supreme Overlord boost?
  • What's the boost cap at? edit: I'm thinking 50%
Probably needs to be retested, the results are quite weird.

edit: I calc'd the damage rolls for the stat changes wrong. Should be rectified now. Yeah, the boost is 10%.
 
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Tests 1 to 7 used a 115 Def Level 60 Zweilous, Test 8 used a 94 Def Level 58 Zweilous because I forgot to buy a Toxic Orb.

Test 1: No Wigletts Sacrificed (153/163) - 10 damage dealt
Test 2: 1 Wiglett Sacrificed (143/163) - 20 damage dealt
Test 3: 2 Wigletts Sacrificed (134/163) - 29 damage dealt
Test 4: 2 Houndstones and 2 Wigletts Sacrificed (120/163) - 43 damage dealt
Test 5: Memento Tatsugiri and Wiglett on a crit (woops) (121/163) - 42 damage dealt
Test 6: Memento Tatsugiri and Wiglett (134/163) - 29 damage dealt
Test 7: 9 Wigletts Sacrificed (70/163) - 93 damage dealt

Potential number of teammates that can faint in a 6v6 singles game is 9 (2 Revival Blessing users with Leppa Berry)

Lvl 40 0 Atk Banette Shadow Punch (50 BP) vs. Lvl 60 0 HP / 0+ Def Zweilous: 9-11 (5.5 - 6.7%) -- possibly the worst move ever
Lvl 40 0 Atk Banette Shadow Punch (100 BP) vs. Lvl 60 0 HP / 0+ Def Zweilous: 17-21 (10.4 - 12.8%) -- possible 8HKO
Lvl 40 0 Atk Banette Shadow Punch (150 BP) vs. Lvl 60 0 HP / 0+ Def Zweilous: 26-31 (15.9 - 19%) -- possible 6HKO
Lvl 40 0 Atk Banette Shadow Punch (300 BP) vs. Lvl 60 0 HP / 0+ Def Zweilous: 51-61 (31.2 - 37.4%) -- 87% chance to 3HKO
Lvl 40 0 Atk Banette Shadow Punch (450 BP) vs. Lvl 60 0 HP / 0+ Def Zweilous: 78-92 (47.8 - 56.4%) -- 84.8% chance to 2HKO (8 deaths)
Lvl 40 0 Atk Banette Shadow Punch (500 BP) vs. Lvl 60 0 HP / 0+ Def Zweilous: 86-102 (52.7 - 62.5%) -- guaranteed 2HKO (9 deaths)

Test 8: Toxic Orb Primeape and Wiglett (125/158) - 33 damage dealt

Lvl 40 0 Atk Banette Shadow Punch (150 BP) vs. Lvl 58 0 HP / 0+ Def Zweilous: 32-38 (20.2 - 24%) -- guaranteed 5HKO

86 Atk Houndstone vs 115 Def Zweilous

View attachment 467876
0 Sacrifices (read as Wiglett)

View attachment 467877 1 Wiglett
View attachment 467878 2 Wiglett
View attachment 467879 1 Tatsugiri Memento + 1 Wiglett
View attachment 467880 1 Tatsugiri Memento + 1 Wiglett on a Critical Hit
View attachment 467882 2 Houndstones + 2 Wigletts
View attachment 467883 9 Wiglett


86 Atk Houndstone vs 94 Def Zweilous

View attachment 467884
Toxic Orb Primeape + Wiglett


Sorry for the clutter. Here's the conclusion I drew:
  • Last Respects BP increases by 50 for each Pokemon that faints on your team (expected)
  • Last Respects BP increases when your own Pokemon intentionally faints themselves
  • Last Respects BP increases when your own Pokemon faints to status (Toxic, Burn)
  • The user's own fainting count towards the Last Respects BP increase
  • There is no potential hard cap to Last Respects maximum BP
The Pokemon Showdown code looks correct in this regard. The fact that Houndstone's own KO counts towards the BP increase is kind of funny.
Thanks for the analysis! It seems like whichever and however way a Pokemon in your Team faints, Last Respects increases in BP. The no hard cap could be useful if someone makes say a 12 vs 12 OM or whatever and your Houndstone was the last Pokemon left in that. AG where there is no Species clause could go wild! Interesting that Last Respects has no cap, yet Supreme Overlord seems to cap at 50% (i.e. 5 deaths).

I still do wonder why Rage Fist seems to be capped at 350BP. Are there any other move instances where there is a similar cap for getting damaged? They probably were worried about a Population Bomb + Rage Fist combo (of course you would need to Tera Annihilape but even so) which is why there is a cap. Something like Bullet Seed with 5 hits wouldn't give max power either. Maybe it's somehow linked to the team size? Then again that would mean in say 3v3 or VGC the cap would be different. Could be interesting to try some kind of Beat Up strat in the Doubles metagame.
 
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Theorymon

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Tested a few more things!

Eviolite Damage Test

First off, I kept hearing rumors about Eviolite getting nerfed, so I tested that! With both mons at level 50, I had an Iron Hands with 159 Attack using Drain Punch against an Eviolite Crocalor with 121 Defense

42
40
40
37
39
40
43

This range seems like the usual Eviolite range, so I think it's safe to say that Eviolite is still a 1.5x boost to defenses.

Tailwind in Doubles


Next Up, I test out a doubles speed mechanic: does Tailwind's Speed boost apply immediately upon use in doubles?

The answer is: Yes, it's unchanged from gen 8! I used a Scarf Kilowattrel to set up Tailwind, and my Iron Valiant outsped a Miraidon it normally wouldn't!

Quark Drive + Energy Booster

So this was posted in the Showdown Bug reports, and I was asked to test this.

I dont know where else to go with this information but Im just gonna write it here in case it hasnt been noticed or spoken about. Theres an error in how Pokemon Showdown treats the Booster Energy item. In my game if my Iron Valiant (whos Speed is its highest stat and its second highest is its Attack) goes into electric terrain, its Quark Drive boosts its Speed. However, if my Iron Valiant is holding a Booster Energy and the terrain goes away, the Booster Energy activates and the stat thats raised now is the Attack stat not the Speed stat. In Showdown, after the terrain leaves, the Booster Energy would continue to boost the Speed stat again not Attack. Bellow is an example on how it works on showdown, i dont have a way of uploading a video on how it works in game but its easily tested.

https://replay.pokemonshowdown.com/gen9ou-1718798572-j60270e50zbsjtf7cvfraw0r2fzv1a5pw

BUG STATUS: NEEDS RESEARCH If this is true, we need to know why its acting this way.
I tested this out, and was unable to reproduce this effect. I tested this by using an Ice Spinner Iron Treads in battle with Miraidon setting up Electric Terrain, and my own Iron Bundle and Iron Hands on the other side. Each time I used Ice Spinner and terrain was destroyed, all 3 got the same boosts reapplied from Energy Booster. In particular, my Iron Bundle also has Speed as its highest stat. I was unable to try this with my own Iron Valiant (mine has a higher Attack stat).

Galen49 , do you have any more context to the testing here? I think we need more info if we are to reproduce this.

I do have a hypothesis though: did your Iron Valiant get its Speed dropped in any way? Let's look at this post Whitephoenixace made.

is it a known thing that quark drive/protosynthesis boost the stat that is the highest after taking stat drops (like intimidate) and boosts into calculation ?
i was doing my iono rematch and sent out my iron hands out onto electric surge and was expecting an attack boost . i came out into her intimidate luxray, got intimidated and then my defense was boosted by quark drive instead. i swap out , sendout my iron hands again and it gets an attack boost instead since its not dropped by the intimidate. I got a video of both instances as well as a screenshot of my hariyamas stats to share if this isnt confirmed info

edit: posting vids from my switch showing it
first instance where def rose despite attack stat being higher. you can see my iron hands's stats at the end of this one as i check the summary
second time i sentit in where atk rose instead
I can double confirm this: I had Iron Treads use Bulldoze against my Iron Bundle, and when Electric Terrain was destroyed by Ice Spinner, My Iron Bundle got a Special Attack boost instead of a Speed boost.

Quark Drive Interaction With Items


Finally, I tested out how Choice Scarf, Assault Vest, and Tailwind impact Quark Drive boosts. From my testing, None of these impacted which stat was boosted.
 
Something strange I noticed in the move dump. Stone Axe, Dire Claw, and Ceaseless Edge all have their CritStages set to 0, despite saying in their move descriptions that they have a higher critical hit chance.
I do wonder if those moves will see further edits when they're actually available, seems like a bit of leftover from PLA. A few extra moves got high crit in that game that don't in normal ones (like X-scissor and Dragon Claw)
 
Unfortunate that a Booster Energy speed boost won't be able to counteract Sticky Web as your Speed likely won't be the highest stat.

Tested a few more things!

Eviolite Damage Test

First off, I kept hearing rumors about Eviolite getting nerfed, so I tested that! With both mons at level 50, I had an Iron Hands with 159 Attack using Drain Punch against an Eviolite Crocalor with 121 Defense

42
40
40
37
39
40
43

This range seems like the usual Eviolite range, so I think it's safe to say that Eviolite is still a 1.5x boost to defenses.

Tailwind in Doubles


Next Up, I test out a doubles speed mechanic: does Tailwind's Speed boost apply immediately upon use in doubles?

The answer is: Yes, it's unchanged from gen 8! I used a Scarf Kilowattrel to set up Tailwind, and my Iron Valiant outsped a Miraidon it normally wouldn't!

Quark Drive + Energy Booster

So this was posted in the Showdown Bug reports, and I was asked to test this.



I tested this out, and was unable to reproduce this effect. I tested this by using an Ice Spinner Iron Treads in battle with Miraidon setting up Electric Terrain, and my own Iron Bundle and Iron Hands on the other side. Each time I used Ice Spinner and terrain was destroyed, all 3 got the same boosts reapplied from Energy Booster. In particular, my Iron Bundle also has Speed as its highest stat. I was unable to try this with my own Iron Valiant (mine has a higher Attack stat).

Galen49 , do you have any more context to the testing here? I think we need more info if we are to reproduce this.

I do have a hypothesis though: did your Iron Valiant get its Speed dropped in any way? Let's look at this post Whitephoenixace made.



I can double confirm this: I had Iron Treads use Bulldoze against my Iron Bundle, and when Electric Terrain was destroyed by Ice Spinner, My Iron Bundle got a Special Attack boost instead of a Speed boost.

Quark Drive Interaction With Items


Finally, I tested out how Choice Scarf, Assault Vest, and Tailwind impact Quark Drive boosts. From my testing, None of these impacted which stat was boosted.
Is Booster Energy affected by burn?

Can Booster energy be recycled? If so, assume if Proto/QD are activated thanks to Booster Energy, the new BE (recycled or Tricked) won't activate until the effects of the old one wear out similar to the weather+BE situation (and not apply multiple boosts)

Also just to confirm, the Paradox abilities boost a fixed stat once activated, and don't dynamically change based on which stat is highest due to stat changes, right?

And this has probably been mentioned before, but how does QD interact with ability-changing moves like Skill Swap?
 
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Just made an account to post this:
Iron Fist + Punching Glove does work, tested via damage and catching on the same fidough in game.
lvl 12 crabrawler (28 att, iron fist, no item) drain punch vs lvl 6 fidough (15 def, 21 hp) deals an expected damage range of 13-16 (verified in game)

lvl 12 crabrawler (28 att, iron fist, punching glove) drain punch vs lvl 6 fidough (15 def, 21 hp) dealt 15, 15, 15, 16, 16, 17, 17, 17, 17, 18 damage in 10 tests

17 and 18 damage are impossible without an additional boost, and are consistent with a 10% boost from punching glove (muscle band used as stand in for calc):
lvl 12 crabrawler (28 att, iron fist, muscle band) drain punch vs lvl 6 fidough (15 def, 21 hp) deals expected 15-18

Punching glove boost is likely 10%. At 20% damage rolls of 15 are impossible. It's possible the boost falls between 10 and 20% but iirc no damage boosting item does this. Either way, its probably not a great item to run except for item clause formats on pokemon that utilise multiple punch moves
 
Thank you for your service I was hoping someone would run numbers. But yeah seems very niche. was hoping it would at LEAST add another Iron Fist boost, especially since every category ability since has been 1.5x
 

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Wall of text in the hide tag. TL;DR of Rage Fist interaction testing:
  • Taunt does not proc BP increase
  • Stat-lowering moves does not proc BP increase
  • Toxic damage, Life Orb damage, Sticky Barb damage, Black Sludge damage does not proc BP increase
  • Getting status'd by opponents and hitting self in confusion does not proc BP increase

Level 35 81 Atk Primeape vs Level 32 71 Def Dachsbun (Stat Dropped)

Turn 1: Dachsbun uses Baby-Doll Eyes, Primeape uses Stealth Rocks
Turn 2: Primeape uses Rage Fist, does 14 damage to Dachsbun

-1 Lvl 35 0 Atk Primeape Rage Fist (50 BP) vs. Lvl 32 0 HP / 0- Def Dachsbun: 11-14 (12.5 - 15.9%) -- possible 7HKO
Possible damage amounts: (11, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 14)
-1 Lvl 35 0 Atk Primeape Rage Fist (100 BP) vs. Lvl 32 0 HP / 0- Def Dachsbun: 22-26 (25 - 29.5%) -- guaranteed 4HKO
Possible damage amounts: (22, 22, 22, 22, 23, 23, 23, 23, 24, 24, 24, 24, 25, 25, 25, 26)

Rage Fist seems to be 50 BP even after having stat dropped.

Level 35 81 Atk Primeape vs Level 32 39 Def Murkrow (Taunt'd)

Turn 1: Primeape uses Stealth Rocks, Murkrow uses Taunt
Turn 2: Primeape uses Rage Fist, does 14 damage to Murkrow

Lvl 35 0 Atk Primeape Rage Fist (50 BP) vs. Lvl 32 0 HP / 0 Def Murkrow: 14-17 (15.5 - 18.8%) -- possible 6HKO
Possible damage amounts: (14, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 17, 17, 17)
Lvl 35 0 Atk Primeape Rage Fist (100 BP) vs. Lvl 32 0 HP / 0 Def Murkrow: 28-34 (31.1 - 37.7%) -- 85.8% chance to 3HKO
Possible damage amounts: (28, 29, 29, 29, 30, 30, 30, 31, 31, 31, 32, 32, 32, 33, 33, 34)

Taunt did not cause Rage Fist's BP to increase.

Level 36 83 Atk Primeape vs Level 34 68 Def Tropius (Toxic Orb Test)

Turn 1: Primeape uses Subsitute, Tropius uses Stomp. Substitute does not break. Toxic Orb procs.
Turn 2: Primeape uses Rage Fist, Tropius uses ???. First tick of Toxic damage
Turn 3: Primeape uses Rage Fist, Tropius uses Stomp.

Total Damage dealt: 37

Lvl 36 0 Atk Primeape Rage Fist (50 BP) vs. Lvl 34 0 HP / 0 Def Tropius: 17-21 (14 - 17.3%) -- possible 6HKO
Possible damage amounts: (17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 21)
Lvl 36 0 Atk Primeape Rage Fist (100 BP) vs. Lvl 34 0 HP / 0 Def Tropius: 34-41 (28 - 33.8%) -- 0.6% chance to 3HKO
Possible damage amounts: (34, 35, 35, 36, 36, 36, 37, 37, 38, 38, 38, 39, 39, 40, 40, 41)

Seeing as how total damage dealt is less than 100 BP Rage Fist damage, damage to Substitute and damage from status does not proc Rage Fist BP increase.

Level 36 83 Atk Primeape vs Level 33 63 Def Tropius (Life Orb Test)

Turn 1: Primeape uses Substitute, Tropius uses Stomp
Turn 2: Primeape uses Rage Fist, gets damaged by Life Orb, Tropius uses Whirlwind, fails (cringe)
Turn 3: Primeape uses Rage Fist

Total Damage dealt: 53

Lvl 36 0 Atk Life Orb Primeape Rage Fist vs. Lvl 33 0 HP / 0 Def Tropius: 25-30 (21.1 - 25.4%) -- 0.2% chance to 4HKO
Possible damage amounts: (25, 25, 26, 26, 26, 26, 26, 27, 27, 27, 27, 29, 29, 29, 29, 30)
Lvl 36 0 Atk Life Orb Primeape Rage Fist vs. Lvl 33 0 HP / 0 Def Tropius: 48-57 (40.6 - 48.3%) -- guaranteed 3HKO
Possible damage amounts: (48, 48, 49, 49, 51, 51, 52, 52, 52, 53, 53, 55, 55, 56, 56, 57)

Same observation as previous test, Life Orb damage does not proc Rage Fist BP increase.

Level 37 86 Atk Primeape vs Level 35 75 Def Spidops (Sticky Barb)

Turn 1: Primeape uses Substitute, Spidops uses Headbutt and breaks Sub. Sticky Barb damages Primeape
Turn 2: Primeape uses Rage Fist, Spidops uses Counter, Sticky Barb latches onto Spidops

Damage dealt: 30

Lvl 37 0 Atk Primeape Rage Fist vs. Lvl 35 0 HP / 0 Def Spidops: 17-20 (17.5 - 20.6%) -- possible 5HKO
Possible damage amounts: (17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20)
Lvl 37 0 Atk Primeape Rage Fist vs. Lvl 35 0 HP / 0 Def Spidops: 32-38 (32.9 - 39.1%) -- 99.8% chance to 3HKO
Possible damage amounts: (32, 32, 33, 33, 33, 34, 34, 34, 35, 35, 36, 36, 36, 37, 37, 38)

Spidops potentially takes 19 damage from Rage Fist and 11 damage from Sticky Barb. Sticky Barb damage did not proc Rage Fist BP increase.

Level 37 86 Atk Primeape vs Level 34 62 Def Tropius

Turn 1: Tropius uses Wide Guard, Primeape uses Substitute. Black Sludge damages Primeape
Turn 2: Primeape uses Rage Fist, Tropius uses Whirlwind and fails (cringe)

Damage dealt: 23

Lvl 37 0 Atk Primeape Rage Fist vs. Lvl 34 0 HP / 0- Def Tropius: 20-24 (16.5 - 19.8%) -- possible 6HKO
Possible damage amounts: (20, 20, 20, 21, 21, 21, 21, 22, 22, 22, 22, 23, 23, 23, 23, 24)
Lvl 37 0 Atk Primeape Rage Fist vs. Lvl 34 0 HP / 0- Def Tropius: 39-46 (32.2 - 38%) -- 94% chance to 3HKO
Possible damage amounts: (39, 39, 40, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46)

Black Sludge does not proc Rage Fist BP increase.

Level 35 88 Atk Primeape vs Level 91 176 Def Tinkaton (Status Condition applied)

Tinkaton Thunder Wave'd Primeape. Primeape hit itself in confusion. Rage Fist did 9 damage.

Lvl 35 0 Atk Primeape Rage Fist (50 BP) vs. Lvl 91 0 HP / 0 Def Tinkaton: 8-10 (2.8 - 3.5%) -- possibly the worst move ever
Possible damage amounts: (8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10)
Lvl 35 0 Atk Primeape Rage Fist (100 BP) vs. Lvl 91 0 HP / 0 Def Tinkaton: 15-18 (5.3 - 6.3%) -- possibly the worst move ever
Possible damage amounts: (15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18)

Neither Statusing it nor it hitting itself in confusion proc'd the Rage Fist BP increase.
Sidenote: Primeape used Thrash on Tinkaton. Switch'd out into Flutter Mane, Primeape used Thrash. Did not damage since Flutter Mane is Ghost-type, but Primeape also did not end up getting confused.


Don't have a Pokemon with Defog, so I can't test the Defog interaction yet, but from what I tested so far, only direct damage contributes from other Pokemon contributes to Rage Fist BP increase. razorsharp3000
 
Wall of text in the hide tag. TL;DR of Rage Fist interaction testing:
  • Taunt does not proc BP increase
  • Stat-lowering moves does not proc BP increase
  • Toxic damage, Life Orb damage, Sticky Barb damage, Black Sludge damage does not proc BP increase
  • Getting status'd by opponents and hitting self in confusion does not proc BP increase

Level 35 81 Atk Primeape vs Level 32 71 Def Dachsbun (Stat Dropped)

Turn 1: Dachsbun uses Baby-Doll Eyes, Primeape uses Stealth Rocks
Turn 2: Primeape uses Rage Fist, does 14 damage to Dachsbun

-1 Lvl 35 0 Atk Primeape Rage Fist (50 BP) vs. Lvl 32 0 HP / 0- Def Dachsbun: 11-14 (12.5 - 15.9%) -- possible 7HKO
Possible damage amounts: (11, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 14)
-1 Lvl 35 0 Atk Primeape Rage Fist (100 BP) vs. Lvl 32 0 HP / 0- Def Dachsbun: 22-26 (25 - 29.5%) -- guaranteed 4HKO
Possible damage amounts: (22, 22, 22, 22, 23, 23, 23, 23, 24, 24, 24, 24, 25, 25, 25, 26)

Rage Fist seems to be 50 BP even after having stat dropped.

Level 35 81 Atk Primeape vs Level 32 39 Def Murkrow (Taunt'd)

Turn 1: Primeape uses Stealth Rocks, Murkrow uses Taunt
Turn 2: Primeape uses Rage Fist, does 14 damage to Murkrow

Lvl 35 0 Atk Primeape Rage Fist (50 BP) vs. Lvl 32 0 HP / 0 Def Murkrow: 14-17 (15.5 - 18.8%) -- possible 6HKO
Possible damage amounts: (14, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 17, 17, 17)
Lvl 35 0 Atk Primeape Rage Fist (100 BP) vs. Lvl 32 0 HP / 0 Def Murkrow: 28-34 (31.1 - 37.7%) -- 85.8% chance to 3HKO
Possible damage amounts: (28, 29, 29, 29, 30, 30, 30, 31, 31, 31, 32, 32, 32, 33, 33, 34)

Taunt did not cause Rage Fist's BP to increase.

Level 36 83 Atk Primeape vs Level 34 68 Def Tropius (Toxic Orb Test)

Turn 1: Primeape uses Subsitute, Tropius uses Stomp. Substitute does not break. Toxic Orb procs.
Turn 2: Primeape uses Rage Fist, Tropius uses ???. First tick of Toxic damage
Turn 3: Primeape uses Rage Fist, Tropius uses Stomp.

Total Damage dealt: 37

Lvl 36 0 Atk Primeape Rage Fist (50 BP) vs. Lvl 34 0 HP / 0 Def Tropius: 17-21 (14 - 17.3%) -- possible 6HKO
Possible damage amounts: (17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 21)
Lvl 36 0 Atk Primeape Rage Fist (100 BP) vs. Lvl 34 0 HP / 0 Def Tropius: 34-41 (28 - 33.8%) -- 0.6% chance to 3HKO
Possible damage amounts: (34, 35, 35, 36, 36, 36, 37, 37, 38, 38, 38, 39, 39, 40, 40, 41)

Seeing as how total damage dealt is less than 100 BP Rage Fist damage, damage to Substitute and damage from status does not proc Rage Fist BP increase.

Level 36 83 Atk Primeape vs Level 33 63 Def Tropius (Life Orb Test)

Turn 1: Primeape uses Substitute, Tropius uses Stomp
Turn 2: Primeape uses Rage Fist, gets damaged by Life Orb, Tropius uses Whirlwind, fails (cringe)
Turn 3: Primeape uses Rage Fist

Total Damage dealt: 53

Lvl 36 0 Atk Life Orb Primeape Rage Fist vs. Lvl 33 0 HP / 0 Def Tropius: 25-30 (21.1 - 25.4%) -- 0.2% chance to 4HKO
Possible damage amounts: (25, 25, 26, 26, 26, 26, 26, 27, 27, 27, 27, 29, 29, 29, 29, 30)
Lvl 36 0 Atk Life Orb Primeape Rage Fist vs. Lvl 33 0 HP / 0 Def Tropius: 48-57 (40.6 - 48.3%) -- guaranteed 3HKO
Possible damage amounts: (48, 48, 49, 49, 51, 51, 52, 52, 52, 53, 53, 55, 55, 56, 56, 57)

Same observation as previous test, Life Orb damage does not proc Rage Fist BP increase.

Level 37 86 Atk Primeape vs Level 35 75 Def Spidops (Sticky Barb)

Turn 1: Primeape uses Substitute, Spidops uses Headbutt and breaks Sub. Sticky Barb damages Primeape
Turn 2: Primeape uses Rage Fist, Spidops uses Counter, Sticky Barb latches onto Spidops

Damage dealt: 30

Lvl 37 0 Atk Primeape Rage Fist vs. Lvl 35 0 HP / 0 Def Spidops: 17-20 (17.5 - 20.6%) -- possible 5HKO
Possible damage amounts: (17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20)
Lvl 37 0 Atk Primeape Rage Fist vs. Lvl 35 0 HP / 0 Def Spidops: 32-38 (32.9 - 39.1%) -- 99.8% chance to 3HKO
Possible damage amounts: (32, 32, 33, 33, 33, 34, 34, 34, 35, 35, 36, 36, 36, 37, 37, 38)

Spidops potentially takes 19 damage from Rage Fist and 11 damage from Sticky Barb. Sticky Barb damage did not proc Rage Fist BP increase.

Level 37 86 Atk Primeape vs Level 34 62 Def Tropius

Turn 1: Tropius uses Wide Guard, Primeape uses Substitute. Black Sludge damages Primeape
Turn 2: Primeape uses Rage Fist, Tropius uses Whirlwind and fails (cringe)

Damage dealt: 23

Lvl 37 0 Atk Primeape Rage Fist vs. Lvl 34 0 HP / 0- Def Tropius: 20-24 (16.5 - 19.8%) -- possible 6HKO
Possible damage amounts: (20, 20, 20, 21, 21, 21, 21, 22, 22, 22, 22, 23, 23, 23, 23, 24)
Lvl 37 0 Atk Primeape Rage Fist vs. Lvl 34 0 HP / 0- Def Tropius: 39-46 (32.2 - 38%) -- 94% chance to 3HKO
Possible damage amounts: (39, 39, 40, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46)

Black Sludge does not proc Rage Fist BP increase.

Level 35 88 Atk Primeape vs Level 91 176 Def Tinkaton (Status Condition applied)

Tinkaton Thunder Wave'd Primeape. Primeape hit itself in confusion. Rage Fist did 9 damage.

Lvl 35 0 Atk Primeape Rage Fist (50 BP) vs. Lvl 91 0 HP / 0 Def Tinkaton: 8-10 (2.8 - 3.5%) -- possibly the worst move ever
Possible damage amounts: (8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10)
Lvl 35 0 Atk Primeape Rage Fist (100 BP) vs. Lvl 91 0 HP / 0 Def Tinkaton: 15-18 (5.3 - 6.3%) -- possibly the worst move ever
Possible damage amounts: (15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18)

Neither Statusing it nor it hitting itself in confusion proc'd the Rage Fist BP increase.
Sidenote: Primeape used Thrash on Tinkaton. Switch'd out into Flutter Mane, Primeape used Thrash. Did not damage since Flutter Mane is Ghost-type, but Primeape also did not end up getting confused.


Don't have a Pokemon with Defog, so I can't test the Defog interaction yet, but from what I tested so far, only direct damage contributes from other Pokemon contributes to Rage Fist BP increase. razorsharp3000
Thanks so much for confirming! So it was just a bug in the PS implementation.
 

DaWoblefet

Demonstrably so
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More Rage Fist tests to complement and confirm what's already been discussed in this thread:
  • Rage Fist caps at 350 BP
  • Rage Fist only accumulates BP on successful damaging hits
    • False Swipe at 1 HP counts as a damaging hit (even though it deals 0 damage)
    • Ally attacks count towards damaging hits
    • Individual hits of attacks that hit multiple times (Population Bomb) each count as damaging hits
    • Disguise busting counts towards damaging hits
    • Self-hit confusion doesn't count towards damaging hits
    • Damaging or breaking the user's Substitute doesn't count towards damaging hits
  • The "times hit" volatile persists on both switchout and being revived by Revival Blessing
  • Transform copies the target's "times hit" volatile
  • Copycat uses the Copycat user's "times hit" volatile

Some other minor interactions in that video:
  • Tatsugiri inside Dondozo still keeps its own Perish counter. A Tatsugiri already inside Dondozo will avoid Perish Song (like standard semi-invulnerability)
  • Mold Breaker doesn't break Ruin Abilities or Protosynthesis
 
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Supreme Overlord/Last Respects/Revival Blessing: In Multi Battles, does your partner's Kos count toward the ability/Move? In Revival's case, can one partner revive another's?
 
also found out by accident , but is it known that quark drive isnt affected by gastro acid ? not sure about other ability changing moves etc
Tested it with wild Gulpin and Skiddo. Gastro Acid and Worry Seed don't work on Protosynthesis/Quark Drive.
And it seems the Tera Raid debuff can't nullify Protosynthesis/Quark Drive either?
 
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Has anyone tested how Orbs work on the Origin formes of Sinnoh Legends? It currently looks like Adamant Orb/Lustrous Orb doesn't work on Dialga-Origin/Palkia-Origin but Griseous Orb work on Giratina-Origin. I'm not sure if this is just because PS forgets to change the code. (Usually they won't have these Orbs as item but that can happen in BH lol.)
 

Fragmented

procrastinating...
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Has anyone tested how Orbs work on the Origin formes of Sinnoh Legends? It currently looks like Adamant Orb/Lustrous Orb doesn't work on Dialga-Origin/Palkia-Origin but Griseous Orb work on Giratina-Origin. I'm not sure if this is just because PS forgets to change the code. (Usually they won't have these Orbs as item but that can happen in BH lol.)
Unless someone managed to hack in Dialga and Palkia into the game, afraid we're going to have to wait for Pokemon Home to release.

edit: Also, apparently there are separate items for Dialga and Palkia. Orbs give the power boost, some crystal thing gives the Form Change.
 
Tested a few more things!

Eviolite Damage Test

First off, I kept hearing rumors about Eviolite getting nerfed, so I tested that! With both mons at level 50, I had an Iron Hands with 159 Attack using Drain Punch against an Eviolite Crocalor with 121 Defense

42
40
40
37
39
40
43

This range seems like the usual Eviolite range, so I think it's safe to say that Eviolite is still a 1.5x boost to defenses.

Tailwind in Doubles


Next Up, I test out a doubles speed mechanic: does Tailwind's Speed boost apply immediately upon use in doubles?

The answer is: Yes, it's unchanged from gen 8! I used a Scarf Kilowattrel to set up Tailwind, and my Iron Valiant outsped a Miraidon it normally wouldn't!

Quark Drive + Energy Booster

So this was posted in the Showdown Bug reports, and I was asked to test this.



I tested this out, and was unable to reproduce this effect. I tested this by using an Ice Spinner Iron Treads in battle with Miraidon setting up Electric Terrain, and my own Iron Bundle and Iron Hands on the other side. Each time I used Ice Spinner and terrain was destroyed, all 3 got the same boosts reapplied from Energy Booster. In particular, my Iron Bundle also has Speed as its highest stat. I was unable to try this with my own Iron Valiant (mine has a higher Attack stat).

Galen49 , do you have any more context to the testing here? I think we need more info if we are to reproduce this.

I do have a hypothesis though: did your Iron Valiant get its Speed dropped in any way? Let's look at this post Whitephoenixace made.



I can double confirm this: I had Iron Treads use Bulldoze against my Iron Bundle, and when Electric Terrain was destroyed by Ice Spinner, My Iron Bundle got a Special Attack boost instead of a Speed boost.

Quark Drive Interaction With Items


Finally, I tested out how Choice Scarf, Assault Vest, and Tailwind impact Quark Drive boosts. From my testing, None of these impacted which stat was boosted.
I noticed the effect after the terain ended from my Miraidon's ability when my Iron Valiant was out. To my recolection, there was no drop in my Iron Valiant's speed stat. My friend and I recreated the effect after I had noticed it, to verify if the speed stat remained boosted or not after the attack was also raised. The way we set it up was my friends Miraidon set up the terrain and my Iron Valiant was the first pokemon I sent out, as expected the Quark Drive activated and the speed stat was boosted. We stalled until the terrain went away naturally, we did not get rid of the terrain with Ice Spinner or Defog. After the terrain faded naturally, Quark Drive deactivated, Booster Energy activated and the Attack stat was raised rather than the Speed. We checked, and Miraidon attacked first after the Attack stat of Iron Valiant was raised, even though Iron Valiant was previously faster than Miraidon with the first Quark Drive activation. If you havent tested it out by letting the terrain leave naturally instead of destroying it, that might be what causes the effect. Ill see if I can reproduce it and find away to record it.

Update:

I verified what happened. Similar to how reducing the speed stat made the Quark Drive change the boosted stat in your testing, I relized that in both instances of the effect taking place in my game I had used swords dance, thus increasing my attack stat.

So the discrepency with how its currently implemented in Showdown seems to be that stat decreases and boosts influence the stat boosted by Quarkdrive, which doesnt curerntly happen in Showdown.

https://replay.pokemonshowdown.com/gen9ou-1720001435-5sm0nkrmajz8ra4ex55ye5qdxh3cnmnpw
 
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Does Protean users when Terastallized use their original typing or their Protean typing for STAB? Example: Meowscarada uses Play Rough and becomes Fairy, then Terastallize into Normal. Is it's STAB Fairy/Normal, or Grass/Dark/Normal?

This applies for both Protean 1st > Terastallizing 2nd, and Terastallizing 1st > Protean 2nd.
 

Mathy

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A Pokemon Terastallized into the Flying-type will remain Flying-type while Roosting to restore HP. However, mono-Flying Pokemon that are not under the effects of Terastallization, such as Corvisquire, will become Normal-type just as they did in past generations.
Does Ground immunity still apply? I ask because apparently Fire/Flying -> Burn Up -> Roost makes you ???/Flying but with no Ground immunity (I don't know much about this interaction personally).
 

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