Battle AI
Y Nouveau's AI is deterministic, fully custom, and covers both Battle AI and Switch AI. There are multiple pages to this document covering the basics of both the Battle and Switch AI, as well as an additional page that covers the extended ruleset.
Priority Tiers
- the Only Choice tier
- the Lethal tier
- the Special Case tier
- the Critical Status tier
- the Semi-Lethal tier
- the Incentivized Switch tier
- the Standard Status tier
- the Standard Switch tier
- the Chip Damage tier
While each tier has an internal sorting order for moves and actions that may deviate based on additional factors, the 9 tiers will always be explicitly separated. To clarify, moves that fall into the Only Choice tier will always be chosen before those in the following 8 tiers, moves that fall into the Lethal tier will be always be chosen before the following 7 tiers, and similarly for the tiers that follow.
Only Choice Tier
The Only Choice tier is for moves that the AI is “restricted” into using because they are sleeping or the target is mid-air, mid-dig, or mid-dive. There is no priority among this tier, as a Pokemon should not have more than one of these moves.
If the AI is sleeping, the AI will use:
- Snore
- Sleep Talk
If the target is mid-air and the AI is faster, the AI will use:
- Gust
- Hurricane
- Sky Uppercut
- Smack Down
- Thousand Arrows
- Thunder
- Twister
If the target is mid-dig and the AI is faster, the AI will use:
- Earthquake
- Fissure
- Magnitude
If the target is mid-dive and the AI is faster, the AI will use:
- Surf
- Whirlpool
Lethal Tier
The Lethal tier is for damaging moves that have at least 1 of their 16 rolls calculated to kill. Moves within this tier have their own internal order, based on specific move factors.
Scores are marked in 0.2% damage intervals. A move that deals 60% on its top roll will score the same as a move that deals 60.1%, but a move that deals 60.2% will be scored higher than the 60% move.
Order
- The move has an increased move priority. (Quick Attack, Aqua Jet, etc)
- Fell Stinger
- Pursuit
- The 2x power boost from switching is not calculated.
- Moves are otherwise sorted by how much damage they will deal to the target's remaining HP, with tiebreakers over a 200% threshold going to moves that would deal the most damage to the target's maximum HP.
- Example 1
- If the target has 10 HP remaining, and the two moves in contention have their top rolls as 15 and 20 damage, the 20 damage move will be chosen.
- Example 2
- If the target has 10 HP remaining, and the two moves in contention have their top rolls as 20 and 25 damage, the 25 damage move will be chosen.
- Explanation
- The distinction being made here is largely for the internal scoring system of the AI, as it needs to handle cases where the target's HP might be in very low amounts, and thus remaining HP alone isn't enough of an effective indicator.
Special Case Tier
The Special Case tier is for just two moves that will be used over all other non-lethal moves if ALL of their conditions are met.
Fake Out
- Condition: It is the User's first turn on the battlefield.
- Condition: Target does not have Fur Coat, Inner Focus, or Shield Dust.
Perish Song
- Condition: User is not affected by Perish Song.
Critical Status Tier
The Critical Status tier is for non-damaging moves that a Pokemon is competitively designed around and is intended to have strong influence on the flow of the battle. This tier also includes damaging moves that have secondary effects equivalent to Critical Status moves, assuming that the secondary effect is capable of being relevant.
The underlying logic for the AI splits moves within this category into two groupings: the status move is either assumed to always be used unless hindering conditions are met, or the move is assumed to never be used unless beneficial conditions are met.
Damaging Moves as Status Moves
In the case of damaging moves that act as status moves, let's look at Nuzzle. Assuming that Nuzzle doesn't kill the opposing Pokemon, it can fall into the Critical Status tier, if the target is able to be paralyzed and actively isn't. If the target is otherwise incapable of being paralyzed or is already paralyzed, Nuzzle would not be considered in the Critical Status tier, and would be treated purely as a move in the one of the lower damage tiers.
Status Move Behavior as Always/Never Use
In the case of status moves that will always be used unless hindering conditions are met, let's look at Will-O-Wisp. By default, Will-O-Wisp will be used in accordance with the below order, unless there is a reason not to use it. In Will-O-Wisp's case, that might be that the target is Fire-type and cannot be burned, or it might have Guts, and burning it is actively detrimental to the AI's situation.
For status moves that won't be used unless beneficial conditions are met, let's look at Rest. By default, the AI's Pokemon enter battle with 100% HP, and thus Rest would fail if used. However, when the Pokemon's HP falls below a 40 or 60% threshold, Rest becomes worthwhile to use (ultimately an arbitrary threshold, but this entire AI endeavor is based on arbitrary thresholds), and the AI will consider it within the below order.
Weather Factors
Various factors raise and lower the internal score of using a weather move. At minimum, there must be a positive aggregate of factors for a weather move to be used. In Double Battles, all 4 Pokemon's abilities and items will be factored into the calculation.
For the full scoring system, see Weather Factors.
Order
Some deviances in the below order may occur based on additional factors. For the full scoring system, see Critical Status.
- Change Weather - High Value
- Trick
- Trick Room
- Substitute
- Rest
- Destiny Bond - Low HP
- Destiny Bond will not be used twice in a row.
- Heal - Low HP
- Pain Split
- Change Weather - Medium Value
- Change Terrain
- Apply Sleep
- Trapping Move while Target affected by Non-Volatile Status Condition or Leech Seed
- Curse as Ghost
- Apply Paralyze
- Apply Burn to Physical Attacker
- Apply Fatigue to Special Attacker
- Tailwind
- Reflect or Light Screen against Optimal Target
- Leech Seed
- Protect
- Magnet Rise
- Apply Confusion
- Stealth Rock
- Sticky Web
- 1st Use of Spikes or Toxic Spikes
- Attract
- Change Weather - Low Value
- Geomancy
- Shell Smash
- Belly Drum
- Raise Atk/SpA/Spe by >= 2 (Swords Dance, Dragon Dance, Quiver Dance, etc)
- Acupressure falls under this rule.
- For a case like Bulk Up against a Special Attacker, where the Defense increase would be ineffective, it is treated as a +1 to Attack, and would instead fall under the Standard Status tier.
- Even if the Defense boost is non-optimal, Coil will still fall under this rule.
- If the User has Contrary, and it has not been activated, moves that would lower the User's stats by 2 stages fall under this rule (Overheat, Superpower, etc).
- Context: Even though a move like Close Combat would only boost a Pokemon's defenses, all of the moves that would qualify for this rule are very high base power moves, and getting a strong buff in addition to likely dealing a good bit of damage qualifies them to be within Critical Status.
- Raise Def/SpD by >= 2 against Optimal Target (Cosmic Power, Iron Defense, etc)
- Unlike the Bulk Up example above, moves that raise both Defense and Special Defense (Cosmic Power, Stockpile, Defend Order) will still be treated as an overall +2 to stats, and fall under the Critical Status tier.
- Lower Def/SpD by >= 2 (Screech, Metal Sound, etc)
- Baton Pass
- Trapping Move (Fire Spin, Whirlpool, etc)
- Rapid Spin with Hazard Clearing
- Destiny Bond - High HP
- Destiny Bond will not be used twice in a row.
- Heal - High HP
- Recycle
Semi-Lethal Tier
The Semi-Lethal tier is for damaging moves that have at least 1 of their 16 rolls calculated to do at least 50% of the target's remaining HP in damage, but will not kill. Moves in this tier will always be prioritized over the Standard Status and Chip Damage tiers.
Moves within are sorted by how much damage they will deal. Generally, the move that deals the highest amount of damage will be the one that is selected. However, there are some deviances for certain attacking moves that will increase or decrease their score. For example, moves with multiple hits (Tail Slap, Pin Missile, etc) will gain boosts to their score against a target with a Focus Sash, Focus Band, Sturdy, or Substitute.
The moves Counter, Mirror Coat, and Metal Burst fall within this tier, valued at the equivalent of a move that deals 80% damage to the target's remaining HP. However, like non-damaging moves, they have conditions before the move will be used.
Incentivized Switch Tier
When a Pokemon's options are limited to using a move that would fall into the Standard Status tier, they may instead attempt to switch out, assuming a number of specific conditions are met. These conditions are more restrictive than the Standard Switch tier, and mainly revolve around circumstances where switching out confers additional benefits to the Pokemon, such as having Regenerator or Natural Cure.
For full details, see the Switch AI page.
Standard Status Tier
The rules for the Standard Status tier are identical to the Critical Status tier, except that the moves within this tier are considered to have typically weaker effects than those in the Critical Status tier, and generally do not significantly affect the flow of battle. For example, the chip damage from a burn on a Special Attacker can contribute towards that Pokemon fainting, but oftentimes the damage of the burn itself is generally not enough to alter battle strategy.
- Metronome
- Yawn
- Raise Spe by 1 (Flame Charge, Aqua Step, etc)
- Lower Def/SpD/Spe by 1 (Tail Whip, Leer, etc)
- When treated as status moves, this also includes moves like Rock Smash, Bulldoze, etc.
- If the Speed drop is relevant, this rule includes Venom Drench.
- Context: The reason that the "Lower Def/SpD/Spe by 1" rule is higher up than the "Lower Atk/SpA/Spe by >= 2" rule is because all Speed drop by 1 moves are damaging moves, which are generally preferable to a move like String Shot.
- Lower Atk/SpA/Spe by >= 2 (Charm, String Shot, etc)
- In the case of Noble Roar or Venom Drench, the move is always treated as a -1 to either Attack or Special Attack, and would instead fall under the "Lower Atk/SpA/Acc by 1" rule.
- Apply Confusion w/ Swagger or Flatter on Non-Optimal Target
- Apply Poison
- 2nd or 3rd Use of Spikes or Toxic Spikes
- Cure Self of Condition and Cure Team of Condition (Heal Bell, Aromatherapy)
- Force Switch with Hazards Active (Whirlwind, Roar, etc)
- Safeguard
- Raise Atk/SpA by 1 (Howl, Growth, etc)
- When treated as status moves, this also includes moves like Power-Up Punch, Charge Beam, etc.
- Hone Claws and Growth fall under this rule.
- Raise Def/SpD by 1 against Optimal Target (Harden, Charge, etc)
- When treated as a status move, this includes Diamond Storm.
- Haze
- When treated as a status move, this includes Clear Smog.
- Apply Burn to Special Attacker
- Reflect or Light Screen against Non-Optimal Target
- Cure Self of Condition (Refresh, Heal Bell, etc)
- Mist
- Lower Atk/SpA by 1 (Growl, Confide, etc)
- When treated as status moves, this also includes moves like Struggle Bug, etc.
- Aqua Ring or Ingrain
- Defog with Positive Outcome (Enemy Beneficial Effects are Removed)
- Focus Energy
- Force Switch (Whirlwind, Roar)
- Apply Fatigue to Physical Attacker
- Disable
- Encore
- Taunt
- Defog with Neutral Outcome (Enemy and Friendly Effects are Removed)
Standard Switch Tier
When a Pokemon has no other options but to use a move that will fall into the Chip Damage tier, they will instead attempt to switch out, assuming a number of conditions are met.
For full details, see the Switch AI page.
Chip Damage Tier
The Chip Damage tier is for damaging moves that deal less than 50% of the target's remaining HP. If the AI is forced into using a move that falls into this tier, they are in a dire situation.
The Switch AI for Y Nouveau is entirely custom. There are two different kinds of Switch AI - Force Switch AI (FS AI) and Mid-turn Switch AI (MTS AI). In simpler terms:
- Force Switch AI occurs when a Pokemon faints and a new Pokemon must come in to replace it.
- Mid-turn Switch AI occurs when there is a Pokemon actively on the field, and they are choosing to switch out as their action for the turn.
Generally, MTS AI will have sharper restrictions about when it can be used, with the most obvious one being the addition of the Incentivized Switch and Standard Switch tiers. When calculating FS AI, those have no relevancy. Additionally, circumstances like whether or not the AI believes it can make use of an immunity ability like Flash Fire or whether or not it will get killed while switching in are limited to the MTS AI.
In short summation, the rules of the FS AI are a slightly reduced version of the rules of the MTS AI.
Force Switch AI (FS AI)
When it comes to Force Switch AI, if the AI cannot switch, either the battle is over or there is an empty spot on the field in a Double battle. There is also not a question as to whether the AI should switch, as it is required to.
Mid-turn Switch AI (MTS AI)
Can the AI switch out?
If the AI is physically incapable of switching, they won't switch. A small but non-comprehensive list of reasons the AI might not switch:
- The AI is Trapped (Shadow Tag, Fire Spin, etc).
- The AI is locked into a move (Outrage, Petal Dance, etc).
- There are no party members alive on the AI's bench.
Should the AI switch out?
There are 3 cases in which the AI will swap out:
- The AI action falls into the Incentivized Switch or Standard Switch tier.
- The AI's Perish Count is at 1.
- All Must Pass:
- The AI has more than 33% of their max HP.
- The AI gets killed from one of the Opponent's moves.
- The AI is slower.
- The AI does not have a priority move.
- Note: Fake Out and First Impression are only counted if it is the AI's first turn on the battlefield.
If any of these cases are true, then the AI will check for an optimal target on the bench to switch to. This does not guarantee that the AI will switch - if there is no optimal target found on the bench, the AI will stay in.
Incentivized Switch Tier
The AI will switch at the Incentivized Switch tier if it has an ability that is strong on switch out or switch in.
Health Benefit
- Natural Cure
- Condition: The AI has a non-volatile status condition.
- Regenerator
- Condition: The AI's HP below 100%.
Resets on Switch In
- Color Change
- Contrary
- Protean
Stat Drop
- Fearsome
- Intimidate
- Vex
Terrain Setting
- Electric Surge
- Grassy Surge
- Misty Surge
- Psychic Surge
- Twilight Surge
Weather Setting
- Drizzle
- Drought
- Sand Stream
- Snow Warning
Standard Switch Tier
If none of the abilities above are relevant, the switch priority of the AI will fall into the Standard Switch tier.
What is an Optimal Pokemon?
The AI scoring system utilizes a +/- point system, with the default rating being 0. An optimal Pokemon is one that scores >= 0, as due to the circumstances, we can assume that the Pokemon currently active likely has a negative value.
Switching via Move
Flip Turn, U-turn, and Volt Switch are special cases, as they can switch the user out. If during the AI's calculation they would normally fall into the Semi-Lethal tier or above, no change will be made. They will be treated as damaging moves, and FS AI will be triggered normally as a result of their use.
However, if the move is not at least Semi-Lethal tier, and the AI is faster, the move will be marked as being at the lowest threshold that is above manual switch-in, which is the bottom of the Standard Status tier.
For Pokemon that would qualify for the Incentivized Switch tier, these moves will instead be marked at the bottom of the Semi-Lethal tier. Additionally, Parting Shot will qualify for this bump to the bottom of Semi-Lethal tier, but only if its regular required conditions are fulfilled.
If the AI is slower, no change occurs, and the AI will either use a Standard Status move or manually switch.
Switch Scoring
In Double Battles, all values can trigger twice, once for each opposing Pokemon, if relevant.
Additional scores are only valid if the corresponding Base Score above it is also valid.
Base Score
Addt Score
+3
Strong Moves
- The benched Pokemon has one or more moves that would deal at least 50% of the Target's current HP.
+2
Lethal Potential
- The benched Pokemon has one or more moves that can deal 100% of the Target's current HP.
+2
Faster
- The benched Pokemon is faster than the Target.
+2
Bulky
- The benched Pokemon takes under 50% of its maximum HP from every single move the Target knows.
+1
Beneficial Ability
Misc Abilities
- Condition: The ability being evaluated is expected to be useful in the given situation.
- Abilities:
- Download
- Enervate
- Fearsome
- Flame Body
- Infiltrator
- Intimidate
- Static
- Unnerve
- Vex
Terrain Setting Abilities
- One of:
- Condition: There is no active Terrain.
- Condition: The active Terrain does not match the terrain type generated by the ability.
- Abilities:
- Electric Surge
- Grassy Surge
- Misty Surge
- Psychic Surge
- Twilight Surge
Weather Setting Abilities
- One of:
- Condition: There is no active Weather.
- Condition: The active Weather does not match the weather type generated by the ability.
- Abilities:
- Drizzle
- Drought
- Sand Stream
- Snow Warning
Weather Curing Abilities
- Condition: There is at least 1 remaining turn of weather (switch-in turn included).
- Condition: The benched Pokemon has a Non-Volatile Status Condition.
- Abilities:
- Hydration
- Leaf Guard
Weather Healing Abilities
- Condition: There are at least 2 remaining turns of weather (switch-in turn included).
- Abilities:
- Dry Skin
- Ice Body
- Rain Dish
-1
Detrimental Ability
Weather Abilities
- Condition: There is at least 1 remaining turns of weather (switch-in turn included).
- Abilities:
- Dry Skin
-2
Squishy
- The benched Pokemon takes over 50% of its maximum HP from at least one move the Target knows.
-2
Slower
- The benched Pokemon is slower than the Target.
-3
Weak Moves
- The benched Pokemon has no moves that would deal at least 50% of the Target's current HP.
MTS AI Additional Scoring
Base Score
Addt Score
+2
Prevents Damage
- The benched Pokemon has an ability or item that would theoretically prevent damage from an incoming move (Flash Fire, Air Balloon, etc).
- Prediction is based on which move has the highest damage against the AI's currently active Pokemon.
-15
Gets Killed
- The benched Pokemon gets killed switching in.
- Prediction is based on which move has the highest damage against the AI's currently active Pokemon.
- Damage from Stealth Rock and Spikes is included in this calculation.
Ties
If two or more bench Pokemon have the same Switch Score, the Pokemon with the highest damaging move against the Opponent will be the one sent out.
There are a lot of rules and conditions going on under the hood. I don't want to overburden the average player just looking to check out the general rules of how the AI works, but if you're someone who wants to know the inner workings of the AI, this section should be for you.
Even so, I want to note, this is still not entirely comprehensive, as there are many rules that I won't include, under the assumption that they are "common sense". An example would be trying to use Will-O-Wisp on a Substitute - it's ineffective.
Weather Factors
The various factors below will raise and lower the internal score of using a weather move. At minimum, there must be a positive aggregate of factors for a weather move to be used.
In Double Battles, all 4 Pokemon's abilities and items will be factored into the calculation.
Score
+2 / -2
Highly Beneficial or Detrimental Ability
- The User or the Target has one of the following abilities.
Sun
- Chlorophyll
- Flower Gift
- Solar Power
Rain
- Swift Swim
Hail
- Slush Rush
Sandstorm
- Sand Force
- Sand Rush
+2 / -2
Highly Beneficial or Detrimental Typings
- The User or the Target has one of the following typings.
Hail
- Condition: Ice-type.
- Condition: The opposing Pokemon is a Physical Attacker.
Sandstorm
- Condition: Rock-type.
- Condition: The opposing Pokemon is a Special Attacker.
+1 / -1
Beneficial or Detrimental Abilities
- The User or the Target has one of the following abilities.
Sun
- Dry Skin
- Harvest
- Leaf Guard
Rain
- Dry Skin
- Hydration
- Rain Dish
Hail
- Ice Body
- Magic Guard
- Snow Cloak
Sandstorm
- Magic Guard
- Sand Veil
+1 / -1
Beneficial or Detrimental Typings
- The User or the Target has one of the following typings.
Sun
- Fire
- Water
Rain
- Fire
- Water
Hail
- Ice
- Or is not Ice-type
Sandstorm
- Ground
- Rock
- Steel
- Or is not one of the above types
+1 / -1
Safety Goggles
- The User or the Target is holding Safety Goggles in Hail or Sandstorm.
+1
Weather Rock
- The User is holding one of the Weather Rocks.
Sun
- Heat Rock
Rain
- Damp Rock
Hail
- Icy Rock
Sandstorm
- Smooth Rock
Critical Status
- Change Weather - High Value
- Condition: Weather Score of >= 4.
- Trick
- Condition: Target does not have a limiting or detrimental item (Choice Items, Ring Target, Toxic Orb, etc).
- Condition: User has a limiting or detrimental item and the Target does not have an ability that would benefit from that item (Toxic Orb + Poison Heal, etc).
- Trick Room
- Condition: User is slower.
- Substitute
- Condition: User has >90% HP.
- Condition: Target does not have a multi-hit move.
- Rest
- One of:
- Condition: User has <40% HP.
- Condition: User has <60% HP and One of:
- Condition: User has a beneficial ability, item, or move (Early Bird, Lum Berry, Snore, etc).
- Condition: User has a Non-Volatile Status Condition.
- Condition: User is slower.
- Destiny Bond - Low HP
- Condition: User did not use Destiny Bond the previous turn.
- One of:
- Condition: User has <20% HP.
- Condition: User has <40% HP and User is slower.
- Heal - Low HP
- One of:
- Condition: User has <33% HP.
- Condition: User has <50% HP and User is slower.
- Life Dew - One of:
- Condition: User has <33% HP.
- Condition: (Double Battle) Ally has <33% HP.
- Condition: (Double Battle) Both User and Ally have <50% HP.
- Condition: User has <50% HP and User is slower.
- Condition: (Double Battle) Ally has <50% HP and User is slower.
- Condition: (Double Battle) Both User and Ally have <75% HP and User is slower.
- Pain Split
- One of:
- Condition: User has <33% HP and Target has >66% HP.
- Condition: User has <40% HP and Target has >66% HP and User is slower.
- Change Weather - Medium Value
- Condition: Weather Score of 2 or 3.
- Change Terrain
- Apply Sleep
- Trapping Move while Target affected by Non-Volatile Status Condition or Leech Seed
- Condition: Target is not Ghost-type.
- Condition: Target does not have Magic Guard.
- Condition: Target does not have a Shed Shell.
- Curse as Ghost
- Condition: User has >75% HP.
- Apply Paralyze
- Condition: Target does not have a Non-Volatile Status Condition boosting ability (Guts, Quick Feet, etc).
- Apply Burn to Physical Attacker
- Condition: Target does not have a Non-Volatile Status Condition boosting ability (Guts, Quick Feet, etc).
- Apply Fatigue to Special Attacker
- Condition: Target does not have a Non-Volatile Status Condition boosting ability (Guts, Quick Feet, etc).
- Tailwind
- Condition: Trick Room is not in effect.
- Reflect or Light Screen against Optimal Target
- Condition: Target does not have Infiltrator.
- Condition: (Reflect) Target has more Atk than SpA.
- Condition: (Light Screen) Target has more SpA than Atk.
- Leech Seed
- Condition: Target does not have Magic Guard.
- Protect
- Condition: User did not use a Protect-like move the previous turn.
- Condition: Target is not sleeping.
- One of:
- Condition: User has Adaptability.
- Condition: User has Speed Boost and is slower.
- Condition: It is the User's first turn on the battlefield, they are holding a Flame Orb or Toxic Orb, and they have Channel, Guts, Quick Feet, or Poison Heal.
- Condition: (King's Shield) It is not the User's first turn on the battlefield.
- Condition: (Double Battle) Ally is alive.
- Condition: Target is afflicted by Burn, Poison, Bind, Curse, Leech Seed, or Perish Song.
- Condition: Target used Wish the previous turn.
- Condition: (Obstruct, Spiky Shield, etc) Target used a Contact move the previous turn.
- Magnet Rise
- Condition: User is Fire, Electric, Poison, Rock, or Steel-type.
- Apply Confusion
- Condition: (Swagger) Target has more SpA than Atk.
- Condition: (Flatter) Target has more Atk than SpA.
- Stealth Rock
- Condition: Target does not have Magic Bounce.
- Sticky Web
- Condition: Target does not have Magic Bounce.
- 1st Use of Spikes or Toxic Spikes
- Condition: Target does not have Magic Bounce.
- Attract
- Condition: Target does not have a Mental Herb.
- Change Weather - Low Value
- Condition: Weather Score of 0 or 1.
- Geomancy
- Condition: User's SpA, SpD, and Spe are < +1 stages.
- Shell Smash
- Condition: User's Atk and SpA are < +1 stages.
- Belly Drum
- Condition: User has >50% HP.
- Condition: It is the User's first turn on the battlefield.
- Raise Atk/SpA/Spe by >= 2 (Swords Dance, Dragon Dance, Quiver Dance, etc)
- Single Stat
- Condition: (Non-Spe) User's stat is < +1 stages.
- Condition: (Spe) User is slower.
- Multiple Stats
- Condition: (Non-Spe) User's stat is < +1 stages.
- Condition: (Spe) User is slower.
- Condition: (Def) Target has more Atk than SpA.
- Condition: (SpD) Target has more SpA than Atk.
- Raise Def/SpD by >= 2 against Optimal Target (Cosmic Power, Iron Defense, etc)
- Condition: User's stat is < +1 stages.
- Condition: (Def) Target has more Atk than SpA.
- Condition: (SpD) Target has more SpA than Atk.
- Lower Def/SpD by >= 2 (Screech, Metal Sound, etc)
- Condition: Target does not have a stat drop benefitting ability (Defiant, Competitive, etc).
- Condition: Target's stat is > -1 stages.
- Baton Pass
- Condition: User's total stat stages are >= +2.
- Trapping Move (Fire Spin, Whirlpool, etc)
- Condition: Target is not Ghost-type.
- Condition: Target does not have Magic Guard.
- Condition: Target does not have a Shed Shell.
- Rapid Spin with Hazard Clearing
- Destiny Bond - High HP
- Condition: User did not use Destiny Bond the previous turn.
- One of:
- Condition: User has <40% HP.
- Condition: User has <70% HP and User is slower.
- Heal - High HP
- One of:
- Condition: User has <50% HP.
- Condition: User has <75% HP and User is slower.
- Life Dew - One of:
- Condition: User has <50% HP.
- Condition: (Double Battle) Ally has <50% HP.
- Condition: User has <75% HP and User is slower.
- Condition: (Double Battle) Ally has <75% HP and User is slower.
- Recycle
Standard Status
- Metronome
- Yawn
- Raise Spe by 1 (Flame Charge, Aqua Step, etc)
- Condition: User is slower.
- Lower Def/SpD/Spe by 1 (Tail Whip, Leer, etc)
- Condition: Target does not have a stat drop benefitting ability (Defiant, Competitive, etc).
- Condition: Target's stat is > -1 stages.
- Lower Atk/SpA/Spe by >= 2 (Charm, String Shot, etc)
- Condition: Target does not have a stat drop benefitting ability (Defiant, Competitive, etc).
- Condition: Target's stat is > -1 stages.
- Condition: (Atk) Target has more Atk than SpA.
- Condition: (SpA) Target has more SpA than Atk.
- Condition: (Spe) User is slower.
- Apply Confusion w/ Swagger or Flatter on Non-Optimal Target
- Apply Poison
- Condition: Target does not have a Non-Volatile Status Condition boosting ability (Guts, Quick Feet, etc).
- 2nd or 3rd Use of Spikes or Toxic Spikes
- Condition: Target does not have Magic Bounce.
- Cure Self of Condition and Cure Team of Condition (Heal Bell, Aromatherapy)
- Force Switch with Hazards Active (Whirlwind, Roar, etc)
- Condition: Target does not have Magic Bounce.
- Safeguard
- Condition: Target does not have Infiltrator.
- Raise Atk/SpA by 1 (Howl, Growth, etc)
- Condition: User's stat is < +1 stages.
- Raise Def/SpD by 1 against Optimal Target (Harden, Charge, etc)
- Condition: User's stat is < +1 stages.
- Condition: (Def) Target has more Atk than SpA.
- Condition: (SpD) Target has more SpA than Atk.
- Haze
- One of:
- Condition: User's total stat stages are <= -2.
- Condition: Target's total stat stages are >= +2.
- Apply Burn to Special Attacker
- Condition: Target does not have a Non-Volatile Status Condition boosting ability (Guts, Quick Feet, etc).
- Reflect or Light Screen against Non-Optimal Target
- Condition: Target does not have Infiltrator.
- Cure Self of Condition (Refresh, Heal Bell, etc)
- Mist
- Condition: Target does not have Infiltrator.
- Lower Atk/SpA by 1 (Growl, Confide, etc)
- Condition: Target does not have a stat drop benefitting ability (Defiant, Competitive, etc).
- Condition: Target's stat is > -1 stages.
- Condition: (Atk) Target has more Atk than SpA.
- Condition: (SpA) Target has more SpA than Atk.
- Aqua Ring or Ingrain
- Defog with Positive Outcome (Enemy Beneficial Effects are Removed)
- Focus Energy
- Condition: User is faster.
- Force Switch (Whirlwind, Roar)
- Condition: Target does not have Magic Bounce.
- Apply Fatigue to Physical Attacker
- Condition: Target does not have a Non-Volatile Status Condition boosting ability (Guts, Quick Feet, etc).
- Disable
- Condition: User is faster.
- Condition: Target used a Physical or Special move the previous turn.
- Condition: Target is not holding a Mental Herb.
- Encore
- Condition: User is faster.
- Condition: Target used a Status move the previous turn.
- Condition: Target's previous move was not a sleeping move, Substitute, or Encore.
- Condition: Target is not holding a Mental Herb.
- Taunt
- Condition: Target is not holding a Mental Herb.
- Defog with Neutral Outcome (Enemy and Friendly Effects are Removed)
Offensive Move Conditionality
A number of in-battle effects can increase or decrease the AI move selection score. Status Moves are covered in the sections above, but there are a variety of secondary effects, abilities, or item effects that can alter the score as well.
There are four internal definitions of increases and decreases:
- Major Increase: +30% damage.
- Minor Increase: +10% damage.
- Minor Decrease: -10% damage.
- Major Decrease: -30% damage.
Example: Dark Pulse (Flinch)
Let's imagine a scenario in which our attacking AI Pokemon is faster than the target, and has both Dark Pulse and Aura Sphere, which deal 50% and 55% damage against the target, respectively. Flinch Chance, if the User is faster, grants a Minor Increase to the damage score. As a result, Dark Pulse would calculate at 60% damage, higher than Aura Sphere, and would be selected as the AI's move for the turn.
Ability Modifiers
- Contact Abilities (Flame Body, Static, etc)
- Condition: User's move is a Contact move.
- Change: Minor Decrease.
- Non-Contact Abilities (Enervate)
- Condition: User's move is a non-Contact move.
- Change: Minor Decrease.
- Illusion
- Initially, the AI will not see through Illusion, but if it hits the target with a move that would have no effect, it will see through the Illusion on future turns.
- Example: A Mightyena uses Psychic Fangs on a Zoroark with Illusion disguised as a Machamp and does 0 damage. On future turns, the AI will no longer use Psychic Fangs as it now correctly sees the Opponent as a Zoroark.
- Rattled
- Condition: User's move is a super effective.
- One of:
- Condition: User is slower.
- Change: Minor Decrease.
- Condition: User is faster.
- Change: Major Decrease.
Secondary Effects
Status Conditions
- Burns Target (Inferno)
- One of:
- Condition: Target has Magic Guard.
- Change: Minor Decrease.
- Condition: Target has a Non-Volatile Status Condition boosting ability (Guts, Quick Feet, etc).
- Change: Major Decrease.
- Paralyzes Target (Nuzzle, Zap Cannon)
- Condition: Target has a Non-Volatile Status Condition boosting ability (Guts, Quick Feet, etc).
- Change: Major Decrease.
Stat Raises and Drops
- Lowers Target's Stat (Breaking Swipe, Low Sweep, etc)
- Condition: Target has a stat drop benefitting ability (Defiant, Competitive, etc).
- Change: Major Decrease.
- Sharply Lowers User's Stat (Overheat, Draco Meteor, etc)
- Condition: Move is not within the Lethal tier.
- Change: Major Decrease.
Miscellaneous
- Always Hits (Swift, Aerial Ace, etc)
- Cumulative:
- Condition: Target is holding Bright Powder.
- Condition: Target's evasion is >= +1 stages.
- Change: Minor Increase.
- Crash Damage (Jump Kick, High Jump Kick)
- Condition: Target has a Protect-like move.
- Change: Major Decrease.
- Drains HP (Giga Drain, Dream Eater, etc)
- One of:
- Condition: User has <100% HP and is holding a Big Root.
- Condition: User has <75% HP.
- Change: Minor Increase.
- Flinch Chance (Dark Pulse, Waterfall, etc)
- Condition: Target does not have Fur Coat, Inner Focus, or Shield Dust.
- Condition: User is faster.
- Change: Minor Increase.
- Force Switch (Circle Throw, Dragon Tail)
- Condition: Target's total stat stages are >= +2.
- Change: Major Increase.
- Kamikaze (Self-Destruct, Explosion)
- All Must Pass:
- Condition: Target does not have a Protect-like move.
- Condition: User has <50% HP.
- Knock Off
- Condition: Target has Unburden.
- Change: Major Decrease.
- Multi-Hit (Double Kick, Comet Punch, etc)
- Condition: Target has Sturdy, a Substitute, or is holding a Focus Band or Focus Sash.
- Change: Major Increase.
- Condition: Target has Backlash, Iron Barbs, Magma Splash, Rough Skin, or is holding a Rocky Helmet.
- Change: Major Decrease.
- Priority (Quick Attack, Sucker Punch, etc)
- Condition: Move is at least within the Semi-Lethal tier.
- Condition: User has <50% HP.
- Condition: User is slower.
- Change: Major Increase.
- Rage
- Condition: It is the User's first turn on the battlefield.
- Change: Major Increase.
- Recharge (Hyper Beam, Blast Burn, etc)
- Condition: Move is not within the Lethal tier.
- Change: Major Decrease.
- Recoil (Take Down, Flare Blitz, etc)
- Condition: User does not have Rock Head or Magic Guard.
- Condition: Recoil damage will kill the User.
- Change: Major Decrease.
- Note: Steel Beam falls under this rule despite not being a recoil move.
- Retaliatory (Counter, Mirror Coat, Metal Burst)
- One of:
- Condition: (Counter) Target used a Physical move the previous turn.
- Condition: (Mirror Coat) Target used a Special move the previous turn.
- Condition: (Metal Burst) User is slower and Target used a Physical or Special move the previous turn.
- Change: Fixed Value → 80% damage.
- Condition: User has <50% HP.
- Change: Major Decrease.
- Shatters Barrier (Brick Break, Psychic Fangs)
- Condition: Target's side has Reflect or Light Screen active.
- Change: Major Increase.
- Steals Berry (Pluck, Bug Bite, Incinerate)
- One of:
- Condition: Target has Unburden.
- Change: Major Decrease.
- Condition: Target has a Berry.
- Change: Major Increase.
- Steals Item (Thief, Covet)
- One of:
- Condition: Target has Unburden.
- Change: Major Decrease.
- Condition: Target has a removable item.
- Change: Major Increase.
- Sucker Punch
- Condition: User used Sucker Punch the previous turn.
- Condition: Target used a Status move the previous turn.
- Change: Sucker Punch will not be used.
- Switch User Out (Flip Turn, U-turn, Volt Switch)
- Condition: User has at least 1 other party member on the bench.
- Condition: User is faster.
- Condition: Move is within the Chip Damage tier.
- One of:
- Condition: User qualifies for the Incentivized Switch tier.
- Change: Fixed Value → Bottom of Semi-Lethal tier.
- Condition: User does not qualify for the Incentivized Switch tier.
- Change: Fixed Value → Bottom of Standard Status tier.
- Note: This change is made with the Switch AI in mind. See Switching via Move for more details.
- Two Turn Charge (Fly, Shadow Force, etc)
- One of:
- Condition: (Solar Beam, Solar Blade) Sun is not the active Weather.
- Condition: User does not have a Power Herb.
- Change: Minor Decrease.