General Reffing Part 2
Some moves can occur before or after other moves despite speed. Moves with higher priority occur before moves with lower priority. If two Pokémon use an attack with the same priority, the faster Pokémon goes first.
Source: Smogon and Veekun
+5 Helping Hand
+4 Detect, Endure, Magic Coat, Protect, Snatch
+3 Anger Powder, Fake Out, Follow Me, Quick Guard, Wide Guard
+2 Extremespeed, Feint
+1 Ally Switch, Aqua Jet, Bide, Bullet Punch, Ice Shard, Mach Punch, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave
+0 Assist, Me First, Metronome, Mirror Move, Sleep Talk, Everything else
-1 Vital Throw
-3 Focus Punch
-4 Avalanche, Revenge
-5 Counter, Mirror Coat
-6 Circle Throw, Dragon Tail, Roar, Whirlwind
-7 Magic Room, Trick Room, Wonder Room
When multiple effects act on the same Pokemon to prevent the execution of a move, the referee will first check one effect, then the next, and so on. This is the order that is checked. When a move is vetoed from being executed, no other checks are performed.
- Freeze / Sleep
- Heal Block
End of Turn Effects
There are many moves and effects that can occur at the end of the turn. The order they occur is listed in the following quote. The numbers indicate the overall order of the effects. All effects that start with 21. occur for the faster Pokemon, and then they occur for the slower Pokemon. For example, a Jolteon's Reflect would wear off, then its Tailwind would wear off, and then a Slowpoke's Reflect would wear off, and then its Tailwind would wear off if they were to end on the same turns.
Source: MeroMero of Smogon
1.0 weather ends
2.0 Sandstorm damage, Hail damage, Rain Dish, Dry Skin, Solar Power, Ice Body
3.0 Future Sight, Doom Desire
5.0 Fire Pledge + Grass Pledge damage
5.1 Shed Skin, Hydration, Healer
5.2 Leftovers, Black Sludge
6.0 Aqua Ring
8.0 Leech Seed
9.0 (bad) poison damage, burn damage, Nightmare, Poison Heal
10.0 Curse (from a Ghost-type)
11.0 Bind, Wrap, Fire Spin, Clamp, Whirlpool, Sand Tomb, Magma Storm
12.0 Taunt ends
13.0 Encore ends
14.0 Disable ends, Cursed Body ends
15.0 Magnet Rise ends
16.0 Telekinesis ends
17.0 Heal Block ends
18.0 Embargo ends
20.0 Perish Song
21.0 Reflect ends
21.1 Light Screen ends
21.2 Safeguard ends
21.3 Mist ends
21.4 Tailwind ends
21.5 Lucky Chant ends
21.6 Water Pledge + Fire Pledge ends, Fire Pledge + Grass Pledge ends, Grass Pledge + Water Pledge ends
22.0 Gravity ends
23.0 Trick Room ends
24.0 Wonder Room ends
25.0 Magic Room ends
26.0 Uproar message
26.1 Speed Boost, Bad Dreams, Harvest, Moody
26.2 Toxic Orb activation, Flame Orb activation, Sticky Barb
27.0 Zen Mode
28.0 Pokémon is switched in (if previous Pokémon fainted)
29.0 Healing Wish, Lunar Dance
29.1 Spikes, Toxic Spikes, Stealth Rock (hurt in the order they are first used)
Some moves and abilities can introduce weather into the battle. Battlers may also choose to start a battle with a certain weather condition. Weather has a vast amount of effects on several moves and abilities. Two weathers can not exist at the same time. Therefore, whenever a move or ability causes a new weather, the old weather ceases. If a Pokemon uses a weather move and it is already that weather, the move will fail. The abilities Cloud Nine and Air Lock negate all effects of weather, but do not stop the weather itself. The ability Overcoat prevents damage from weather.
The move Rain Dance causes the Rain weather condition for 5 turns (or 8 turns if the user is holding Damp Rock). The ability Drizzle also causes Rain, but it lasts until it is changed by another move or ability. Rain increases the damage of Water moves by 50% and decreases the damage of Fire moves by 50%. Moves affected by Rain that are not Water or Fire are: Hurricane, Moonlight, Morning Sun, SolarBeam, Synthesis, Thunder, and Weather Ball. Abilities affected by Rain are: Dry Skin, Forecast, Hydration, Rain Dish, and Swift Swim.
The move Sunny Day causes the Sun weather condition for 5 turns (or 8 turns if the user is holding Heat Rock). The ability Drought also causes Sun, but it lasts until it is changed by another move or ability. Sun increases the damage of Fire moves by 50% and decrease the damage of Water moves by 50%. No Pokemon can be frozen while Sun is active, but it will not instantly thaw Pokemon that are already frozen. Moves affected by Sun that are not Fire or Water are: Growth, Hurricane, Moonlight, Morning Sun, SolarBeam, Synthesis, Thunder, and Weather Ball. Abilities affected by Sun are: Chlorophyll, Dry Skin, Flower Gift, Forecast, Harvest, Leaf Guard, and Solar Power.
The move Sandstorm causes the Sandstorm weather condition for 5 turns (or 8 turns if the user is holding Smooth Rock). The ability Sandstream also causes Sandstorm, but it lasts until it is changed by another move or ability. At the end of each turn, Sandstorm damages all Pokemon for 6.25% of their max HP, unless the Pokemon is Ground, Rock, or Steel type, or has the ability Sand Veil. Sandstorm increases the Special Defense of Rock type Pokemon by 50%. Moves affected by Sandstorm are: Moonlight, Morning Sun, SolarBeam, Synthesis, and Weather Ball. Abilities affected by Sandstorm are: Sand Force, Sand Rush, Sand Veil.
The move Hail causes the Hail weather condition for 5 turns (or 8 turns if the user is holding Icy Rock). The ability Snow Warning also causes Hail, but it lasts until it is changed by another move or ability. At the end of each turn, Hail damages all Pokemon for 6.25% of their max HP, unless the Pokemon is Ice type or has the ability Snow Cloak. Moves affected by Hail are: Blizzard, Moonlight, Morning Sun, SolarBeam, Synthesis, and Weather Ball. Abilities affected by Hail are: Forecast, Ice Body, and Snow Cloak.
No move or ability causes the Fog weather condition. It can only occur if the rules of the battle are set to start with Fog. Accuracy of all moves in Fog is multiplied by 90%. Moves that ignore accuracy modification, such as Aerial Ace, are not affected. The move Defog removes Fog. Moves affected by Fog are: Moonlight, Morning Sun, Synthesis, Weather Ball
When battling, battlers may choose a terrain. The terrain only affects the moves Camouflage, Nature Power, and Secret Power. If no terrain is mentioned for the battle, it will be assumed to be building terrain. The following table lists all of the terrains and how they work with the previously mentioned moves.
Unclear Battle Results
In some situations, the winner of a battle my be unclear. For example, if a Pokemon finishes off the opponent's last Pokemon with an attack with Life Orb, and the Life Orb recoil causes the user to faint as well. Or if a Pokemon uses Explosion and both player's final Pokemon are knocked out. Here is a list of these scenarios and who wins in each of them, taken from Pokemon VGC's Tournament Guidelines
- "If the player’s final Pokémon used Selfdestruct, Explosion, Destiny Bond, Final Gambit, [or Perish Song,] and both players’ final Pokémon are knocked out as a result, that player loses that game
- If a player’s final Pokémon used Double‐Edge, Volt Tackle, Flare Blitz, Take Down, Submission, Brave Bird, Wood Hammer, Head Smash, Struggle, or Wild Volt, or was holding Life Orb, and both players’ final Pokémon are knocked out as a result, that player wins that game
- If both players’ final Pokémon is knocked out by a weather condition, such as Hail or Sandstorm, the player whose Pokémon is knocked out last wins the game
- If a Pokémon’s ability or held item, such as Rough Skin, Aftermath, Liquid Ooze, Iron Barbs, and Rocky Helmet, results in each player’s final Pokémon being knocked out, the player with the ability or held item will win the game"
Last edited by RaptorJesus; 02-16-2012 at 03:01 AM.