Move effects:

  • Status Moves get a +3 if condtions apply.

  • Damage Moves with secondary effects can get +2 if condtions apply (same as status) for this move effects:

    • On player
      • MOVE_EFFECT_PARALYSIS
      • MOVE_EFFECT_POISON
      • MOVE_EFFECT_STEALTH_ROCK
      • MOVE_EFFECT_SPIKES
      • MOVE_EFFECT_THROAT_CHOP
      • MOVE_EFFECT_WRAP
      • MOVE_EFFECT_FLINCH
      • MOVE_EFFECT_SPD_MINUS_1
      • MOVE_EFFECT_SPD_MINUS_2
    • Self
      • MOVE_EFFECT_SPD_PLUS_1
      • MOVE_EFFECT_SPD_PLUS_2
      • MOVE_EFFECT_SPD_MINUS_1 (if Contrary)
      • MOVE_EFFECT_SPD_MINUS_2 (if Contrary)
  • Some effects get a +1 only in some rare instances. That makes them tied with best damage move

  • Moves that target partner get a +10 if conditions apply

  • An AI move that faints the player will have the highest score. Exceptions are TrickRoom, Protect, Palafin-Zero with Flip Turn and specific Double Battle AI quirks (see move effect section).

  • If a move would fail if used by AI it will get a -20

Status Moves

  • For the following checks order matters (from top to bottom)
  • If the move would fail the AI wont click it

Speed Control

  • Status moves (e.g. Scary Face)

    • If AI cant't drop stats (speed), no increase
    • If AI faster, no increase
    • If AI is still slower the next turn, no score increase
    • In any other situation, +3
  • Self boosting speed moves (e.g. Flame Charge)

    • If AI faster, no increase
    • If AI is still slower the next turn, no score increase
    • If AI faints player in less hits, no score increase
    • If player resists move, no score increase unless the move + best damage move kill next turn
    • In any other situation, +2
  • Speed drop moves (e.g. Rock Tomb)

    • If AI cant't drop stats (speed), no increase
    • If AI faster, no increase
    • If AI is still slower the next turn, no score increase
    • If player resists move, no score increase unless the move + best damage move kill next turn
    • In any other situation, +2

Damage moves with a 100% chance effect

  • Effect Paralyze (e.g. Nuzzle)

    • No score increase if player can cure status (berry)
    • +2 if AI slower then player
    • +2 if player needs 3 or more hits to faint
  • Effect Poison (+2)

    • Besides score same as Toxic
  • Throat Chop (+2)

    • If AI faster and the best damage move from Player is a sound move
  • Effect Wrap (Fire Spin, Whirlpool, ...)

    • No score increase if player has Rapid Spin
    • No score increase if player faints AI in 2 or less hits
    • No score increase if player already trapped
    • No score increase if player faints from secondary damage this turn
  • Effect Flinch (+2)

    • No score increase if can't flinch
    • No score increase if slower
    • Score increase if player can faint AI
  • Protect Doubles (+15 if conditions apply)

    • If either mon has encore, no score increase
    • If AI is faster then both opposing mons, no score increase
    • If AI used protect last turn, no score increase
    • If it's the first turn for AI mon on the field and one opposing mon can faint it, 100% score increase
    • If not first turn and any opposing mon can faint, 50/50 score increase
  • Protect Singles (+3 if conditions apply)

    • If AI used protect last turn, no score increase
    • 50/50 to increase score
  • Hazards (including Stone Axe / Ceaseless Edge)

    • If AI faints player in less hits and player has a way to remove hazards, no score increase
    • If AI outdamages and player has a way to remove hazards, no score increase
    • 70/30 in favor of no hazards if player has a way to remove rocks
    • If AI/player has only 3 mons left no score increase
    • AI will only set one layer of hazards for each move/hazard type
    • In any other situation, +3 (+2 for Stone Axe / Ceaseless Edge)
  • Screens

    • If no corresponding category on player, no score increase
    • If player has a BrickBreak type move
      1. if AI faints player faster, no score increase
      2. Otherwise 30% to be increased by +3
    • In any other situation, +3
  • Follow me

    • If partner dies to any player mon, +3
    • If both mons on the field have Follow Me only AI slot 1 (right side) will be able to choose follow me
  • Poison

    • If player holds a curing berry AI, no score increase
    • If AI is faster and faints player in 2 or less hits, no score increase
    • If player needs 3 or more hits to faint AI, +3
    • Otherwise +3, 100% if's first turn and 50/50 in any other situation
  • Burn (Will-O-Wisp)

    • If player holds a curing berry or has no physical move, no score increase
    • If AI is faster and the best damage move is physical, +3
    • Otherwise +3, 100% if's first turn and 50/50 in any other situation
  • Paralysis

    • If player holds a curing berry, no score increase
    • If AI is slower, +3
    • If Player needs 3 or more hits to faint AI, +3
  • Sleep (+3)

    • If move would fail or player has Yawn status set, no score increase
    • If player can cure steel or has a beneficial move (sleep talk, snore), no score increase
    • 100% score increase if first turn or AI benefits from sleep status
    • 50/50 otherwise
  • Confusion (+3 / +2 on 1.2.2)

    • If AI can't confuse player due to an item or ability, no score increase
    • If AI faster and faints player in 2 or less hits, no score increse
    • If player Paralyzed or infatuated, 100% of the time score increase
    • If first turn for user, 100% of the time score increase
    • Otherwise 50/50 score increase
  • Weakness Policy (+10)

    • If it isn't the first turn for either mon, no score increase
    • If partner is faster, has a move that would trigger the policy and need 4 or more hits to faint partner
  • Set up except Belly Drum and Speed Control Status moves (+3)

    • If player outspeeds and 2-shots AI, no score increase
    • If AI is faster but target 1-shots it, no score increase
    • If AI set up a previous turn, is faster and can 2-shot target, no score increase
    • If AI can kill target, no score increase
    • If AI dies to secondary damage this turn, no score increase
    • If player has opportunist / unaware, no score increase
    • In any other situation, score increase
    • Leaf Storm, Overheat, Draco Meteor and Superpower are set up moves with Contrary
  • Increase crit rate +3 (e.g. Focus Energy)

    • If ai faints to player in 2 or less hits (applies to both mons in doubles), no increase.
    • Increase if Super Luck, Sniper, Scope Lens or or high crit move is present
  • Sunny Day

    • +3 if user benefits from sun
  • Tailwind

    • No score increase in doubles if only one mon left
    • If Slower +3 (checks average in doubles)
    • +15 on Whitney it Tailwind is not set up yet
  • Destiny Bond

    • If Destiny Bond was used last turn, no score increase (it fails in gen7+ on consecutive usage)
    • If player can faint AI and AI faster, +3 50% of the time
  • Belly Drum check

    • No set up if AI faints regardless of speed or already increased stats, otherwise +3
  • Mirror Coat / Counter

    • No increase if AI dies to move
    • No increase if AI has Mirror Coat (Counter) and player has no special (physical) move
    • Otherwise 50/50 to get a +3
  • Recovery moves, includes Rest (+3)

    • If AI heal blocked, no score increase
    • If at 90% or more hp, no score increase unless slower and target is damaged by residual damage
    • If player faints ai from full, no score increase
    • If player does equal or more damage then current hp and heal amount, no score increase
    • Randomly 10% of the time, no score increase
    • 3 Branches
      • If player does 1/4 or less of max hp
        1. Score increase if ai is slower and has 50% or less health
        2. Score increase if 40% or less health
        3. If AI faster no score increase, ignore rest
        4. Otherwise check rest outside of the branch
      • If player does 1/3 or less of max hp
        1. Score increase if ai is slower and has 70% or less health
        2. Score increase if 40% or less health
        3. If AI faster no score increase, ignore rest
        4. Otherwise check rest outside of the branch
      • If player does 1/2 or less of max hp
        1. Score increase if ai is slower and has 80% or less health
        2. Score increase if 50% or less health
        3. Otherwise check rest outside of the branch
    • If ai has rest, no score increase (remember (applies for everything in the doc) if a point above is true, then nothing from this point is checked anymore)
    • If player is damaged by residual damage, score increase
    • otherwise no score increase
  • Trap (+2)

    • If player needs 4 or more hits to faint ai trapping moves get an increase
    • Trapping moves that don't do damage are not included
  • Attract (+2)

    • If AI faster and faints player in 2 or less hit, no increase
    • 100% to increase score on the first turn if opposite gender, otherwise 50/50
  • Future Sight

    • Seen as a zero damage move (including party) but score is considered neutral unless a future attack is active
    • Score applies against dark types only 50% of the time.
    • If AI is faster and faints to player +3
    • If AI is slower and faints in 2 hits to player +3
  • Sucker Punch / Thunderclap

    • After first usage score will be decreased by 20 50% of the time
  • Decorate

    • +10 on the first turn of user, otherwise 30% of the time
  • Beat Up

    • +10 if partner has rage fist or justified and if it's the first turn for battler or partner on the field
  • Justified

      • 10 if move dark type and if it's the first turn for battler or partner on the field
  • Skill Swap

    • +10 if beneficial for partner
  • Fake Out

    • +3 if it can flinch
    • In doubles it follows the same rules as other moves
    • Does not stack with killing score (only faint score is applied)
  • Throat Chop

    • +3 if player has a sound move and it is the highest dmg move
  • Salt Cure

    • +2 on first turn of AI mon, 50/50 otherwise
  • Substitute (+3)

    • No score Increase if player can take advantage of sub (ability / sound moves that can go through substitute)
    • If slower and after a hit Substitute would fail, no increase
    • Otherwise 50/50 to go for a Sub
  • Shed Tail (+3)

    • No score Increase if player can take advantage of sub (ability / sound moves that can go through substitute)
    • If AI has no alive mon in Party, no increase
    • If at 50% hp, no score increase
    • If slower and after a hit Shed Tail would fail, no increase
    • Otherwise increase
  • Fickle Beam

    • The AI does not see the random increase in base power
  • Round

    • If both mons have no kills, score increased by 3
    • If partner didn't choose Round, no score increase
  • Absorb (+3)

    • If target has Liquid Ooze, no score increase
    • If user is at max, no score increase
    • If faster and is able to survive hit with absorbed damage, score increase
    • If same Number Of Hits as best damage move, score increase 50% of the time
  • Salt Cure (+3)

    • If already salt cured, no score increase
    • If player needs 3 or more hits to faint ai
      • Increase score if a healing move is present
      • Otherwise, increase 50% of the time
  • Trick Room (+10)

    • If no trick room is set up, score increase