Data Audit Spreadsheet
Resource Compendium
Discord Server
Final Damage = [(Base Attack Power * BAP Modifier + STAB + Critical Hit + Stat Rank Bonus + BAP Adjustment) * Type Effectiveness] + (Combat Stage Difference * 2) + Additional Damage
[Base Attack Power]
All chances must determined randomly, and never eyeballed or otherwise fabricated. Using the !roll command on The BBP Discord Channel is one effective way, but so long as the odds are appropriate any Random Number Generator can be used by the referee.
[Energy]
Energy is the resource spent to use moves or Commands.
Item are owned by the trainer and equipped when each Pokemon is sent out.
[Universal Item Rules]
Although rarely relevant in singles battles, Targeting is crucial to doubles and triples matches. Each move or command has a Target Type which determines what and how many Pokemon it can target.
Information on all status conditions can be found in the Data Audit. They fall into two categories: Major Status Conditions and Minor Status Conditions.
[Major Status Conditions]
Major status conditions are effects inflicted by certain items, moves, and abilities. They are not removed when the Pokemon is benched, but a benched Pokemon will not be affected by them while on the bench.
[Minor Status Conditions]
Minor status conditions are effects inflicted by certain items, moves, and abilities.
[Combat Changes]
Each stat can be boosted or lowered to various effect, while some of this was touched on damage calculation, the full rules are detailed below.
[Miscellaneous Effects]
[Weather]
Some moves, abilities, or arena conditions cause weather conditions that cover the entire battlefield. Only one weather can be active at a time.
[Terrain]
Some moves, abilities, or arena conditions charge the entire battlefield. Terrain does not effect Flying type Pokemon or Pokemon with the Hover status. Only one terrain can be active at a time.
[Multi Hit Moves]
Multi-hit moves have a BAP per hit, which is multiplied the number of hits before being inserted into the damage formula. They come in two varieties.
[Fixed Hit Moves]
[Damaging Evasive Moves]
Some moves, such as Dig and Fly, can be altered by using the (Evasive) keyword. This grants the move Damaging Evasive properties, usually with the drawbacks of lower damage and higher EN cost. Moves performed in this manner are called Damaging Evasive moves (or D/E moves for short). They are two-phase moves and they follow the following sequence:
If two allied Pokemon, consecutively in the same action, use a move in the All Targets category that shares a name the two moves can be synchronized. The users of synchronized moves do not deal damage to each other.
[Move Restriction]
Some effects prevent a move from being ordered or executed. If a status condition preventing a move in inflicted the same action the move was ordered, the move fails and no energy is spent. Otherwise if any status and arena conditions preventing an ordered move result in an Illegal action.
[Tags]
Some moves have tags for allow for effects to refer to a group of specific moves without naming them individually. Examples include the #Punch tag which refers to all moves that receive a BAP adjustment from Iron Fist and benefit from the Combo Tech on Pound, or the #Ballistic tag which refers to all moves prevented by Bulletproof. Tags have no mechanical properties beyond grouping moves together.
[Combinations]
A combination is when two component moves are combined into a single powerful attack that inherits the best qualities from each component move. Although they are powerful, Combinations are limited by a resource called a Combo Token. Each Pokemon starts the battle with only 1 Combo Token, and they must spend that token if they want to perform a Combination. The Pokemon will not spend the Combo Token if they are unable to act (for example, due to Paralysis or Flinching) or if the combo is Illegal (for example, due to Taunt or Torment), but they will spend the token if their Combination fails or misses. During standard gameplay, Pokemon cannot regain their spent Combo Tokens. Use Combinations carefully in order to make the best use of your Combo Tokens!
[Combo Requirements]
Z-Moves are powerful moves that can only be used by linking another move to a held Z Crystal. Z Crystals can not be removed or Nullified in any way, and are not consumed on use. Most battles have limits on how many Z-Moves can used.
[Damaging Z-Moves]
With the numerous additional effects in BBP, you may have a situation in which many of these effects are present at once and the order in which they are resolved can make all the difference. Here are the many effects in BBP sorted into when in the action or round they occur. If multiple effects occur on the same line, resolve the one with the earliest start first.
[Start of Round]
The following effects occur before the first action of the round is even touched:
The following effects occur before the current action is resolved:
The following effects occur on a Pokemon at the start of its turn in the action:
The following effects occur on a Pokemon after it has taken its turn in the action:
The following effects occur after all Pokemon have taken their turns in the action:
The following effects occur after the last action of the round:
When two Pokemon have the same speed stat and both use a move in the same priority bracket, the turn order is decided based on the following rules:
Resource Compendium
Discord Server
- Damage Formula
- Base Attack Power (BAP)
- BAP Modifier
- STAB
- Critical Hits
- Stat Rank Bonus
- BAP Adjustment
- Type Effectiveness
- Combat Stage Difference
- Additional Damage
- Final Damage
- Random Number Generators
- Energy
- Items
- Attachments
- Consumable Items
- Training Items
- Targeting
- Status Conditions
- Major Status Conditions
- Minor Status Conditions
- Combat Stages
- Miscellaneous Effects
- Weather
- Terrain
- Multi-hit moves
- Damaging Evasive Moves
- Synchronized Moves
- Move Restriction
- Tags
- Combinations
- Combo Requirements
- Same Move Combinations
- Different Move Combinations
- Z-Moves
- Damaging Z-Moves
- Status Z-Moves
- Signature Z-Moves
- Effect Timing
- Start of Round
- Start of Action
- Start of Turn
- End of Turn
- End of Action
- End of Round
- Capture Mechanics
Final Damage = [(Base Attack Power * BAP Modifier + STAB + Critical Hit + Stat Rank Bonus + BAP Adjustment) * Type Effectiveness] + (Combat Stage Difference * 2) + Additional Damage
[Base Attack Power]
- Base Attack Power (or BAP) as listed in the description of each move goes here
- Any effects or game rules that apply a multiplier to Base Attack Power (e.g. Water Bubble, having two or more targets, Light Screen, etc.)
- If no effects apply a multiplier to Base Attack Power, this value is 1.
- If a move shares a type with the user, this value is 3. Otherwise it is 0.
- If the move scores a critical hit, this value is 3. Otherwise it is 0.
- Multi-hit moves have special rules regarding critical hits, detailed in their section.
- Light Screen, Reflect, and Aurora Veil are ignored when a move scores a critical hit.
- The chance for a move to score a critical hit can be boosted.
- 0 Boosts: 1/24 (4.16%)
- 1 Boost: 1/8 (12.5%)
- 2 Boosts: 1/2 (50%)
- 3+ Boosts: will always crit.
- (User's Attack Rank - Target's Defense Rank).
- Use the Attack and Defense Ranks for physical attacks, and the Special Attack and Special Defense rank for special attacks.
- Any effects that add or subtract BAP are applied here (e.g. Burn, Life Orb, Iron Fist, etc.).
- If one Pokemon has multiple Abilities that would additively increase a move's BAP, only apply its biggest Ability boost.
- For example, a Pokemon that would apply Iron Fist (+2 BAP) and Guts (+3 BAP) to the same move only gets +3 BAP.
- If one Pokemon has multiple Abilities that would subtractively decrease a move's BAP, only apply its biggest Ability reduction.
- For example, a Pokemon that would apply Filter (-2 BAP) and Sturdy (-1 BAP) to the same move only gets -2 BAP.
- If one Pokemon has multiple Abilities that would additively increase a move's BAP, only apply its biggest Ability boost.
- Refer to the list below.
- 8x: * 2.5
- 4x: * 2
- 2x: * 1.5
- 1x: * 1
- 1/2: * .75
- 1/4: * .5
- 1/8: * .25
- 0x: * 0
- Refer to the table in the appendix to determine whether the target is weak to, resists, or is immune to, the move's type.
- Subtract the target's relevant defense stage boost from, the user's relevant attack stage boost.
- Use the Defense and Attack stage boosts for physical attacks, and the Special Attack and Special Defense stage boosts for special attacks.
- Any effects that add or subtract to a move's damage dealt are applied here. (e.g. Soft Sand, Icium Z, Bug Memory, etc.)
- Once all the values in the formula is calculated, the final damage is rounded to the nearest whole number before it is assigned.
- If the final damage is less than one, it becomes one.
All chances must determined randomly, and never eyeballed or otherwise fabricated. Using the !roll command on The BBP Discord Channel is one effective way, but so long as the odds are appropriate any Random Number Generator can be used by the referee.
[Energy]
Energy is the resource spent to use moves or Commands.
- Each Pokemon begins the battle with 100 Energy.
- The energy cost of each move or command is listed in the Data Audit.
- Energy is expended even if the move fails.
- If a Pokemon's energy drops to zero or below, it faints immediately.
- Unless otherwise stated, a Pokemon can still use move even if it results in zero or less energy.
- Moves with energy costs dependent on unknown conditions (e.g Protect) pay an initial energy cost, and then pay additional costs as the variables are calculated or changed.
- If a move is used on consecutive actions, it costs an additional 4 energy. This additional cost stacks, and carries over between rounds.
- If a move shares a type with its user, it costs one energy less.
- Each Pokemon can use an action to use the Chill command, which restores 12 energy.
- Energy can never exceed 100.
- Energy costs are rounded to the nearest whole number.
Item are owned by the trainer and equipped when each Pokemon is sent out.
[Universal Item Rules]
- If an item alters a move's Base Attack Power, that change is inserted into the BAP Modifier Field of the damage formula.
- If an item alters a move's Damage, that change is inserted into the Additional Damage Field of the damage formula.
- Attachments are special items that allow a Pokemon to use different forms (e.g. Rotom Appliances, Pikachu Costumes, Reveal Glass).
- A Pokemon can equip an attachment in addition to any items allowed in the battle's rules.
- Attachments can not be removed or nullified in any way.
- If a Pokemon has an attachment and no other item, it is considered unequipped.
- Only one attachment can be equipped at a time
- Consumable Items are used when certain conditions are met, and have a finite number of uses.
- Unless otherwise stated, a trainer keeps any consumables regardless of whether they were used.
Although rarely relevant in singles battles, Targeting is crucial to doubles and triples matches. Each move or command has a Target Type which determines what and how many Pokemon it can target.
- User: The move only targets the user.
- Ally: The move can target any ally, but not the user.
- User or Ally: The move can either target the user or an ally.
- Any Single Target: The move can target any Pokemon, other than the user.
- Up to 3 Targets: The move targets exactly three Opponents. You can only select fewer that three targets if there are less than three valid targets. Otherwise, if not enough targets are named, the referee randomly assigns them. If the move has more than one target, its final damage is multiplied by 2/3, after applying all other final damage modifiers.
- Up to 3 Allies: The move targetd exactly three Pokemon from among the user and allies. You can only select fewer that three targets if there are less than three valid targets. Otherwise, if not enough targets are named, the referee randomly assigns them.
- All Allies: The move targets the user and all allies.
- All Foes: The move targets all foes.
- All Targets: The move targets all Pokemon is play other than the user. If the move has more than one target, its final damage is multiplied by 2/3. Moves in the all Targets Category can be synchronized.
- Entire Battle: The move doesn't necessarily target any Pokemon, but instead has effects that cover the entire battlefield.
Information on all status conditions can be found in the Data Audit. They fall into two categories: Major Status Conditions and Minor Status Conditions.
[Major Status Conditions]
Major status conditions are effects inflicted by certain items, moves, and abilities. They are not removed when the Pokemon is benched, but a benched Pokemon will not be affected by them while on the bench.
[Minor Status Conditions]
Minor status conditions are effects inflicted by certain items, moves, and abilities.
[Combat Changes]
Each stat can be boosted or lowered to various effect, while some of this was touched on damage calculation, the full rules are detailed below.
- Attack, Defense, Special Attack, and Special Defense: Changes to these stats are covered in the Damage Calculation section.
- Speed: Speed is multiplied by (1 + (0.75 * Stage Increase)) if positive, and divided by that value if negative. Alternatively, apply the multipliers from the table below. Note that stat boosts always round up and stat drops always round down.
- Accuracy and Evasion:If the Accuracy stage is greater than the Evasion stage, multiply the move's Accuracy by ((3 + Accuracy stage - Evasion stage) / 3). If the Evasive stage is greater than the Accuracy Stage, multiply the move's accuracy by (3 / (3 + Evasion stage - Accuracy stage)). Alternatively, apply the Accuracy and Evasion multipliers from the table below.
- Moves with an Accuracy of -- hit regardless of Accuracy or Evasion stage.
- A stat's stage can not exceed +6 or be less than -6.
- At the end of each round, if a stat's stage has not been changed it, that stat moves one stage closer to its Natural Stage.
- The Natural Stage of each stat is 0 at default, but can be altered by specific items, moves, or abilities.
Code:
Stage Speed Accuracy Evasion
+6 * 5.5 * 3 / 3
+5 * 4.75 * 2.76 / 2.76
+4 * 4 * 2.33 / 2.33
+3 * 3.25 * 2 / 2
+2 * 2.5 * 1.67 / 1.67
+1 * 1.75 * 1.33 / 1.33
0 * 1 * 1 * 1
-1 / 1.75 / 1.33 * 1.33
-2 / 2.5 / 1.67 * 1.67
-3 / 3.25 / 2 * 2
-4 / 4 / 2.33 * 2.33
-5 / 4.75 / 2.76 * 2.76
-6 / 5.5 / 3 * 3
[Weather]
Some moves, abilities, or arena conditions cause weather conditions that cover the entire battlefield. Only one weather can be active at a time.
[Terrain]
Some moves, abilities, or arena conditions charge the entire battlefield. Terrain does not effect Flying type Pokemon or Pokemon with the Hover status. Only one terrain can be active at a time.
[Multi Hit Moves]
Multi-hit moves have a BAP per hit, which is multiplied the number of hits before being inserted into the damage formula. They come in two varieties.
[Fixed Hit Moves]
- Fixed Hit moves are moves that always hit twice.
- Triple Hit counts as a fixed hit move, but hits three times.
- Each hit of a fixed hit move can score a critical hit. 2 per critical hit is inserted into the Critical Hit field of the damage formula.
- Variable hit moves hit 2-5 times, with the number of hits assigned randomly.
- Two Hits: 1/3 chance.
- Three Hits: 1/3 chance.
- Four Hits: 1/6 chance.
- Five Hits: 1/6 chance.
- Add one hit to the number of hits for each Accuracy stage boost of the user. Reduce the number of hits by one for each accuracy stage reduction.
- The number of hits on a variable hit move can not exceed 5 or be less than 2.
- Each hit of a variable hit move can score a critical hit. 1 per critical hit is inserted into the Critical Hit field of the damage formula
[Damaging Evasive Moves]
Some moves, such as Dig and Fly, can be altered by using the (Evasive) keyword. This grants the move Damaging Evasive properties, usually with the drawbacks of lower damage and higher EN cost. Moves performed in this manner are called Damaging Evasive moves (or D/E moves for short). They are two-phase moves and they follow the following sequence:
- First, at +0 Priority, the user pays the move's entire EN cost in order to enter an Evasive state. During this Evasive state, the user avoids most attacks.
- Secondly, at -1 Priority on the same Action, the user exits its Evasive state and attacks the opponent.
If two allied Pokemon, consecutively in the same action, use a move in the All Targets category that shares a name the two moves can be synchronized. The users of synchronized moves do not deal damage to each other.
[Move Restriction]
Some effects prevent a move from being ordered or executed. If a status condition preventing a move in inflicted the same action the move was ordered, the move fails and no energy is spent. Otherwise if any status and arena conditions preventing an ordered move result in an Illegal action.
[Tags]
Some moves have tags for allow for effects to refer to a group of specific moves without naming them individually. Examples include the #Punch tag which refers to all moves that receive a BAP adjustment from Iron Fist and benefit from the Combo Tech on Pound, or the #Ballistic tag which refers to all moves prevented by Bulletproof. Tags have no mechanical properties beyond grouping moves together.
[Combinations]
A combination is when two component moves are combined into a single powerful attack that inherits the best qualities from each component move. Although they are powerful, Combinations are limited by a resource called a Combo Token. Each Pokemon starts the battle with only 1 Combo Token, and they must spend that token if they want to perform a Combination. The Pokemon will not spend the Combo Token if they are unable to act (for example, due to Paralysis or Flinching) or if the combo is Illegal (for example, due to Taunt or Torment), but they will spend the token if their Combination fails or misses. During standard gameplay, Pokemon cannot regain their spent Combo Tokens. Use Combinations carefully in order to make the best use of your Combo Tokens!
[Combo Requirements]
- Variety: A combo must contain two different moves.
- Base Energy Cost: A combo fails and its user faints if the user doesn't have the energy to use one move followed by the other, factoring in STAB Energy Cost Reduction and Consecutive Energy Cost.
- If one or more moves in the combo state they require the full energy cost, the combo's base energy cost becomes the full cost of the combo.
- Feasibility:The two moves must share certain properties for their Combination to be feasible. The "Combos" tab of the Data Audit contains a list of Combo Classes and Combo Subclasses for each move. In order for the combination to be feasible, its two moves must share at least one (1) Combo Class AND ALSO at least one (1) Combo Subclass. Some moves have a Combo Subclass of "All", meaning the move possesses every Combo Subclass. However, some moves have a Combo Class and Subclass of "n/a", meaning they cannot be used in combinations.
- If a combo is infeasible, the user will use Struggle instead. (This does not cost a Combo Token.)
- Target: The two moves must share at least one Target (unless at least one move targets Entire Battle).
- Combo Type: Moves with a Combo Type of None can not be used in combos.
- Base Attack Power:The higher BAP of the two component moves.
- For Combinations of two Multi-Hit moves: use the higher BAP per hit (divided evenly), and also use the higher maximum number of hits.
- For Combinations of one Multi-Hit move and one Single-Hit move:
- Roll the number of hits (inherited from the Multi-Hit move).
- Total BAP = [single-hit move’s BAP] or [(# of hits) x (multi-hit move’s BAP)], whichever is higher.
- BAP per hit is divided equally (no rounding).
- The number of hits performed is equal to the number of hits rolled.
- For Combinations of one fixed-damage move and one variable-damage move, or two fixed-damage moves: The Combination deals fixed damage equal to the higher of the BAP values.
- Energy Cost: (Move 1's EN Cost + Move 2's EN Cost) * 2
- Consecutive Energy Cost is applied as part of the component move's energy cost.
- STAB energy cost reduction is applied after the combo's energy cost is calculated.
- Accuracy:The higher Accuracy of the two component moves.
- if one move has perfect accuracy, the whole combo has perfect accuracy.
- Damage Category:
- If both moves are non-damaging, then the Combination is non-damaging.
- If one move is damaging and the other is not, then the Combination inherits the Damage Category of the damaging move.
- If one move is Physical and the other is Special, then the move that determines Type also determines Damage Category. (If Combo Type was determined by a Tiebreaker Rule, then the first listed move determines Damage Category.)
- Secondary Effects:The combo has the same secondary effects as each of its component moves.
- If the component moves have the same secondary effect, the chance is added together.
- If the component moves cause the same stat to be changed, add the changes together.
- Priority:The lowest non-0 Priority of the two component moves.
- If both component moves have Priority 0, the Combination has Priority 0.
- Charge Priority is the earliest Charge Priority of the two component moves.
- If the Combination's Charge Priority is less than its Strike Priority, then it is infeasible.
- The charge stage of charge up moves retain their normal priority
- If a damaging stage is greater than the strike stage, the combo is automatically infeasible.
- Priority cannot exceed +6 or be less than -7.
- Properties: If one move has a special property (e.g. makes contact, increased critical hit rate, tags, recoil, etc.) the entire combo has that property.
- Increased critical hit rates do not stack.
- If one move inflicts Recoil Damage, the combination inflicts that much Recoil Damage. If both moves inflict Recoil Damage, use the lower value.
- A Combination will only ignore Protective/Evasive effects if both component moves would individually ignore Protective/Evasive effects.
- For example, [Confide + Tearful Look] will ignore Protect because both component moves individually ignore Protect, but [Roar + Boomburst] will be blocked by Protect because Boomburst does not ignore Protect.
- Targets: If the moves hit different numbers of targets, go with the higher number to determine how many targets the combo hits. The exception is if one move targets the Entire Battle and the other move does not, in which case use the other move's targeting and only apply the effects of the Entire Battle move if the combo hits.
- Type: Each component move has type priority. The combo's type is the same as that of the move with the highest type priority.
- If the two moves share type priority, the move with the highest BAP determines the combo's type.
- For the purposed of determining combo type, the BAP of multi-hit moves is equal to their BAP per hit.
- If two move share type priority and BAP, the combo becomes the type of the move that shares a type with its user.
- If both or neither moves share a type with its user, consult the Tiebreaker Rules (below):
- Tiebreaker Rules:
- After consulting the above rules: if both moves share the same Type with each other, then the combo becomes that Type.
- If none of the above conditions are met, then the combo becomes typeless.
- Tiebreaker Rules:
- If the two moves share type priority, the move with the highest BAP determines the combo's type.
- Combo Type Priority:
- Set: Typing is such a fixed part of this attack it will override all other types.
- Force: Typing defines the attack to such an extent it will override elements.
- Elemental: Typing defines the attack as imbued with an elemental property.
- Passive: Typing is part of the attack but is not definitive in its use.
- Deferring: This attack is easily redefined by the qualities of other attacks.
- None: This attack cannot be used in a combo.
- Legality: If a component move is prevented by any effect such as Torment, Gravity, or Arena Restrictions, the entire combo is illegal.
- If at least one component move deals direct damage, restrictions from Taunt are ignored.
Z-Moves are powerful moves that can only be used by linking another move to a held Z Crystal. Z Crystals can not be removed or Nullified in any way, and are not consumed on use. Most battles have limits on how many Z-Moves can used.
[Damaging Z-Moves]
- Base Attack Power: Z-BAP of the Linked move.
- Energy Cost: EN cost of the Linked move.
- The Z Move can be physical or special depending on the linked move
- If blocked by a protective move (Protect, Detect, etc), multiply the the Final Damage by 0.25.
- Multiply the original final damage by 0.75 for the purposes of determining the Energy Cost of the protective move.
- Barrier, Acid Armor, and Evasive moves are ignored entirely.
- Status Z-Moves function identically to the Linked move, but add the Z-Move effect in their description before their normal effect.
- Signature Z-Crystals allow the listed Pokemon to Link the move named in their description to use the Z-Move in said description.
- They do not allow the use of any other Z-Move.
- Signature Z-moves ignore all properties of the linked move, instead using information in their own description.
- Damage Dealing signature Z-Moves have all other properties of Damaging Z-Moves.
With the numerous additional effects in BBP, you may have a situation in which many of these effects are present at once and the order in which they are resolved can make all the difference. Here are the many effects in BBP sorted into when in the action or round they occur. If multiple effects occur on the same line, resolve the one with the earliest start first.
[Start of Round]
The following effects occur before the first action of the round is even touched:
- Healing Wish and Lunar Dance restore HP.
- Entry hazards like Stealth Rock take effect in the order they were set up.
- Trigger abilities that automatically activate when the Pokemon enters play activate.
- Toggle abilities toggle. If Zen Mode is toggled to the default effect while Darmanitan has less than 50% of its HP left, Darmanitan reverts to its normal form.
The following effects occur before the current action is resolved:
- Turn order is decided.
- Activation of Rage Candy Bar (list future similar items here when agreed) as ordered by the user.
The following effects occur on a Pokemon at the start of its turn in the action:
- Check if the remaining duration of the Pokemon's sleep, freeze, confusion or infatuation is at 0, and end the status if it is.
- Any Chance Clause Substitutions that are not explicitly written otherwise are checked to see if said Substitutions should be triggered. (Substitutions that activate at Start of Turn cannot replace the current command with a command that has higher Priority.)
- Roll for infatuation, paralysis and confusion (in that order), but only on the Pokemon's first turn in that action.
The following effects occur on a Pokemon after it has taken its turn in the action:
- If the Pokemon knocked out a Pokemon that used Destiny Bond, Destiny Bond deals damage.
- All ongoing effects on the Pokemon with a duration given in actions that are not specified elsewhere have their remaining duration lowered by 1.
- If the Pokemon hit itself in confusion, confusion duration is lowered by an additional 1.
- If the Pokemon failed to act due to infatuation, infatuation duration is lowered by an additional 1.
- If the Pokemon was fully paralyzed, paralysis stage drops to the next lowest level, and paralysis is cured if it reaches 0%.
- If the Pokemon used Reflect, Light Screen, regular Mist, Tailwind, Lucky Chant or the second of two different Pledge moves, the remaining duration of these effects is reduced by 1 on all affected Pokemon.
- If the Pokemon dealt sufficient damage to a sleeping Pokemon, the sleeping Pokemon's remaining sleep duration is reduced by 1 or the sleeping Pokemon wakes up.
- If the Pokemon dealt sufficient damage to a confused Pokemon, the confused Pokemon's remaining confusion duration drops to 0.
- If the Pokemon dealt sufficient damage to an infatuated Pokemon, the infatuated Pokemon's remaining infatuation duration is reduced by 1.
- If the Pokemon has Zen Mode toggled and a form change is warranted, the form change happens.
The following effects occur after all Pokemon have taken their turns in the action:
- Rest's healing occurs and its remaining duration is lowered by 1.
- All weather- and terrain-based damage and healing occurs.
- Future Sight and Doom Desire deal damage.
- Wish restores HP.
- Damage from the combination of Fire Pledge and Grass Pledge occurs.
- Leftovers and Black Sludge restore HP or deal damage.
- Toxic Orb and Flame Orb activate.
- Aqua Ring and Ingrain restore HP.
- Leech Seed deals damage and restores HP and its remaining duration is lowered by 1.
- Poison and burn damage occurs as does Poison Heal's HP restoration.
- Nightmare deals damage and drains energy.
- Damage from Ghost Curse occurs.
- Damage from partial trapping moves like Wrap occurs.
- Yawn's drowsiness converts to sleep. Determine sleep duration at this point.
- Bad Dreams deals damage and drains energy.
- Sticky Barb's damage occurs.
The following effects occur after the last action of the round:
- Weather duration (other than Fog) is lowered by 1.
- Status effect removal due to Shed Skin and Healer occurs.
- Perish Song counter decreases by 1 and any Pokemon with a Perish Song counter of 0 are knocked out.
- All ongoing effects with a duration given in rounds that are not specified elsewhere have their remaining duration lowered by 1.
- Paralysis stage on all Pokemon drops to the next lowest level, and paralysis is cured on all Pokemon whose paralysis stage drops to 0%.
- Stat boosts and drops that are due to decay do so.
- Speed Boost, Harvest and Moody activate.
When two Pokemon have the same speed stat and both use a move in the same priority bracket, the turn order is decided based on the following rules:
- If one move has a lower energy cost than the other, the user of the lower energy move acts first.
- If both moves share an energy cost, but one move shares a type with its user, while the other does not, the user of the move that shares a type with its user acts first.
- If neither of the above conditions are met, the turn order is decided randomly.
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