Move effects:
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Status Moves get a +3 if condtions apply.
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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)
- On player
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Some effects get a +1 only in some rare instances. That makes them tied with best damage move
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Moves that target partner get a +10 if conditions apply
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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).
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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
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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 (or tied) the next turn, no score increase
- In any other situation, +3
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Self boosting speed moves (e.g. Flame Charge)
- If AI faster, no increase
- If AI is still slower (or tied) 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
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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 (or tied) 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
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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
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Effect Poison (+2)
- Besides score same as Toxic
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Throat Chop (+2)
- If AI faster and the best damage move from Player is a sound move
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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
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Effect Flinch (+2)
- No score increase if can't flinch
- No score increase if slower
- Score increase if player can faint AI
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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
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Protect Singles (+3 if conditions apply)
- If AI used protect last turn, no score increase
- 50/50 to increase score
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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)
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Screens
- If no corresponding category on player, no score increase
- If player has a BrickBreak type move
- if AI faints player faster, no score increase
- Otherwise 30% to be increased by +3
- In any other situation, +3
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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
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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
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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
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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
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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
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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
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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
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Set up except Belly Drum and Speed Control Status moves (+3)
- If player outspeeds and two taps, AI is not going to set up
- If AI is faster but you one tap it, it isn't going to set up
- If it set up the previous turn and is faster + can 2 tap it isn't going to set up
- If it can kill the player it isn't going to set up
- If it dies to secondary damage this turn AI does not set up
- If player has opportunist / unaware it is not going to set up
- In any other situation it sets up
- Leaf Storm, Overheat, Draco Meteor and Superpower are set up moves with Contrary
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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
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Sunny Day
- +3 if user benefits from sun
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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
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Destiny Bond
- If player can faint AI and AI faster, +3
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Belly Drum check
- No set up if AI faints regardless of speed or already increased stats, otherwise +3
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Mirror Coat / Counter
- No icnrease 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
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Recover / Heal AI (+3)
- If plyaer does only 50& or less of the current hp, no score increase
- If AI faster, 30% of the time no score increase
- Score increase if heal amount + current HP are higher then best player damage and damage equal or higher current hp
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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
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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
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Future Sight
- Seen as a zero damage move (including party) but score is considered neutral unless a future attack is active
- If AI is faster and faints to player +3
- If AI is slower and faints in 2 hits to player +3
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Sucker Punch / Thunderclap
- After first usage score will be decreased by 20 50% of the time
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Decorate
- +10 on the first turn of user, otherwise 30% of the time
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Beat Up
- +10 if partner has rage fist or justified and it is first turn of itself or partner
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Skill Swap
- +10 if beneficial for partner
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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)
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Throat Chop
- +3 if player has a sound move and it is the highest dmg move
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Salt Cure
- +2 on first turn of AI mon, 50/50 otherwise
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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
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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
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Fickle Beam
- The AI does not see the random increase in base power
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Round
- If both mons have no kills, score increased by 3