Super effective move AI flaw: Difference between revisions
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[[File:Move AI flaw.png|270px|frame|right|One of Lance's Dragonair has to use Agility against Zubat as it is a Psychic type move (which is strong against poison types) and its only super effective move. Even a low level Zubat can easily defeat the Dragonair with a poison inducing move such as Toxic.]] |
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[[Image:AI_glitch.png|270px|thumb|right|A normal dragonair under the effect of the move AI glitch]] |
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{{Researchneeded|Check if this happens in Generation II or other generations.}} |
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In Pokémon Red, Blue and Yellow, enemy Pokémon from computer controlled Trainers (but not wild Pokémon) prioritize super effective moves over regularly effective or other moves even if the move does not deal damage. |
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==Example== |
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In the [[bp:Generation I|Generation I]] Pokémon games, there is a slight bug in the formulae which decide which move the enemy Pokémon will use. |
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In Pokémon Red and Blue, all three of Lance's Dragonair know Agility as their only Psychic-type move. Agility is a status move rather than a damage dealing move, but these Dragonair will be 'locked on' Agility against a Poison type Pokémon such as Zubat, because the Psychic type is super effective against the Poison type. |
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A low level Poison type Pokémon could eventually beat one of Lance's Dragonair, and the process could be made quicker with a poison inducing move such as Toxic. |
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The game would ensure that if the enemy Pokémon has a move which is super effective or neutral to its opponent's type, it would use that move over a move that its opponent resists. This effect would always be applied, so the super effective moves would always be used until they ran out of PP. This also meant that if the opponent's only neutral or super effective move was a status move, the opponent would be forced into using it. |
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As enemy Trainers don't use PP in Generation I, Dragonair running out of PP on Agility is not a problem. |
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This is a problem notably with Psychic-type moves such as Barrier, Light Screen and Agility (which was a Psychic-type move until [[bp:Generation III|Generation III]].) For example, a Rapidash's high Special Attack stat would make it relatively easy to defeat a Golbat of the same level with Fire Blast. However, if that same Rapidash also knew Agility, it would never use Fire Blast until Agility's PP was 0. However, in [[bp:Generation I|Generation I]] technically an opponent's PP will never deplete to zero. As a result, the Golbat would have an unlimited amount of time to defeat the Rapidash, unless that Rapidash was battled in a link battle. |
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This glitch was fixed in later generations of the Pokémon games, due to improvements of the opponent's AI. |
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==External links== |
==External links== |
Revision as of 00:40, 7 June 2014
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![](http://static.miraheze.org/glitchcitywiki/3/3c/Move_AI_flaw.png)
More research is needed for this article.
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Reason given: Check if this happens in Generation II or other generations. |
In Pokémon Red, Blue and Yellow, enemy Pokémon from computer controlled Trainers (but not wild Pokémon) prioritize super effective moves over regularly effective or other moves even if the move does not deal damage.
Example
In Pokémon Red and Blue, all three of Lance's Dragonair know Agility as their only Psychic-type move. Agility is a status move rather than a damage dealing move, but these Dragonair will be 'locked on' Agility against a Poison type Pokémon such as Zubat, because the Psychic type is super effective against the Poison type.
A low level Poison type Pokémon could eventually beat one of Lance's Dragonair, and the process could be made quicker with a poison inducing move such as Toxic.
As enemy Trainers don't use PP in Generation I, Dragonair running out of PP on Agility is not a problem.