Resource Simple Questions/Simple Answers: Random Battles Edition

Asking this here since Rand Bats is where I encounter this the most, but how do you calc against Minior when its in the tanky form? do you just manually swap the SpDef and SpATK / Def and ATK stats in the calc? I've lost too many games due to the calc showing me stuff for the offensive form and not the defensive one lol
 
Asking this here since Rand Bats is where I encounter this the most, but how do you calc against Minior when its in the tanky form? do you just manually swap the SpDef and SpATK / Def and ATK stats in the calc? I've lost too many games due to the calc showing me stuff for the offensive form and not the defensive one lol
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You can change the form by clicking here on the damage calculator
 
Hi! I'm new to showdown and comp pokemon in general. I've played around 50 battles and in a fair few opp has disconnected. Is there some sort of penalization for leaving without forfeiting? Thanks!
 
Is there some sort of game balance intent behind providing low accuracy moves, ie hydropump on lumineon vs surf, I understand that random battles is high variance in the first place and that some mon's don't have any other option especially for cases of coverage, but having that extra layer when there are alternatives has become frustrating as of recent and I'm having a hard time finding an argument for it.
 
Is there some sort of game balance intent behind providing low accuracy moves, ie hydropump on lumineon vs surf, I understand that random battles is high variance in the first place and that some mon's don't have any other option especially for cases of coverage, but having that extra layer when there are alternatives has become frustrating as of recent and I'm having a hard time finding an argument for it.
Power is valuable. Lumineon is weak and needs as much power as it can get. We aren't going to stop running Hydro Pump or Fire Blast; I know some users refuse to ever use these moves, but the sheer number of potential OHKOs and 2HKOs missed means that it's difficult to give them up in the majority of situations. Even factoring in the miss chance, it is better to have an 80% chance to OHKO a target that can potentially sweep, set hazards, or one shot you in return than a 100% chance to 2HKO because of low power and high accuracy.
 
Why does /randbats for Gen 1 seem to display info backwards? It separates moves into "Randomized Moves" and "Exclusive Moves", yet the randomized moves are the guaranteed moves while the exclusive moves are the ones randomly slotted in afterwards. For example
Moves for Chansey in [Gen 1] Random Battle:
Level: 68
Exclusive moves: Counter, Reflect, Seismic Toss, Sing, Thunderbolt, Thunderbolt, Thunderbolt
Randomized moves: Ice Beam, Soft-Boiled, Thunder Wave
Extremely confusing.
 
Why does /randbats for Gen 1 seem to display info backwards? It separates moves into "Randomized Moves" and "Exclusive Moves", yet the randomized moves are the guaranteed moves while the exclusive moves are the ones randomly slotted in afterwards. For example
Moves for Chansey in [Gen 1] Random Battle:
Level: 68
Exclusive moves: Counter, Reflect, Seismic Toss, Sing, Thunderbolt, Thunderbolt, Thunderbolt
Randomized moves: Ice Beam, Soft-Boiled, Thunder Wave
Extremely confusing.
The moves are displayed in the order they are generated, from top to bottom. Here, Chansey generates one move selected from the exclusive movepool, then the moveset is filled with moves from the randomized movepool.

If there were, for example, four moves in the randomized movepool, Chansey would generate one move from the exclusive movepool, then three out of four moves from the randomized movepool.
 
Not sure if I should be posting here, but I'm a little confused why the damage calc for the last move in this battle wasn't correct: https://replay.pokemonshowdown.com/...-2277028078-9kvo9il0prnpgz7n567jqqcvjg393yvpw

The tera fighting close combat should be doing 94.7-111.5% at +3, but it only did 83% (as if it were +2). Any help would be appreciated :3

View attachment 702861
The damage calc automatically adds another stage from intrepid sword when you calc zacian
 
I'm confused as to why ditto copies the hidden power type in gen 2. In other gens I thought that ditto does not copy IV's and thus does not copy the hidden power typing, so I was hoping someone could help me understand if dvs behave differently than ivs.
Also I believe in the past ditto always received hidden power dark like I would expect it to. Could someone verify if that is true?

I understand this isn't specifically a random battles question, but I don't think anybody uses ditto or transform mew in any other gen 2 format so I wasn't sure where to ask.
 
I'm confused as to why ditto copies the hidden power type in gen 2. In other gens I thought that ditto does not copy IV's and thus does not copy the hidden power typing, so I was hoping someone could help me understand if dvs behave differently than ivs.
Also I believe in the past ditto always received hidden power dark like I would expect it to. Could someone verify if that is true?

I understand this isn't specifically a random battles question, but I don't think anybody uses ditto or transform mew in any other gen 2 format so I wasn't sure where to ask.
From my understanding, transform copies DVs/IVs, and hence hidden power type, in gens 1-4 only. I could be wrong, though.
 
Can we have a tour that goes like this:

Round 1: you choose any monster from gen9 randbats and its exact set do a 1v1 against ur opponent in a bo1.
Winner must do /showteam at end of game.

Round2: you choose the monster you picked in round 1 and the monster you beat in round 1. You can change the set chosen (for instance if banded, u can choose the scarf set this time) as long as it is a legal randbats set. You do a 2v2 in a bo1.
Winner must do /showteam at end of game.

Round3: you choose the monster you picked in round 2 and the monsters you beat in round 2. You can change the set chosen (for instance if banded, u can choose the scarf set this time) as long as it is a legal randbats set. You do a 4v4 in a bo1.
Winner must do /showteam at end of game.

Round 4 and onwards if possible, it is similar rules as above but a 6 v 6 bo1.

This is meant to be a quick unserious tour but encourages fun and creativity.

**duplicates must be allowed unfortunately.
 
Can we have a tour that goes like this:

Round 1: you choose any monster from gen9 randbats and its exact set do a 1v1 against ur opponent in a bo1.
Winner must do /showteam at end of game.

Round2: you choose the monster you picked in round 1 and the monster you beat in round 1. You can change the set chosen (for instance if banded, u can choose the scarf set this time) as long as it is a legal randbats set. You do a 2v2 in a bo1.
Winner must do /showteam at end of game.

Round3: you choose the monster you picked in round 2 and the monsters you beat in round 2. You can change the set chosen (for instance if banded, u can choose the scarf set this time) as long as it is a legal randbats set. You do a 4v4 in a bo1.
Winner must do /showteam at end of game.

Round 4 and onwards if possible, it is similar rules as above but a 6 v 6 bo1.

This is meant to be a quick unserious tour but encourages fun and creativity.

**duplicates must be allowed unfortunately.
Pretty sure thats already a format in tour minigames
 
Is there any priority in giving a mon a Stealth Rock setting role when generating a team? I’ll get teams when playing where 2 or more mons could potentially generate a set with Stealth Rock but don’t, which can definitely be brutal sometimes. I sorta answered my own question with that but then ig my follow up would be if there is some sort of limitation in the coding that won’t allow for at least one Rocks setter to be generated when there are 2 or more potential setters generated?
 
Is there any priority in giving a mon a Stealth Rock setting role when generating a team? I’ll get teams when playing where 2 or more mons could potentially generate a set with Stealth Rock but don’t, which can definitely be brutal sometimes. I sorta answered my own question with that but then ig my follow up would be if there is some sort of limitation in the coding that won’t allow for at least one Rocks setter to be generated when there are 2 or more potential setters generated?
There's nothing that allows one role to be prioritized over another, much less can it depend on what teammates exist; all roles always have an equal chance of being rolled.
 
There's nothing that allows one role to be prioritized over another, much less can it depend on what teammates exist; all roles always have an equal chance of being rolled.
To be pedantic, there are exceptions: include the z-move user role, the spinner role, and the tera blast user role. Spinner is prioritised over all other roles unless another spinner exists (Edit: only exists in gens 2-5); z-move user is prioritised over setup sweeper and bulky setup and only one can exist per team (E: only exists in gen 7); and only one tera blast user (or ogerpon/terapagos) can exist per team.

None of these are relevant in regards to hazard setting, though. (However, spinner and tera blast user directly and indirectly affect hazard removal rates respectively.)
 
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Is there any priority in giving a mon a Stealth Rock setting role when generating a team? I’ll get teams when playing where 2 or more mons could potentially generate a set with Stealth Rock but don’t, which can definitely be brutal sometimes. I sorta answered my own question with that but then ig my follow up would be if there is some sort of limitation in the coding that won’t allow for at least one Rocks setter to be generated when there are 2 or more potential setters generated?
Also, to follow up - there isn't any limitations to my knowledge. The rands heads would just prefer to not make hazards even more of an oppressive presence (especially pre-gen-8 due to a lack of boots and I guess rapid spin's speed boost if you're an offensive spinner fan like me) given the already insane amount of mons that possess suboptimal sets just to run hazard removal.
 
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As head dev I can confirm the above is correct; we could make efforts to enforce hazard moves on potential setters (other than Sticky Web, which already is enforced on all that has it). We just purposefully don't do that for the reasons of:
-some of the shit that runs rocks doesn't always want to be a rocker (garchomp, registeel, perrserker, etc.)
-some of the shit that runs rocks is entirely fine rolling between rocks and Spikes or something
-people complain enough about hazard removal and the rate of entry hazards per team skyrocketing above its current 60% would make those complaints so much worse
-we value having a variety of sets when we can and enforcing stealth rock on any pokemon would get rid of any assault vest, setup, choice items, etc. options for that set. Similar to why we don't enforce rapid Spin on Tsareena; we want all of its item variety more than we want it to always spin.
 
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