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Battle AI

How trainers choose moves, when they switch, when they use items, and what Hard Mode changes.

Trainers think with the same AI as Emerald and FireRed: the game runs the cartridges' own AI scripts, bugs included, with each trainer's own AI settings. Wild Pokémon pick a random move that has PP left.

Choosing a move

Each move starts at a score of 100, and the trainer's AI settings add or take points:

SettingWhat it does
Check bad moveAvoids moves that would fail or do nothing, such as a status move on a Pokémon that already has a status
Try to faintPrefers a move that would knock out the target, estimated with the game's own damage calculation
Check viabilityScores each move for the situation: healing at low HP, setting up when safe, and so on
Setup first turnFavours stat-raising and field moves on the first turn
RiskyFavours high-risk moves such as Explosion
Prefer Baton PassSets up, then passes the boosts on

The highest score wins; a tie is broken at random. Moves added after Generation 3 are judged as the closest Generation 3 move.

Switching

In a single battle a trainer may switch out instead of attacking, using Emerald's rules:

  • its Pokémon is about to faint from Perish Song;
  • your last move was Electric, Water or Fire, and it has a Pokémon that absorbs that type (Volt Absorb, Water Absorb, Flash Fire);
  • its Pokémon has no super-effective move, has not set up, and it has a Pokémon your moves cannot hurt or hurt only a little.

A trapped Pokémon never switches. In a double battle, trainers switch only when a Pokémon faints.

Items

Trainers use the items they carry, without any randomness:

  • Full Restore and Potions below ¼ HP (Potions also when the damage taken is more than the Potion heals).
  • Full Heal and the status cures when their Pokémon has that status.
  • X items and Guard Spec. only on the first turn.

A trainer with several items saves the later ones until it is down to its last few Pokémon.

Hard Mode

On a Hard Mode character, every trainer also gets Check bad move, Try to faint and Check viability on top of its own settings.

Double battles

In a double battle, the AI scores each move against each target and picks the best pair. It avoids hitting its own partner with most moves.

Last updated on

As of v0.75.0 · engine 22ba612f

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