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I'm not certain that a 120 power STAB-less move is what's going on. I was just looking into Adaptability Tera Stellar Tera Blast as you posted, and also got damage values that didn't line up with a 1.5 STAB multiplier.
Since I had the results, I also tried running my numbers against a STAB-less 120 BP move and some of my results still don't line up with those.
These tests were done with a Lv. 75 173 SpA (final stat) Dragalge, Terastallized to Stellar, using Tera Blast.
All defenders were Iron Hands, with their SpD noted.
The damage ranges list the assumption made with the possible values, either an 80 BP move with 1.5 STAB multiplier, or a 120 BP move with no STAB multiplier.

With Adaptability:

82 SpD
HP: 231 - 92 = 139 damage
1.5 STAB: (139, 141, 142, 144, 145, 148, 150, 151, 153, 154, 156, 157, 159, 160, 162, 165)
120 BP move: (139, 141, 142, 144, 145, 147, 149, 150, 152, 154, 155, 157, 159, 160, 162, 164)

87 SpD
HP: 247 - 92 = 155 damage
1.5 STAB: (130, 132, 133, 135, 136, 138, 139, 141, 142, 144, 145, 147, 148, 150, 151, 154)
120 BP move: (130, 132, 133, 135, 137, 138, 140, 141, 143, 144, 146, 147, 149, 150, 152, 154)

82 SpD
HP: 232 - 73 = 161 damage
1.5 STAB: (139, 141, 142, 144, 145, 148, 150, 151, 153, 154, 156, 157, 159, 160, 162, 165)
120 BP move: (139, 141, 142, 144, 145, 147, 149, 150, 152, 154, 155, 157, 159, 160, 162, 164)

Without Adaptability:

76 SpD
HP: 251 - 84 = 167 damage
1.5 STAB: (150, 151, 153, 154, 157, 159, 160, 162, 163, 165, 168, 169, 171, 172, 174, 177)
120 BP move: (149, 151, 153, 154, 156, 158, 160, 161, 163, 165, 167, 168, 170, 172, 174, 176)

79 SpD
HP: 238 - 78 = 160 damage
1.5 STAB: (144, 147, 148, 150, 151, 153, 154, 156, 159, 160, 162, 163, 165, 166, 168, 171)
120 BP move: (144, 146, 147, 149, 151, 153, 154, 156, 158, 159, 161, 163, 164, 166, 168, 170)

78 SpD
HP: 244 - 86 = 158 damage
1.5 STAB: (145, 147, 150, 151, 153, 154, 156, 157, 159, 162, 163, 165, 166, 168, 169, 172)
120 BP move: (146, 147, 149, 151, 153, 154, 156, 158, 159, 161, 163, 165, 166, 168, 170, 172)
While I'm sure your numbers were correct, what level was Iron Hands?
 
Just trying to understand correctly. So terapagos Stellar form doesn’t have the once per type damage boost restriction that other Stellar Pokémon have?

so while that doesn’t effect Tera star storm and Tera blast as they just remain unresisted, stellar Terapgos effectively has permanent stab on everything else ?
 
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BaitWiz

hisuian zorua my beloved
is a Pre-Contributor
More Terapagos stuff, some of this might've been mentioned by others, so sorry if I'm repeating known information!

Tera Shell:

1. Will each hit of a multi-hit move be considered resisted, or only the hit from full HP?


Teraform Zero:

2. Does the ability end the terrain & weather effects, or merely suppress them while on the field?
1. Yes, all hits of multi-hit moves are resisted.
2. Ends both Terrain and Weather, does not prevent Terrain/Weather from being set back up.

Does Revelation Dance become Stellar type if you Terastalize into it like other Tera typings?
Remains the same primary type - so Fire for Oricorio Baile, Electric for Pom Pom, etc.

Just trying to understand correctly. So terapagos Stellar form doesn’t have the once per type damage boost restriction that other Stellar Pokémon have?

so while that doesn’t effect Tera star storm and Tera blast as they just remain unresisted, stellar Terapgos effectively has permanent stab on everything else ?
This is fully correct - Stellar Terapagos gains permanent stab on every move it uses until it faints.

GENERAL STUFF

For all mons that aren't Terapagos, they gain a single boosted STAB when Terastalizing Stellar, as stated before. This is tracked even on switchout, so you get one boosted move TOTAL per type.

Tera Stellar interacts with Protean the same way that normal Tera does - locks you into whatever type you were upon Terastalizing, whether you had used Protean prior or not, and keeps STAB accordingly.

I'm pretty new to testing stuff but wanted to throw in a couple things, even if there's one or two repeats in here. I'll try to keep an eye on this thread for the next couple days.
 
More Terapagos stuff, some of this might've been mentioned by others, so sorry if I'm repeating known information!



1. Yes, all hits of multi-hit moves are resisted.
2. Ends both Terrain and Weather, does not prevent Terrain/Weather from being set back up.



Remains the same primary type - so Fire for Oricorio Baile, Electric for Pom Pom, etc.



This is fully correct - Stellar Terapagos gains permanent stab on every move it uses until it faints.

GENERAL STUFF

For all mons that aren't Terapagos, they gain a single boosted STAB when Terastalizing Stellar, as stated before. This is tracked even on switchout, so you get one boosted move TOTAL per type.

Tera Stellar interacts with Protean the same way that normal Tera does - locks you into whatever type you were upon Terastalizing, whether you had used Protean prior or not, and keeps STAB accordingly.

I'm pretty new to testing stuff but wanted to throw in a couple things, even if there's one or two repeats in here. I'll try to keep an eye on this thread for the next couple days.
Does Terapagos get STAB on Starstorm in Tera Stellar form? Aka STAB boost on the base 120 power move. Every other type of move gets 1.5x die to STAB. Does Starstorm become 180 after STAB?
 
View attachment 579986

What happens if the opponent boosted the previous turn but the AV user is faster than him?
Does the user get confused? (If not that would mean it would be impossible to punish a set-up from a slower mon)
Can confirm that it must be that turn it boosted. So yes, a slower set-up mon would be impossible to confuse with Alluring Voice.
 

Mario With Lasers

Self-proclaimed NERFED king
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Tera Blast appears to behave as a 120 BP non-STAB move on a Pokemon Terastallized to Stellar type.
Is there a difference between "80 BP STAB" and "120 BP non-STAB"? I haven't played the DLC yet but from the couple videos I've watched, Tera Blast and Tera Starstorm do become Stellar once you terastallize. Unless the pokemon itself doesn't change its type to Stellar, which admittedly I haven't checked.

Once you use up the initial one-time type boost on Stellar Tera Blast, it starts becoming treated as a 100 BP non-STAB move.

Level 50 141 Atk, 71 SpA Krookodile using Tera Stellar Tera Blast into 96 Def 98 Sp. Def Reuniclus dealt 68 and 72 damage with the one-time Stellar boost, and 57 damage after using Tera Stellar Tera Blast, then switching in and out to remove the stat drop.
Weird, that would make the Stellar boost a 20% modifier, while Jibaku said he believes it to be 50%.

Adaptability didn't impact damage rolls from Earthquake while Terastallized to Stellar type. With the one-time boost, Earthquake from the same Krookodile into the same Reuniclus dealt 96 damage, and without the one-time boost it dealt 66 damage. It also didn't impact the damage of Tera Blast; that same Tera Blast with the one-time boost and Adaptability dealt 70 damage.
And then we have the 50% happening here again.

There seems to be some strange interaction of Stellar and Tera Blast here.
 
Not certain if this is possible to test due to the form reversion thing, but if you hack in a terapagos in its stellar form does it remember its original form's normal typing or is the game tricked into making it essentially a typeless pokemon?

On a similar note, would that Terapagos get the infinite stab on reused types it normally does or would the game forget about it?
 
I have some questions I haven't seen asked yet.

1) Teraform Zero
Is this a once-per-battle activation? Like if weather and/or terrain gets re-set after this ability has triggered, can you switch to refresh the ability and end these effects again? Or does this ability *only* trigger upon Terastallizing?

2) Dragon Cheer
I'm unclear how this move works, and nobody seems to be talking about it. What does it actually *do*? It says it boosts the Critical Hit rate of allies, but what is the nature of this effect, exactly? Like does it apply its own unique effect when viewed on the battle info screen, or does it simply give allies the Focus Energy effect? If so, can this be stacked through repeated use, or is it capped at one boost like Focus Energy is? Also, how much more of a boost do Dragon-type allies get versus other types?

3) Psychic Noise
Similar to above, I'm confused about what actual effect this move applies. Is this simply giving Pokemon the Heal Block effect, except only for 2 turns instead of 5? Or is it a unique effect? Does this count as a "added effect" and thus suppressed by Sheer Force?
 

Karthik

time heals all
is a Programmeris a Battle Simulator Moderator
1) Teraform Zero
Is this a once-per-battle activation? Like if weather and/or terrain gets re-set after this ability has triggered, can you switch to refresh the ability and end these effects again? Or does this ability *only* trigger upon Terastallizing?
This ability seems to only activate after terastallizing. It doesn't reactivate if you switch out and back in, even if it was suppressed by neutralizing gas when it was originally supposed to activate.
 
Some other questions I thought of:

1) Supercell Slam
This move sounds like it's pretty much a reskin of High Jump Kick, or other crash damage moves. If this is the case, is it prevented by Gravity like those moves are?

2) Mighty Cleave, Tachyon Cutter
Are either of these moves count as "slicing" moves, and thus boosted by Sharpness?

3) Dragon Cheer
Is this move considered a Sound move? If so, can it be blocked by your own ally's Sound Proof?

4) Malignant Chain
What seems to be the chance of the effect of this move triggering? Does it work like Poison Fang, which has a 50% chance to badly poison?
 

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