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Rollout storage glitch: Difference between revisions

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The '''Rollout storage [[glitch]]''' occurs in {{SM}}, {{USUM}}, and {{SwSh}}. It was patched out in revision 1.3.1 of Sword and Shield.
 
If a Pokémon uses either of the moves [[bp:Rollout (move)|Rollout]] or [[bp:Ice Ball (move)|Ice Ball]] against a [[bp:Mimikyu|Mimikyu]] with its disguise intact or an [[bp:Eiscue|Eiscue]] in Ice Face mode, the turn number of that move will be incremented, but the damage multiplier will not be (as a disguise-breaking hit skips the entire process of calculating damage). If the Rollout or Ice Ball then runs to its full 5 turns successfully, the last hit is considered turn 5 but only receives the damage boost of turn 4.
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If the move on which a stored Rollout multiplier gets consumed is itself a variable-power move, such as Return, Gyro Ball, Low Kick, or Fling, the game will apply that multiplier to the move's raw power as stored in the data table, in lieu of performing any of the normal computation as to what that move's base power should be. (In the case of all four of those mentioned attacks, their raw power is 1. Stored Power and Power Trip use 20, Rollout and Ice Ball themselves use 30, and Eruption and Water Spout use 150.)
 
If the user's next damaging move immediately following Rollout is a multi-target move, for these purposes it's treated as multiple moves in succession, with damage computed separately for each one. If the multi-target move hits yourits own teammate (such as Earthquake or Explosion), damage against that target is computed first. After that (or if the move is like Rock Slide and doesn't attempt to target the teammate at all, or if it does but they were immune to the move), consider the hit against the opponent on your right (their left), then the one on your left. For each of those targets that gets hit, consume the next lingering Rollout multiplier if there's one available, otherwise the attack simply deals normal damage against that opponent as if you never used Rollout at all.
 
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