Ultra Sun & Ultra Moon Battle Mechanics Research (Read Post #2)

The issue is that Synchronoise isn't properly seeing its failure condition when it's called as a submove of another move, such as Metronome. This is a plain old simulator bug.
Nothing to do with Metronome: the bug occurs because the event Synchronoise uses for its immunity check only fires for the first target; it needs a new event that fires for each target. (But the name I want to use for it is currently taken by an unrelated event. I opened a PR to rename the misnamed event but it's waiting for someone to decide what to rename it to...)
 

DaWoblefet

Demonstrably so
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I reviewed SnorlaxMonster's end-turn resolution order list from Generation VI and have updated it for use in Generation VII.

These effects occur in order at the end of a turn. If multiple Pokemon have an effect that resides in the same check (e.g. two Pokemon have Aqua Ring, two Pokemon are affected by Yawn, two Pokemon are to be damaged by sand), then the order in which these effects occur is determined by Speed. For example, a faster Pokemon will take Toxic damage before a slower Pokemon will. If the Pokemon Speed tie, the tie is broken via the RNG. If Trick Room is active, the order these effects are applied is reversed.

End-turn checks use all Speed modifiers, so things like paralysis or Tailwind can affect the order in which Pokemon experience these end-turn effects. If a Pokemon's Speed is updated between checks (e.g. Healer cures paralysis, Pledge swamp ends), that Speed update takes effect on the next check. For example, on a turn where Tailwind expires, Perish count would factor in Tailwind for determing the Pokemon's Speed. Also on a turn where Tailwind expires, it will expire before two Pokemon with Moody can interact, so Tailwind won't count for which determining which Moody will activate first.

The Speed stat used in comparisons for these end-turn effects do not have a 13-bit cap on Speed like turn order does (i.e. Speeds can be greater than 8191 in these comparisons); however, there is still the normal explicitly defined 10000 Speed cap as well as the 16-bit cap on Speed (i.e. you still can't have a Speed stat over 65535 at any time).

Changes from SnorlaxMonster's list are in bold (some are generational changes, some are as the result of additional tests).
  1. Weather ending
  2. Sand damage / Hail damage / Ice Body / Dry Skin (rain or sun) / Solar Power / Rain Dish
  3. Future attacks (Future Sight / Doom Desire) (if multiple are to deal damage, deal damage in the order that the future attacks were originally used, like a queue; not determined by Speed)
  4. Wish
  5. Block level - Speed dependent
    1. Sea of Fire
    2. Grassy Terrain recovery
    3. Hydration / Shed Skin / Healer
    4. Leftovers / Black Sludge (healing) / Black Sludge (damaging)
  6. Aqua Ring
  7. Ingrain
  8. Leech Seed (the Pokemon affected by Leech Seed, i.e. the Pokemon losing HP)
  9. Toxic / regular Poison / Poison Heal
  10. Burn
  11. Nightmare
  12. Curse
  13. Binding moves (both taking damage / being freed from)
  14. Taunt ending
  15. Encore ending
  16. Disable ending
  17. Magnet Rise ending
  18. Telekinesis ending
  19. Heal Block ending
  20. Embargo ending
  21. Yawn
  22. Perish count
  23. Block level - host dependent
    1. Reflect ending
    2. Light Screen ending
    3. Safeguard ending
    4. Mist ending
    5. Tailwind ending
    6. Lucky Chant ending
    7. Pledge rainbow ending
    8. Pledge Sea of Fire ending
    9. Pledge swamp ending
    10. Aurora Veil ending
  24. Trick Room ending
  25. Gravity ending
  26. Water Sport ending
  27. Mud Sport ending
  28. Wonder Room ending
  29. Magic Room ending
  30. Terrain ending
  31. Block level - Speed dependent
    1. Uproar (currently causing or calmed down)
    2. Moody / Speed Boost / Slow Start / Bad Dreams (Bad Dreams is the user's ability activation, not the target's damage; Slow Start uses Speed factoring in Slow Start before entering the block)
    3. Flame Orb / Toxic Orb / Sticky Barb
    4. Harvest / Pickup
  32. Zen Mode / Power Construct (50%) / Power Construct (10%) / Shields Down / Schooling. Uses the Speed of Standard Forme / Zygarde-50% / Zygarde-10% / Core / Solo respectively, and does not use Speed modifiers in determining which transforms first.

In addition:
  • The effect of Roost causing the user to lose its Flying-type ends at some point after Yawn (check #21)
  • The effects of Endure, Laser Focus, Lock-On, Ion Deluge, Helping Hand and Electrify end at some point after future attacks (check #2)
  • The following end at some point in the end-turn resolution order, but you can't determine it with Yawn / future attacks: Throat Chop, Fairy Lock, Magic Coat, Powder, Snatch, Protect and its variants, Quick Guard, Wide Guard, Mat Block, Crafty Shield, Follow Me, Rage Powder, Spotlight.

By Block level - Speed dependent (checks #5 and #31) I mean:
  • Each Pokemon enters a block at their current Speed.
  • Each Pokemon will complete their block before the next Pokemon enters into the block. Speed changes midway through (e.g. paralysis cure, Speed Boost), will not affect anything until the next check on the list.
  • Slashes indicate that it is impossible to distinguish any more finely between two effects, so they are essentially lumped together (e.g. because you can't hold two items or have two Abilities concurrently).
  • Example: Two Pokemon with 100 Speed and 50 Speed hold Leftovers, and are grounded so benefit from Grassy Terrain. The following will resolve: first 100 Speed will heal with Grassy Terrain, then Leftovers; then, 50 Speed will heal with Grassy Terrain, then Leftovers.
  • Trick Room reverses the order the block level is applied, but not the effects within the block level. Taking the above example in Trick Room, the 50 Speed Pokemon will heal with Grassy Terrain, then Leftovers; then, 100 Speed will heal with Grassy Terrain, then Leftovers.
By Block level - host dependent (check #23) I mean:
  • The host of the battle (the player who sends out their Pokemon second) will complete all of the effects in the block, then the non-host of the battle will complete all of the effects in the block.
  • It has nothing to do with Speed.
  • Example: Suppose each side's Tailwind and Light Screen will expire this turn. First, the host's Light Screen would expire, then the host's Tailwind; then, the non-host's Light Screen would expire, then the non-host's Tailwind.
Weather ending > Sand

Weather ending > burn

Sand > Toxic

Black Sludge > burn

257 Ice Body > 256 Hail

258 Hail > 257 Ice Body

Hail > Future Sight

Sand > Future Sight

You can't have multiple Future Sight / Doom Desire active on the same slot (bottom screen "Future Attack").

Dry Skin (sun) > Doom Desire

Dry Skin (rain) > Doom Desire

Future Sight > Toxic

Hail > Wish

Wish > Toxic

Future Sight > regular Poison

257 Future Sight hits slot of 256 Speed > 256 Future Sight hits slot of 257 Speed

257 Future Sight hits slot of 256 Speed > 256 Future Sight hits slot of 257 Speed

257 Future Sight hits slot of 256 Speed > 256 Doom Desire hits slot of 257 Speed

257 Doom Desire hits slot of 256 Speed > 256 Future Sight hits slot of 257 Speed



257 Doom Desire user hit slot of Iron Ball 258 Speed > 258 Iron Ball Doom Desire user hits slot of 257 Speed

257 Doom Desire user hit slot of 258 Speed > 258 Iron Ball Doom Desire user, switches out before hit, hits slot of 257 Speed



346 Prankster Sleep Talk -> Doom Desire hit 75 > 347 Doom Desire hit 183






258 Toxic > 257 regular Poison

257 regular poison > 256 Toxic

Future Sight > Wish

Wish > regular Poison

regular Poison > Water Sport

258 Water Sport > 257 Mud Sport

257 Water Sport > 258 Mud Sport

258 Dry Skin > 257 Solar Power

257 Solar Power > 256 Dry Skin

258 Rain Dish > 257 Dry Skin

257 Dry Skin > 256 Rain Dish

Rain Dish > Future Sight

258 Mud Sport > 257 Wonder Room

257 Mud Sport > 258 Wonder Room

258 Wonder Room > 257 Magic Room

257 Wonder Room > 258 Magic Room

258 Trick Room > 257 Water Sport

257 Trick Room > 258 Water Sport

257 Gravity > 258 Magic Room

258 Gravity > 257 Magic Room

257 Gravity > 258 Water Sport

257 Trick Room > 258 Gravity

258 Trick Room > 257 Gravity

256 Magic Room > 258 Electric Terrain fading

258 Magic Room > 256 Electric Terrain fading

256 Magic Room > 258 Psychic Terrain fading

256 Magic Room > 258 Misty Terrain fading

257 Magic Room > 258 Grassy Terrain fading





using Aqua Ring first, then Ingrain: Aqua Ring > Ingrain

using Ingrain first, then Aqua Ring: Aqua Ring > Ingrain

258 Speed Aqua Ring > 256 Speed Aqua Ring > 258 Speed Ingrain > 256 Speed Ingrain

258 Speed Ingrain > 256 Speed Ingrain > 258 Speed Leech Seed sap (loses HP) > 256 Speed Leech Seed sap (loses HP) > 258 regular poison > 256 Speed Poison Heal

257 Poison Heal > 256 Poison Heal

258 regular Poison > 257 Poison Heal

257 Poison Heal > 256 Toxic poison

Poison > Gravity

257 Toxic > 256 burn

256 Toxic > 256 burn

256 burn > 257 Nightmare

257 burn > 256 Nightmare

257 Nightmare > 256 Curse

256 Nightmare > 257 Curse

258 Sea of Fire > 258 Grassy Terrain > 257 Sea of Fire > 258 Grassy Terrain

Sea of Fire damage > Sea of Fire dissipates

258 Wish > 257 Wish > 258 Sea of Fire > 258 Grassy Terrain > 258 Leftovers > 257 Sea of Fire > 257 Grassy Terrain > 257 Black Sludge (damaging)

258 Wish > 257 Wish > 258 Sea of Fire > 258 Grassy Terrain > 258 Black Sludge (damaging) > 257 Sea of Fire > 257 Grassy Terrain > 257 Leftovers

258 Grassy Terrain > 258 Hydration (cure paralysis) > 258 Leftovers > 257 Grassy Terrain > 257 Hydration (cure paralysis) > 257 Black Sludge (damaging)

258 Grassy Terrain > 258 Hydration (cure paralysis) > 258 Black Sludge (damaging) > 257 Grassy Terrain > 257 Hydration (cure paralysis) > 257 Leftovers

258 Grassy Terrain > 258 Shed Skin > 258 Leftovers > 257 Grassy Terrain > 257 Shed Skin > 257 Black Sludge (healing)

258 Grassy Terrain > 258 Shed Skin > 258 Black Sludge (damaging) > 257 Grassy Terrain > 257 Shed Skin > 257 Leftovers

258 Sea of Fire > 258 Grassy Terrain > 258 Black Sludge (healing) > 257 Sea of Fire > 257 Grassy Terrain > 257 Leftovers > 258 Aqua Ring

258 Sea of Fire > 258 Grassy Terrain > 258 Healer > 258 Black Sludge > 257 Sea of Fire > 257 Grassy Terrain > 257 Leftovers > 258 Aqua Ring > 257 Aqua Ring



Curse > Clamp

Curse > Clamp end

Curse > Bind

Curse > Bind end

Curse > Infestation

Curse > Infestation end

Curse > Magma Storm

Curse > Magma Storm end

Curse > Fire Spin

Curse > Fire Spin end

Curse > Sand Tomb

Curse > Sand Tomb ending

Curse > Whirlpool

Curse > Whirlpool ending

Curse > Wrap

Curse > Wrap > Taunt ending

Curse > freed from Wrap > Taunt ending

Sand Tomb > Taunt ending

256 Whirlpool > 183 Whirlpool > 256 Taunt ending

Infestation > Taunt ending

257 Fire Spin > 256 Magma Storm > 257 Taunt ending

258 freed from Magma Storm > 256 Clamp > 258 Taunt ending

257 Magma Storm > 256 Infestation

257 Fire Spin > 256 Magma Storm

257 Fire Spin > 256 Clamp

256 Curse > 258 Bind > 256 Fire Spin

256 Curse > 258 freed from Bind > 256 Fire Spin

256 Curse > 258 Clamp > 256 freed from Fire Spin

256 Curse > 258 Clamp > 256 Infestation

258 Curse > 256 Curse > 258 Infestation > 256 Fire Spin



using Laser Focus -> Doom Desire -> killing turns with Lock-on does not cause Doom Desire to land a critical hit.

using Doom Desire -> Lock-On -> Laser Focus -> Doom Desire lands a critical hit.

using Doom Desire -> Laser Focus -> Lock-On -> Doom Desire lands a critical hit. (3x)

using Doom Desire -> Laser Focus -> Frustration; Frustration crits -> Doom Desire lands a critical hit.

With -6 accuracy:

Lock-On -> Doom Desire -> killing turns with Laser Focus -> Doom Desire can miss

Doom Desire -> Laser Focus -> Lock-On -> Doom Desire hits and crits

Doom Desire -> Lock-On -> Laser Focus -> Doom Desire hits and crits (5x)

Doom Desire -> Lock-On -> Frustration; Frustration hits -> Doom Desire hits (4x)



Taunt ending > Encore ending

Encore ending > Disable ending

Disable ending > Magnet Rise ending

Magnet Rise ending > Telekinesis ending

Telekinesis ending > Heal Block ending

258 Heal Block ending > 257 Heal Block ending > 258 Embargo ending > 257 Embargo ending > 258 Yawn > 257 Yawn > 258 Perish count > 257 Perish count

using Roost with a Flying-type in Electric Terrain under Roost: "<Pokémon> surrounds itself with electrified terrain". Yawn applies before Roost wears off as a result.



257 Uproar > 257 Moody > 257 Toxic Orb > 256 Speed Boost > 256 Flame Orb

258 Moody > 257 Bad Dreams > 257 Flame Orb

Grassy Terrain disappear > 257 Bad Dreams > 257 Flame Orb > 256 Sticky Barb

257 Bad Dreams > 257 Flame Orb > 256 Speed Boost > 256 Sticky Barb

258 Bad Dreams > 258 Sticky barb > 257 Bad Dreams > 257 Flame Orb

258 Moody > 258 Toxic Orb > 256 Speed Boost > 256 Sticky Barb

384 Speed Boost > 384 Sticky Barb > 258 Moody > 258 Toxic Orb

258 Bad Dreams > 258 Sticky Barb > 257 Moody > 257 Toxic Orb

Grassy Terrain disappear > 258 Uproar > 258 Sticky Barb > 257 Uproar

257 Uproar end > 256 Speed Boost > 256 Flame Orb

Grassy Terrain fades > 258 Bad Dreams > 258 Toxic Orb > 257 Harvest

257 Harvest > 256 Bad Dreams > 256 Flame Orb

258 (really 129) Slow Start > 258 (really 129) Sticky Barb > 257 (really 128) Slow Start

258 (really 129) Sticky Barb > 257 (really 128) Slow Start

257 Toxic Orb > 258 (really 129) Slow Start > 258 (really 129) Sticky Barb

Grassy Terrain fades > 258 Toxic Orb > 256 (really 128) Uproar > 256 (really 128) Slow Start

Grassy Terrain fades > 258 Bad Dreams > 258 Toxic Orb > 257 (really 128) Slow Start

Grassy Terrain fades > 518 (really 259) Slow Start fades > 518 (really 259) Sticky Barb > 256 Bad Dreams > 256 Flame Orb > 183 Sticky Barb

257 Uproar > 257 Harvest

258 Pickup > (257 Harvest in sun that failed to activate)

257 Harvest > 257 eat Sitrus Berry > 256 Pickup

256 Pickup > 183 opponent Harvest

281 Sticky Barb > 280 Sticky Barb > 281 Zen Mode -> to Zen > 280 Zen Mode -> to Zen

201 Sticky Barb > 200 Sticky Barb > 201 Zen Mode -> to Standard > 200 Zen Mode -> to Standard



280 Sticky Barb > 201 Sticky Barb > 201 Zen Mode -> to Standard > 280 Zen Mode -> to Zen

281 Sticky Barb > 200 Sticky Barb > 281 Zen Mode -> to Zen > 200 Zen Mode -> to Standard

280 Sticky Barb > 150 Sticky Barb > 280 Zen Mode -> to Zen > 150 Zen Mode -> to Standard

230 Sticky Barb > 200 Sticky Barb > 200 Zen Mode -> to Standard > 230 Zen Mode -> to Zen



282 Sticky Barb > 281 Sticky Barb > 282 50% Power Construct > 281 Zen Mode -> to Zen

279 Sticky Barb > 201 Sticky Barb > 201 Zen Mode -> to Standard > 279 50% Power Construct

322 Sticky Barb > 281 Sticky Barb > 322 10% Power Construct > 281 Zen Mode -> to Zen

322 Sticky Barb > 200 Sticky Barb > 322 10% Power Construct > 200 Zen mode -> to Standard



190 Sticky Barb > 170 Sticky Barb > 190 Shields Down -> Core > 170 Shields Down -> Core

310 Sticky Barb > 290 Sticky Barb > 310 Shields Down -> Meteor > 290 Shields Down -> Meteor



310 Sticky Barb > 170 Sticky Barb > 310 Shields Down -> Meteor > 170 Shields Down -> Core

290 Sticky Barb > 190 Sticky Barb > 190 Shields Down -> Core > 290 Shields Down -> Meteor



322 Sticky Barb > 190 Sticky Barb > 322 10% Power Construct > 190 Shields Down -> Core



200 Sticky Barb > 170 Sticky Barb > 170 Shields Down -> Core > 200 Zen Mode -> Standard

290 Sticky Barb > 280 Sticky Barb > 290 Shields Down -> Meteor > 280 Zen Mode -> Zen



230 Sticky Barb > 159 Sticky Barb > 230 Zen Mode -> Zen > 159 Schooling -> Solo

179 Sticky Barb > 150 Sticky Barb > 150 Zen Mode -> Standard > 159 Schooling -> School



280 Sticky Barb > 159 Sticky Barb > 280 Zen Mode -> Zen > 159 Shields Down -> Core

279 Sticky Barb > 200 Sticky Barb > 200 Zen Mode -> Standard > 279 Shield Down -> Meteor



200 Sticky Barb > 161 Sticky Barb > 161 Shields Down -> Core > 200 Zen Mode -> Standard

281 Sticky Barb > 280 Sticky Barb > 281 Shields Down -> Meteor > 280 Zen Mode -> Zen

280 Sticky Barb > 161 Sticky Barb > 161 Shields Down -> Core > 280 Zen Mode -> Zen

281 Sticky Barb > 200 Sticky Barb > 281 Shields Down -> Meteor > 200 Zen Mode -> Standard



280 Sticky Barb > 279 Sticky Barb > 280 Zen Mode -> Zen > 279 10% Power Construct

281 Sticky Barb > 280 Sticky Barb > 281 10% Power Construct > 280 Zen Mode -> Zen



279 Sticky Barb > 200 Sticky Barb > 200 Zen Mode -> Standard > 279 10% Power Construct

281 Sticky Barb > 200 Sticky Barb > 281 10% Power Construct > 200 Zen Mode -> Standard



280 Sticky Barb > 279 Sticky Barb > 280 Zen Mode -> Zen > 279 50% Power Construct

281 Sticky Barb > 280 Sticky Barb > 281 50% Power Construct > 280 Zen Mode -> Zen



279 Sticky Barb > 200 Sticky Barb > 200 Zen Mode -> Standard > 279 50% Power Construct

281 Sticky Barb > 200 Sticky Barb > 281 50% Power Construct > 200 Zen Mode -> Standard



177 Sticky Barb > 156 Sticky Barb > 177 Zen Mode -> Zen > 156 Schooling -> School

176 Sticky Barb > 105 Sticky Barb > 105 Zen Mode -> Standard > 176 Schooling -> School

156 Sticky Barb > 105 Sticky Barb > 105 Zen Mode -> Standard > 156 Schooling -> Solo

177 Sticky Barb > 176 Sticky Barb > 177 Zen Mode -> Zen > 176 Schooling -> School



177 Sticky Barb > 158 Sticky Barb > 158 Schooling -> Solo > 177 Zen Mode -> Zen

178 Sticky Barb > 105 Sticky Barb > 178 Schooling -> School > 105 Zen Mode -> Standard

178 Sticky Barb > 177 Sticky Barb > 178 Schooling -> School > 177 Zen Mode -> Zen

158 Sticky Barb > 105 Sticky Barb > 158 Schooling -> School > 105 Zen Mode -> Standard



279 Sticky Barb > paralyzed 280 Sticky Barb > 280 Zen Mode -> Zen > 279 50% Power Construct

279 Sticky Barb > -1 Speed 280 Sticky Barb > 280 Zen Mode -> Zen > 279 50% Power Construct



350 Perish count > 349 Perish count > 350 Reflect fade > 349 Light Screen fade

350 Perish count > 349 Perish count > 349 Reflect fade > 350 Light Screen fade

350 Light Screen fade > 349 Safeguard fade

349 Light Screen fade > 350 Safeguard fade

350 Safeguard fade > 349 Mist fade

349 Safeguard fade > 350 Mist fade

350 Mist fade > 350 Tailwind fade > 349 Lucky Chant fade

349 Mist fade > 349 Tailwind fade > 350 Lucky Chant fade

350 Lucky Chant fade > 349 Pledge rainbow fade (350 -> 349 Speed combo attack)

350 Lucky Chant fade > 349 Pledge swamp fade (350 -> 349 Speed combo attack)

350 Lucky Chant fade > 349 Pledge sea of fire fade (350 -> 349 Speed combo attack)

Hail fade > 349 Safeguard fade > 350 Tailwind fade > 350 Aurora Veil fade

Aurora Veil fade > Trick Room fade

Pledge rainbow fade > Trick Room fade

Pledge swamp fade > Trick Room fade

Pledge sea of fire fade > Trick Room fade

Hail fade > 350 Lucky Chant fade > 350 Aurora Veil fade



349 Pledge rainbow fade (350 -> 349 Speed combo attack) > 350 Aurora Veil

349 Pledge swamp fade (350 -> 349 Speed combo attack) > 350 Aurora Veil fade

349 Pledge sea of fire fade (350 -> 349 Speed combo attack) > 350 Aurora Veil fade



Non-host player leads 128 Speed Dustox and 95 Speed Absol, and throws their Pokemon out first. Host player leads 127 Speed Dustox and 85 Speed Chimecho, and throws their Pokemon out second. Non-host sets Light Screen, then host sets Light Screen. Next, non-host sets Tailwind, then host sets Tailwind. Sleep Talk burns through the remainder of the turns. The effects wear off as follows: host's Light Screen -> host's Tailwind -> non-host's Light Screen -> non-host's Tailwind.

host leads non-TW setter, non-host leads 178 Speed TW setter. Turn 1, host switches to 127 Speed TW setter. Turn 2, both use Tailwind. Host Tailwind ends before non-hosts.



Perish count in Speed order > host Reflect > host Aurora Veil > non-host Reflect > non-host Aurora Veil

host Lucky Chant fade > host Pledge rainbow fade > host Aurora Veil fade > non-host Lucky Chant fade > non-host Pledge rainbow fade > non-host Aurora Veil fade

host Lucky Chant fade > host Pledge rainbow fade > host Pledge Sea of Fire fade > host Aurora Veil fade > non-host Lucky Chant fade > non-host Aurora Veil fade

host Lucky Chant fade > host Aurora Veil fade > non-host Lucky Chant fade > non-host Pledge Sea of Fire fade > non-host Pledge Swamp fade > non-host Aurora Veil fade

host Reflect fade > non-host Reflect fade > non-host Aurora Veil fade > Trick Room fade (Trick Room was set up by host)

host Safeguard fade > host Lucky Chant fade > non-host Reflect fade > non-host Aurora Veil fade

host Reflect fade > host Aurora Veil fade > non-host Safeguard fade > non-host Lucky Chant



in Trick Room: 346 Bad Dreams > 346 Sticky Barb > 347 Bad Dreams > 347 Sticky Barb

final turn of Trick Room: Trick Room fade > 347 Bad Dreams > 347 Sticky Barb > 346 Bad Dreams > 346 Sticky Barb

346 Healer procs paralysis cure for ally 347 Speed > 347 Aqua Ring > 346 Aqua Ring

346 Healer procs paralysis cure for ally 347 Speed > 346 Leftovers > 347 Aqua Ring > 346 Aqua Ring



346 Swift Swim Aqua Ring > 347 Aqua Ring

final turn of rain: 347 Aqua Ring > 346 (Swift Swim) Aqua Ring

-8193 Speed took sand damage prior to Game Freak's Gengar and Kecleon (though 8193 Speed still moved after in regular turn order as expected)
-12000 Speed and 10000 Speed Speed tied with respect to taking Sand damage
-32767 Speed took sand damage before Game Freak's Gengar and Kecleon, then 32768 Speed took sand damage

  • Follow Me / Rage Powder / Spotlight cannot redirect the damage of future attacks nor the initial target (future attacks ignore redirection).
  • Crafty Shield will block Yawn initially, but a Pokémon affected by Yawn can still be put to sleep with Crafty Shield active.
  • Endure will allow a Pokémon to survive a future attack.
  • Mat Block does not prevent damage from a future attack.
  • Protect does not prevent damage from a future attack.
  • Quick Guard does not prevent damage from an initially priority-boosted future attack (e.g. Prankster Sleep Talk -> Doom Desire).
  • A Normalized future attack with Ion Deluge active will not proc a LightningRod to redirect the future attack either initially or on the turn the future attack deals damage (because future attacks ignore redirection). If the target itself has LightningRod, it will get a Sp. Atk raise on the turn the future attack would deal damage.
  • Ion Deluge must be used future attack into an Electric-type move, but it must be used on the original user of the future attack on the turn the future attack will do damage.
  • Charge does not boost the damage from future attack affected by Normalize + Ion Deluge. (Including being used before the future attack and all turns leading up to and including the future attack).
  • Helping Hand will boost the power of future attacks, but it must be used on the original user of the future attack on turn the future attack will do damage.
  • Electrify will transform a future attack into an Electric-type move, but it must be used on the original user of the future attack on the turn the future attack will do damage.
  • Micle Berry consumed the turn of a future attack dealing damage missed against a target with increased evasion.
 

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