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Post KO Switch in

  • Palafin-Zero outspeeds current player mon: + 8
  • AI Mon faster and can faint target: + 7
  • AI Mon faints target and is not dead to player: +6
  • AI Mon faster and can faint with the same amount of hits or less than opposing mon: + 5
  • AI Mon slower and can faint Player with less hits than opposing mon: +4
  • AI Mon faster: +3
  • AI is slower and dies in one hit +1
  • Anything else is +2

Sturdy / Focus Sash / Disguise

  • AI is aware of those items (ability) and will include them in the number of hits calculation
  • It will correctly see multi hit moves a breaking endure type effects on a kill unless it is Dragon Darts in doubles

Speed

  • AI sees a speed tie, Quick Claw and Quick Draw as faster
  • Priority moves on player (includes effects that increase priority) are not seen by AI
  • AI takes lagging tail into account

Scoring on kills (additive)

  • Move can kill: +4
  • Dragon Tail, Circle Throw + 2
  • Doubles only:
    • If the player previously used Wide Guard (any side, any mon) the damage for AI calcs will be set to zero 20% of the time (meaning it can't be considered as an attacking move)
    • +2 if AI can kill with double target move (e.g. Hyper Voice) / Applies to Spread target moves that hit all mons (e.g. Surf) only when there is no partner on field

Critical hit kill (does not stack with kill)

  • Critical hit Increase for moves with a high crit ratio (applies to moves only, and not 100% critical hits)
  • The damage will be calculated for both a critical hit and a non critical hit. If no other move can kill the target but the critical move can, score will be increased by 2 50% of the time

Singles only

  • If AI is slower and dead +10 on prio moves
  • If AI is faster and move can kill: + 2 (Priority moves are considred as being faster in this case)
  • If AI can kill with hit escape move (u-turn): 50/50 +2

Doubles only

  • If the player previously used Wide Guard (any side, any mon) the damage for AI calcs will be set to zero 20% of the time (meaning it can't be considered as an attacking move)
  • +2 if AI can kill with double target move (e.g. Hyper Voice) / Applies to Spread target moves that hit all mons (e.g. Surf) only when there is no partner on field

Mid turn switch (Calcs are done with a possible switch in candidate)

  • Never switches if current mon on the field is under half of max HP
  • Never switches in Doubles
  • Never switches if player faints mon with 2 or less hits
  • If AI does no damage 50/50
  • If under Encore 50/50
  • Further conditions if the above apply:
    • If AI has baton pass it will only switch with baton pass
    • If faster and faints player in one hit, +5
    • If faster and faints player in same or less hits, +4
    • If slower and faints player in less hits, + 3
    • If AI faster + 2 (an oversight, will be removed in a later verision. it is the last check so will likely never apply)

How the AI sees damage

The damage the AI sees is always using the 8th roll of the calculator, it will always select moves and switch in using 8th roll.

  • All calculations are done using the above mentioned roll
  • AI see only damage that it will actually deal. Something like Thunderbolt into Volt Absorb will be seen as 0 damage and receive a -20 score.
  • Two-Turn Moves are seen as zero demage if they can't be used the same turn they charge (if weather or power herb are not present)
    • Two-Turn moves that are semi-invulnerable during charge are exluded from this check (e.g. Fly)
  • The AI will see the damage of a 100% crit
  • Explosion is treated like a normal move other then that it is a negative move effect
  • Additional note: if AI sees that it can faint the target the move will only get the increase for faint score + possible positive increase.
    • E.g. Fake Out won't get the additional +3 if it sees kill on target. Potentially leading to a tie with other moves

Tera calcs (Relevant for Tera/Stella Island)

  • The AI sees Tera Blast or stab increased damage as if it did Terastalize when it is possible for the mon to do it (including party)
  • If AI mon has a Tera type while in party or field it will do calcs as if it already terastallized (including Tera Blast)
  • Calcs for Player mon happen only when actually terastallized (including Tera Blast)

Damage moves scores

  • When AI chooses a move it compares all moves that can do damage against each other and looks for Postive/Negative effects. Moves with a negative effect will be discouraged based on how many hits it will take for AI to faint player mon.
    • Exmaple: If Overheat and Flamethrower have the same number of hits to faint AI Flamethrower gets a plus one score
  • When AI sees a kill with several moves, a move with a positive effect gets +1
  • If several moves with a positive effect are present, all of them get +1
    • Example: If AI sees kill with Knock Off and Rock Tomb, it would select one of those randomly
  • If a negative move is present, the next best dmg move will get a score increase
  • If nothing above applies the highest damage move gets +1 (on a tie all get +1)

Multi hit moves (e.g. Bullet Seed)

  • Skill link will always be seen as doing the max amount of hits
  • Loaded Dice is seen as 4 hits
  • Population bomb calcs with 10 hits
  • Other moves are doing the specified number of hits (3 if it is random between 2-5)
  • Triple Axel will calc damage as 20 + 40 + 60 and always the 8th roll so the final roll will also be the 8th

Positive move effects

  • Double target moves in doubles (spread moves like Surf/EQ only when no partner)
  • Sound moves if user is holding a Throat Spray
  • Crit moves that don't always crit
  • Trapping moves
  • Brick Break type effects if screens are on players side
  • Drain effects if no Liquid Ooze
  • Fell Stinger
  • Pursuit
  • Knock Off regardless if user has an item or not
  • Switch target out moves (e.g. Dragon Tail)
  • Damage moves that set up Hazards
  • Guaranteed speed drop moves (e.g. Icy Wind)
  • Self boosting moves (e.g. power up punch, leaf storm with contrary)
  • Note:
    • If more then one move is present with a plus effect then both get the plus one
    • Eevee moves aren't positive / negative effects

Negative move effects (damage moves with a negative side effect)

  • Recoil
  • Mind Blown, Steel Beam, Explosion type moves, Final Gambit
  • Recoil on miss
  • All moves that have a negative effect on AI unless they have contrary or hold a white herb (e.g. Superpower)
  • Note: Moves that would drop speed on AI are considered neutral in Trick Room
  • Note2: A recharge (eg hyper beam) effect is not considered negative

Scale Shot (can be considered both a negative and positive depending on other moves)

  • If a negative move is present it is considered to be a positive move
  • If a positive move is present it is considered to be a negative move
  • If neither are present, Scale Shot is considered to have no positive / negative effects