Bug Reports v4 -- POST BUGS HERE https://www.smogon.com/forums/ps-bug-report-form/

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The teambuilder shows no moves for legal mons in VGCs 2011 to 2016 (might be more formats, haven't tested all)
The teams are validated, it's only an issue with the display

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Bug status: Fixed (I'm not bisecting the client to find when, tho)
 
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https://replay.pokemonshowdown.com/gen9anythinggoes-1918931152-egumvmv1jp2s7t31wn3myr0stifveg6pw
I don't know if this is a bug since I don't know how protean is currently working on cartridge, but should the same damage of HJK decrease once Prot/Libero switches out without stab? me and the guy on replay were kinda curious because that happened in a random battle, where he tera'd and did same damage as a non tera boosted HJK, anyways, thanks for the help to whoever helps us with this
Yes, your base type switches back to Fire on switchout instead of Fighting.

If a Protean user changes type prior to Terastallization, it gains STAB from that changed type after Terastallization. Switching in and and out will reset their "base typing" back to normal.
 
https://replay.pokemonshowdown.com/gen9vgc2023regulationd-1921289569 when the thundurus first taunted my indeedee, it was protected by psychic terrain (prankster ability making taunt a priority move) but than when i encored the thundurus it taunted my indeedee but it actually worked? i guess since it didnt go first, it wasnt considered priority, but by definition it was a priority move. i'm not sure if this would work on cartridge but i read the "not bugs" list and this wasnt here. and nothing happened to my indeedee that made it grounded or anything like that to make psychic terrain not apply to it. thanks for checking this out when you get the time!
 

Mex

The last ace in a lost hand
is a member of the Battle Simulator Staff
https://replay.pokemonshowdown.com/gen9vgc2023regulationd-1921289569 when the thundurus first taunted my indeedee, it was protected by psychic terrain (prankster ability making taunt a priority move) but than when i encored the thundurus it taunted my indeedee but it actually worked? i guess since it didnt go first, it wasnt considered priority, but by definition it was a priority move. i'm not sure if this would work on cartridge but i read the "not bugs" list and this wasnt here. and nothing happened to my indeedee that made it grounded or anything like that to make psychic terrain not apply to it. thanks for checking this out when you get the time!
This is because it selected an attacking move, so when encored into taunt it wasn't affected by prankster. On future turns taunt would have been blocked by psychic terrain if it were used again
 

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
Reporting a bunch of bugs in Stadium 1 OU:

Most importantly (someone pls fix this it completely ruins Slowbro) - stats DO NOT overflow on cart, but on sim they do. Replay here, turn 46 boosted Slowbro dies to noncrit Tbolt: https://replay.pokemonshowdown.com/gen1stadiumou-1902668254

This bug basically reshapes the meta so I really hope it can get fixed soon.

There are also bugs with confusion:

1. When a Pokemon is confused, on cart it says which move it attempted to use even if it hits itself. Video proof here (cw flashing lights). On sim, it does not.

2. On sim, if you are confused and asleep you are able to hit yourself while asleep and you fail to burn a sleep turn. Correct behavior is like regular RBY, confusion is paused while asleep and does not self-hit nor burn turns off the confusion timer. Video proof of how it works in Stadium here (again flashing lights). Replay of both bugs, turn 37 on: https://replay.pokemonshowdown.com/smogtours-gen1stadiumou-702668
 
Bug report for Gen 8 Triple kick interaction

So I was doing a run Of Pokemon R&B which has Gen 8 mechanics and I noticed that the calc said triple kick kill when in game it did not. I got curious and came and tried it with the showdown calc, and the same thing, Triple kick killed on the calc and not in the game. It looks like technician isn't activating on triple kick - that's my best guess. Attached is a replay showing a range where on the calc said it was killed and it did not. I also have a screenshot of the calc.

I'm not sure if this is the intended interaction, Have not tested it in game, one way or the other, either the calc is incorrect, or the game is.

battle-gen8anythinggoes-1921810761
 

Attachments

psbug.png

whats going on with swamperts hp here?

BUG STATUS: NEEDS MORE INFO: need a replay where this happens and/or specific steps to reproduce :furret:
 
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Not sure if this is a bug but this should be addressed. Evasion moves are supposed to be banned in doubles ou, but it seems there are ways to sneak through the evasion clause. Using Contrary ability and Defog makes evasion go up and if we cant use evasion moves, why should this be ok to use?

https://replay.pokemonshowdown.com/gen9doublesou-1921139733-ozkrcp83bhdedk6o4qoknvh3z7ddb16pw

BUG STATUS: WRONG PLACE
:furret: This is more of a tiering question so should be discussed in the DOU forum, or Policy Review if you want to get super serious.
 
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I would like to report a bug in the team legality checker. Dynamic Punch + Iron Fist is not legal on gen 4 Hitmonchan, but my team doesn't get flagged for attempting to use it. Dynamic Punch is a move tutor in Emerald which Hitmonchan can learn, but Tyrogue can't. In order for a Pokemon that was migrated from gen 3 to gain a gen 4 ability, it needs to be able to evolve after migration, which is why Softboiled + Magic Guard is legal on Clefable. The blindspot in the checker seems to be for move + ability combinations where the move is a tutor exclusive from gen 3 compatible with a fully evolved Pokemon but not its earlier forms and the ability is one that was introduced in gen 4

BUG STATUS: FIXED (#9750)
 
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Bug report for Mega Evolution behavior when fainting (and kinda Revival Blessing).

Currently in Showdown, when a Pokémon Mega Evolves, faints, then is revived by Revival Blessing, they come back in their mega form. This is relevant to National Dex formats; see this replay here.

This behavior is incorrect. In the games where Mega Evolved Pokémon are present, they are reverted back to their base forms upon fainting. I broke out my old dusty 3DS to record this. Notice that Alakazam is reverted from Mega to normal upon fainting, and is regarded as non-mega Alakazam while fainted and upon being revived.

Now, I know that the in-game Revive item and Revival Blessing are not the same thing, though they are exactly the same in function. However, that should make no difference. There's no argument that Revival Blessing could possibly retain Mega Evolution when the Revive item wouldn't, since it's not the Revive item that reverts the Pokémon back to its base form, but rather the act of fainting. Revival Blessing should be targeting a base form Alakazam or Charizard, not a Mega Alakazam or Charizard.

I think what happened here is that while the "Mega -> base" reversion upon fainting has been a thing since generation 6, Showdown's developers had no reason to implement it since there have been no means of reviving Pokémon in competitive play until Scarlet and Violet. When Gen 9 Natdex came around, the fact that Mega Pokémon are reverted upon fainting got overlooked, allowing Pokémon to be revived while still Mega Evolved.

According to Bulbapedia, Ash Greninja and Ultra Necrozma also revert to their base forms upon fainting. I'm not sure how these are treated in Showdown, but those might be worth testing as well, and there might be other form reversions that may have been overlooked (Zygarde Complete? Minior? Eiscui? I dunno).

BUG STATUS: CONFIRMED - Legality
 
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I've encountered what I think is a bug in gen6 hackmon with Arceus: after noticing something strange during some battles I've done tests and I've seen that if you choose an Arceus of any type (let's say electro or ghost type for example) even if you see it as type you chose, the game still sees it as a normal-type Pokémon, so if you give your Arceus wonder guard, the moves that are supposed to hit (following the example earth-type or Dark-type moves) are blocked and only the fighting-type moves are able to do damage; Maybe there's something I don't know since I'm no expert but I don't think that's the way things are supposed to go

here's the link of a test i did: https://replay.pokemonshowdown.com/gen6purehackmons-1926036662-qnuvcxjbzqfefhzdyzc2le5tsewixkppw
This is just how Arceus and Silvally worked before Gen 8 where they had to have the right ability and item to actually change type from Normal. It is noted in Arceus's Gen 6 BH analysis that this mechanic can be used to trick people by selecting different sprites.
 
I have a bug that has been bothering me recently especially with this team that I have been trying to build around. If a pokemon with a Weather setting ability holding an eject pack gets intimidated at the beginning of its turn of switching in. The ability never activates and is forced to switch immediately. However, on cart, you still get intimidated and forced out BUT you also activate weather. It's something I've seen with Torkoal/Aboma on ladder, but does not work that way on cart.

This is an example replay of me recreating it.

https://replay.pokemonshowdown.com/gen9vgc2023regulationd-1926481091

A fix to this would be nice! It really changes the dynamic of how the team plays if it works differently on showdown then on cart.

BUG STATUS: CONFIRMED - MECHANICS (SERVER) this is a known bug (DaWoblefet)
 
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aerobee

Pure Hackmons
is a Community Contributoris a Contributor to Smogon
Playing with Force of the Fallen mod here. Moves donated by fallen allies are clickable by Choice item users (even when they're supposed to be locked into another move), but they fail upon use. Also, the Speed boost from Tailwind still displays even after its effect has worn off (functionally, it works as intended).

https://replay.pokemonshowdown.com/gen9multirandombattle-1928019732

Screenshot 2023-08-22 at 9.44.26 AM.png

(locked into Thunderbolt)

Screenshot 2023-08-22 at 9.51.17 AM.png

(move failed despite the 3 potential targets/other Pokemon staying on the field until the end of the turn)
 

Kipkluif

Liever Kips leverworst
is a Community Contributoris a Tiering Contributor
LCPL Champion
Hi, I think this is a bug, I'm unsure, I can't find any alternative explanations.
killyoutself.jpg
In this (downloaded) replay, at the last turn, Shellder does 53% to itself in confusion damage. According to Bulbapedia, "Confusion damage is calculated as if it were a typeless physical move with a power of 40; it cannot score a critical hit, and does not receive STAB."If that statement is true, then the calc says that Shellder should only do a maximum of 47% in confusion damage:
confusioncalc.png
 
Hi, I think this is a bug, I'm unsure, I can't find any alternative explanations.View attachment 545191In this (downloaded) replay, at the last turn, Shellder does 53% to itself in confusion damage. According to Bulbapedia, "Confusion damage is calculated as if it were a typeless physical move with a power of 40; it cannot score a critical hit, and does not receive STAB."If that statement is true, then the calc says that Shellder should only do a maximum of 47% in confusion damage:
View attachment 545190
Eviolite does not affect confusion damage.
https://www.smogon.com/forums/threads/sword-shield-battle-mechanics-research.3655528/post-8843892
  • Huge Power, Power Spot, Helping Hand, Eviolite etc. doesn't change the amount of damage the user takes
 
Hello. I got someone to report this bug on my behalf on 1st July 2023 because it is a bug/glitch that almost cost me a rank game. Today 2 months later I almost lost another ranked game because of this bug. Its incredibly frustrating because this bug is quite serious, especially since the move revival blessing and revival blessing stall teams are becoming popular in National Dex OU.

The Bug.
Long story short, once a pokemon has been revived by revival blessing, it is completely immune to pursuit for 1 turn. Imagine it as the pokemon has 1 free pass, it can switch in, use its "free pass" then switch out safetly for free and ignore pursuit. If that pokemon comes back in and the opponent pursuits again, then pursuit will function normally.

Testing.
Myself and other users, including a RO have tested it together and have replicated the bug easily on every try. The last person to report this bug summarised it nicely in his post, so please have a look below at the tests we did.

------ Another users post------
https://play.pokemonshowdown.com/battle-gen9nationaldex-1895480597
Somebody came up in NDOU with that replay, they thought the turn 8 Pursuit asked weirdly so I'm reporting that for them.

Kennedit: someone tested this a few times here if that helps give more information:
https://play.pokemonshowdown.com/battle-gen9nationaldex-1895523633-7pxr22zvyo0oxtnsegxqqmn9k7ca4pqpw
https://play.pokemonshowdown.com/battle-gen9nationaldex-1895515272-w68ntk7yrbeoeofwsefs88lgkhvxe9jpw

It seems like after a pokemon is revived by revival blessing, the first time they are switched in, they are able to switch out freely even if the opposing pokemon uses pursuit. If they are switched in after escaping pursuit the first time, they are hit normally.
--------

The sob story.
Here is the battle I almost lost today. Me tyranitar. They mega-banette. Me click pursuit. Mega-Banette escape. Me pursuit Moltress. Me burned.
https://replay.pokemonshowdown.com/gen9nationaldex-1928660083 (See turn 39)

Please fix this bug. Pursuit is essential to stopping stall teams, especially ones that spam revival blessing.

BUG STATUS: FIXED (#9735)
 
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aerobee

Pure Hackmons
is a Community Contributoris a Contributor to Smogon
https://replay.pokemonshowdown.com/gen9customgame-1928775613

This may be a niche interaction given Revival Blessing normally has 1 PP, but Sleep Talk + Revival Blessing does not always properly display the revived Pokemon upon use. This happens from the second use (from when the Sleep Talk user is on the field) onwards. On Turn 31, 47, 49, 51~52, 92, 111~113, and 115~117, there was no change to the Pokemon displayed as healthy/fainted even when Sleep Talk --> Revival Blessing was used. By Turn 111 (didn't keep track before then) the actual displayed Pokemon were wrong, e.g. 4 Zacian-C are displayed on my team when only 3 are shown at the start of the battle.

e: turn 74, Beat Up hits 18 times while there are <18 mons displayed as healthy/not fainted

Screenshot 2023-08-23 at 11.47.05 AM.png


https://replay.pokemonshowdown.com/gen9purehackmons-1928803548

This happens in Pure Hackmons (and presumably other 6 mon metas) too, and this is relevant because running 3+ Regieleki is considered a valid team archetype in PH.

BUG STATUS: FIXED (#2142)
:furret: thanks for reporting!
 
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In Pokémon SV, when you hard-switch Paradox + Booster Energy on Sticky Web, Sticky Web's drop effect applies first. In Pokémon Showdown, Booster Energy triggers first.

And when you safe-switch in SV, the Sticky Web's drop effect applies first. And in Pokémon Showdown, the official order of actions has been well coded for safe-switch


Pokémon Showdown replay for effect of the Sticky : https://replay.pokemonshowdown.com/gen9ou-1929201479-ohni40psl4sdpctylducxxihhitp95ipw
SV replay for effect of the Sticky (console) :

(Sorry for my bad English, it's not my native language)
 
I have found a bug with Tinkatink in Natdex LC. It can't learn knock off when it could previously. https://replay.pokemonshowdown.com/gen9natdexdraft-1898325716 Here is a link of me using it on turn 11. The reason behind it is because knock off is a level up move but in Scarlet and Violet there are no male parents in the fairy egg group that could help tinkatink learn the move knock off as an egg move, but in natdex there are, and for some reason now it can no longer use it when it could only a few months ago
 
Random Roulette is a format that chooses a random battle from gen 1 - 9. However, what happens if you add a rule that would make some conditions create an "illegal" scenario?
ForceMonotype=Ghost and it rolls gen 1 >>> Each players team consists of Gastly, Haunter and Gengar
ForceMonotype=Ghost and it rolls gen 2 >>> Each players team consists of Misdreavus and Gengar
Etc.
Whether or not this is fine as an intended feature, I do not know.

The main bug that I wish to report however is using ForceMonotype=Fairy.
What happens is Random Roulette is able to roll a pre gen 6 format and generate a normal team.
Unown (Unown-L) @ Choice Specs
Ability: Levitate
Hidden Power: Psychic
EVs: 85 HP / 85 Def / 85 SpA / 85 SpD / 85 Spe
IVs: 2 Atk / 30 Spe
- Hidden Power [Psychic]

Togekiss @ Leftovers
Ability: Serene Grace
Level: 82
EVs: 85 HP / 85 Def / 85 SpA / 85 SpD / 85 Spe
IVs: 0 Atk
- Air Slash
- Nasty Plot
- Aura Sphere
- Roost

Vanilluxe @ Life Orb
Ability: Weak Armor
Level: 90
Hidden Power: Ground
EVs: 85 HP / 85 Atk / 85 Def / 85 SpA / 85 SpD / 85 Spe
IVs: 30 SpA / 30 SpD
- Ice Beam
- Explosion
- Autotomize
- Hidden Power [Ground]

Mamoswine @ Choice Band
Ability: Thick Fat
Level: 79
EVs: 85 HP / 85 Atk / 85 Def / 85 SpA / 85 SpD / 85 Spe
- Earthquake
- Icicle Crash
- Superpower
- Ice Shard

Arceus @ Leftovers
Ability: Multitype
Level: 72
EVs: 85 HP / 85 Atk / 85 Def / 85 SpA / 85 SpD / 85 Spe
- Swords Dance
- Recover
- Earthquake
- Extreme Speed

Jirachi @ Leftovers
Ability: Serene Grace
Level: 79
EVs: 85 HP / 85 Atk / 85 Def / 85 SpA / 85 SpD / 85 Spe
- Ice Punch
- Substitute
- Iron Head
- Wish

I would think that if Random Roulette has forcemonotype=fairy as a rule, it would recognize that, and would not choose a pre gen 6 format.

Edit: This specific format is being permanently removed in 5 days anyways so kekw

:furret: this is normal for og monorands anyway
 
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