SOS Battle: Difference between revisions

→‎Other wild Pokémon: - turns out the super effective history is cleared every turn, making it effectively impossible to build around that factor
(→‎Other wild Pokémon: - turns out the super effective history is cleared every turn, making it effectively impossible to build around that factor)
Line 35: Line 35:
*The call rate is multiplied by a factor of 2 if an [[Adrenaline Orb]] has been used in the battle. The Adrenaline Orb can only be used once per battle and will fail if used repeatedly (wasting a turn without being consumed).
*The call rate is multiplied by a factor of 2 if an [[Adrenaline Orb]] has been used in the battle. The Adrenaline Orb can only be used once per battle and will fail if used repeatedly (wasting a turn without being consumed).


The chance that a call for help is answered by an ally depends on several factors, by default being equal to four times the species' [[List of Pokémon by call rate|call rate]] (in percent).<ref name="soscall"/> The answer rate can be increased by multipliers under certain conditions, with the multipliers stacking multiplicatively if multiple are applicable.
The chance that a call for help is answered by an ally depends on several factors, by default being equal to four times the species' [[List of Pokémon by call rate|call rate]] (in percent).<ref name="soscall"/> The answer rate can be increased by multipliers under certain conditions, with the multipliers being cumulative if more than one is applicable.
*The answer rate is multiplied by a factor of 1.2 if the player's leading Pokémon has {{a|Intimidate}}, {{a|Unnerve}} or {{a|Pressure}}.
*The answer rate is multiplied by a factor of 1.2 if the player's leading Pokémon has {{a|Intimidate}}, {{a|Unnerve}} or {{a|Pressure}}.
*The answer rate is multiplied by a factor of 1.5 if the wild Pokémon called for help on the previous turn and is calling again consecutively, regardless of whether the previous call was answered or not.
*The answer rate is multiplied by a factor of 1.5 if the wild Pokémon called for help on the previous turn and is calling again consecutively, regardless of whether the previous call was answered or not.
*The answer rate is multiplied by a factor of 3 if the Pokémon's most recent call for help was not answered.
*The answer rate is multiplied by a factor of 3 if the Pokémon's most recent call for help was not answered.
*The answer rate is multiplied by a factor of 2 if the calling Pokémon has ever been hit by, and survived, a [[Type|super effective]] move at some point since it appeared in the battle. (Whether the most recently called Pokémon was hit super-effectively, possibly fainting as a result, makes no difference.)
*The answer rate is multiplied by a factor of 2 if the calling Pokémon was hit by, and survived, a [[Type|super effective]] move earlier in the same turn that it makes the call. Whether any other Pokémon was hit by a super effective move, and possibly fainted as a result, does not affect eligibility for this factor.


Within an SOS Battle, the chance for the called Pokémon to be {{Shiny}}, have perfect {{IV}}s, or have its {{DL|Ability|Hidden Abilities|Hidden Ability}} increases with the number of answered calls.<ref>[https://twitter.com/wwwwwwzx/status/947223541925126144 卡璞波波 on Twitter]</ref> In Pokémon Sun and Moon, after 255 Pokémon have been called into battle, the counter rolls over and these rate go back to their default values but will continue to rise as usual after more Pokémon are called in.<ref>[https://gbatemp.net/threads/is-anybody-researching-sun-moon-shiny-chaining.450904/ Is Anybody Researching Sun/Moon Shiny Chaining? | GBAtemp.net -> The Independent Video Game Community]</ref> In Ultra Sun and Ultra Moon, this restriction does not exist - the counter will stop counting at 255 and all bonuses will remain in effect. If a Pokémon successfully calls an ally, all [[Effort value|EV]]s earned by defeating a Pokémon are doubled for the rest of the battle (including those from [[Power item‎]]s).
Within an SOS Battle, the chance for the called Pokémon to be {{Shiny}}, have perfect {{IV}}s, or have its {{DL|Ability|Hidden Abilities|Hidden Ability}} increases with the number of answered calls.<ref>[https://twitter.com/wwwwwwzx/status/947223541925126144 卡璞波波 on Twitter]</ref> In Pokémon Sun and Moon, after 255 Pokémon have been called into battle, the counter rolls over and these rate go back to their default values but will continue to rise as usual after more Pokémon are called in.<ref>[https://gbatemp.net/threads/is-anybody-researching-sun-moon-shiny-chaining.450904/ Is Anybody Researching Sun/Moon Shiny Chaining? | GBAtemp.net -> The Independent Video Game Community]</ref> In Ultra Sun and Ultra Moon, this restriction does not exist - the counter will stop counting at 255 and all bonuses will remain in effect. If a Pokémon successfully calls an ally, all [[Effort value|EV]]s earned by defeating a Pokémon are doubled for the rest of the battle (including those from [[Power item‎]]s).