Class TerrainSeedTests
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Constructor Summary
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Method Summary
Modifier and TypeMethodDescriptionstatic CompletableFuture
<TestResult> If the terrain is changed to Electric Terrain by Electric Surge, then immediately changed by another terrain-changing Ability, the Seed is consumed before the other Ability activates;static CompletableFuture
<TestResult> If a Pokémon is holding an Electric Seed while the field is Electric Terrain, it consumes the Electric Seed and its Defense is increased by one stage.static CompletableFuture
<TestResult> If a Pokémon is holding a Grassy Seed while the field is Grassy Terrain, it consumes the Grassy Seed and its Defense is increased by one stage.static CompletableFuture
<TestResult> If a Pokémon is holding a Misty Seed while the field is Misty Terrain, it consumes the Misty Seed and its Special Defense is increased by one stage.static CompletableFuture
<TestResult> If a Pokémon is holding a Psychic Seed while the field is Psychic Terrain, it consumes the Psychic Seed and its Special Defense is increased by one stage.static CompletableFuture
<TestResult> however, if a Pokémon that holds an Electric Seed and has a terrain-changing Ability is switched in during Electric Terrain, its Ability activates before its held Seed can.static CompletableFuture
<TestResult> Magic Room and Embargo fade before terrain does, so if Electric Terrain would dissipate on the same turn as Magic Room or Embargo, the Seed will not activate before the terrain dissipates.static CompletableFuture
<TestResult> Magic Room and Embargo fade before terrain does, so if Electric Terrain would dissipate on the same turn as Magic Room or Embargo, the Seed will not activate before the terrain dissipates.static CompletableFuture
<TestResult> If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage (unless the holder is switched out).static CompletableFuture
<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderOrTheHoldersSubstituteTakesDamage
(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage or its holder's Substitute takes damage.static CompletableFuture
<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageFromAnAttack
(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage (unless the holder is switched out).static CompletableFuture
<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageIncludingPainSplit
(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage (unless the holder is switched out), including damage from Pain Split.static CompletableFuture
<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageIncludingRecoil
(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage (unless the holder is switched out), including damage from recoil.static CompletableFuture
<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageIncludingSubstituteActivation
(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage (unless the holder is switched out), including sacrificing HP when using Substitute.static CompletableFuture
<TestResult> If multiple Pokémon each hold an Electric Seed when the field becomes Electric Terrain, each Pokémon will consume the Electric Seed before Symbiosis transfers any item (including Electric Seeds).static CompletableFuture
<TestResult> A Terrain Seed is consumed even if the holder is not otherwise affected by the terrain (i.e.static CompletableFuture
<TestResult> It is not consumed if the holder already has +6 Defense stat stages (unless its Ability is Contrary, in which case it will not activate if the holder has -6 Defense stat stages).static CompletableFuture
<TestResult> It is not consumed if the holder already has +6 Defense stat stages (unless its Ability is Contrary, in which case it will not activate if the holder has -6 Defense stat stages).static CompletableFuture
<TestResult> It is not consumed if the holder already has +6 Defense stat stages (unless its Ability is Contrary, in which case it will not activate if the holder has -6 Defense stat stages).static CompletableFuture
<TestResult> testSeedsOrdering
(BattleTestHelper helper)
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Constructor Details
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TerrainSeedTests
public TerrainSeedTests()
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Method Details
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testSeedsOrdering
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testConsumesElectricSeedAndRaisesDefWhileElectricTerrainIsActive
public static CompletableFuture<TestResult> testConsumesElectricSeedAndRaisesDefWhileElectricTerrainIsActive(BattleTestHelper helper) If a Pokémon is holding an Electric Seed while the field is Electric Terrain, it consumes the Electric Seed and its Defense is increased by one stage.In this test, a Manectric that holds an Electric Seed and knows the move Electric Terrain faces a Magikarp that knows Splash.
Turn 1 The Manectric uses Electric Terrain. The Manectric's Electric Seed activates and its Defense is raised by one stage. The Magikarp uses Splash. - We verify that the Manectric no longer has a held item. We verify that the Manectric's Defense was raised by one stage.
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testConsumesGrassySeedAndRaisesDefWhileGrassyTerrainIsActive
public static CompletableFuture<TestResult> testConsumesGrassySeedAndRaisesDefWhileGrassyTerrainIsActive(BattleTestHelper helper) If a Pokémon is holding a Grassy Seed while the field is Grassy Terrain, it consumes the Grassy Seed and its Defense is increased by one stage.In this test, a Gloom that holds a Grassy Seed and knows the move Grassy Terrain faces a Magikarp that knows Splash.
Turn 1 The Gloom uses Grassy Terrain. The Gloom's Grassy Seed activates and its Defense is raised by one stage. The Magikarp uses Splash. - We verify that the Gloom no longer has a held item. We verify that the Gloom's Defense was raised by one stage.
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testConsumesMistySeedAndRaisesSpDefWhileMistyTerrainIsActive
public static CompletableFuture<TestResult> testConsumesMistySeedAndRaisesSpDefWhileMistyTerrainIsActive(BattleTestHelper helper) If a Pokémon is holding a Misty Seed while the field is Misty Terrain, it consumes the Misty Seed and its Special Defense is increased by one stage.In this test, a Galarian Weezing that holds a Misty Seed and knows the move Misty Terrain faces a Magikarp that knows Splash.
Turn 1 The Galarian Weezing uses Misty Terrain. The Galarian Weezing's Misty Seed activates and its Special Defense is raised by one stage. The Magikarp uses Splash. - We verify that the Galarian Weezing no longer has a held item. We verify that the Galarian Weezing's Special Defense was raised by one stage.
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testConsumesPsychicSeedAndRaisesSpDefWhilePsychicTerrainIsActive
public static CompletableFuture<TestResult> testConsumesPsychicSeedAndRaisesSpDefWhilePsychicTerrainIsActive(BattleTestHelper helper) If a Pokémon is holding a Psychic Seed while the field is Psychic Terrain, it consumes the Psychic Seed and its Special Defense is increased by one stage.In this test, a Musharna that holds a Psychic Seed and knows the move Psychic Terrain faces a Magikarp that knows Splash.
Turn 1 The Musharna uses Psychic Terrain. The Musharna's Psychic Seed activates and its Special Defense is raised by one stage. The Magikarp uses Splash. - We verify that the Musharna no longer has a held item. We verify that the Musharna's Special Defense was raised by one stage.
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testIsConsumedEvenWhenTheHolderIsNotGrounded
public static CompletableFuture<TestResult> testIsConsumedEvenWhenTheHolderIsNotGrounded(BattleTestHelper helper) A Terrain Seed is consumed even if the holder is not otherwise affected by the terrain (i.e. it is not grounded or in the semi-invulnerable turn of a move).In this test, a Manectric that knows the move Electric Terrain faces a Vibrava that holds an Electric Seed and knows Sleep Talk.
Turn 1 The Manectric uses Electric Terrain. The Vibrava's Electric Seed activates and its Defense is raised by one stage. The Vibrava uses Sleep Talk. - We verify that the Vibrava no longer has a held item. We verify that the Vibrava's Defense was raised by one stage.
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testIsNotConsumedWhenTheStatIsMaximized
public static CompletableFuture<TestResult> testIsNotConsumedWhenTheStatIsMaximized(BattleTestHelper helper) It is not consumed if the holder already has +6 Defense stat stages (unless its Ability is Contrary, in which case it will not activate if the holder has -6 Defense stat stages).In this test, a Manectric that knows the move Electric Terrain faces a Snivy that has its Overgrow ability (to prevent it from obtaining its hidden ability, Contrary, on being created), holds an Electric Seed, and knows Sleep Talk.
The Snivy Defense is set to have +6 Defense. Turn 1 The Manectric uses Electric Terrain. The Snivy's Electric Seed does not activate. The Snivy uses Sleep Talk. - We verify that the Snivy has a held item. We verify that the Snivy has +6 Defense.
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testIsConsumedWhenTheStatIsMaximizedAndTheUserHasContrary
public static CompletableFuture<TestResult> testIsConsumedWhenTheStatIsMaximizedAndTheUserHasContrary(BattleTestHelper helper) It is not consumed if the holder already has +6 Defense stat stages (unless its Ability is Contrary, in which case it will not activate if the holder has -6 Defense stat stages).In this test, a Manectric that knows the move Electric Terrain faces a Snivy with the Contrary ability that holds an Electric Seed and knows Sleep Talk.
The Snivy Defense is set to have +6 Defense. Turn 1 The Manectric uses Electric Terrain. The Snivy's Electric Seed activates. The Snivy's Defense is lowered to +5 Defense. The Snivy uses Sleep Talk. - We verify that the Snivy has a held item. We verify that the Snivy has +6 Defense.
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testIsNotConsumedWhenTheStatIsMinimizedAndTheUserHasContrary
public static CompletableFuture<TestResult> testIsNotConsumedWhenTheStatIsMinimizedAndTheUserHasContrary(BattleTestHelper helper) It is not consumed if the holder already has +6 Defense stat stages (unless its Ability is Contrary, in which case it will not activate if the holder has -6 Defense stat stages).In this test, a Manectric that knows the move Electric Terrain faces a Snivy with the Contrary ability that holds an Electric Seed and knows Sleep Talk.
The Snivy Defense is set to have -6 Defense. Turn 1 The Manectric uses Electric Terrain. The Snivy's Electric Seed does not activate. The Snivy uses Sleep Talk. - We verify that the Snivy has a held item. We verify that the Snivy has -6 Defense.
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testActivatesBeforeSurgeAbilitiesCanReplaceEachOther
public static CompletableFuture<TestResult> testActivatesBeforeSurgeAbilitiesCanReplaceEachOther(BattleTestHelper helper) If the terrain is changed to Electric Terrain by Electric Surge, then immediately changed by another terrain-changing Ability, the Seed is consumed before the other Ability activates;In this test, a Tapu Koko with the Electric Surge ability that holds an Electric Seed knows the move Sleep Talk faces a Tapu Bulu with the Grassy Surge ability that also holds an Electric Seed and knows Sleep Talk.
Turn 1 The Tapu Koko is sent out. The Tapu Bulu is sent out. The Tapu Koko's ability, Electric Surge, activates and creates Electric Terrain. The Tapu Koko's Electric Seed and the Tapu Bulu's Electric Seed activate. The Tapu Bulu's Grassy Surge activates and creates Grassy Terrain. The Tapu Koko and Tapu Bulu then use Sleep Talk. - We verify that Grassy Terrain is active on the battlefield. We verify that the Tapu Koko does not have a held item. We verify that the Tapu Koko has +1 Defense. We verify that the Tapu Bulu does not have a held item. We verify that the Tapu Bulu has +1 Defense.
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testDoesNotActivateBeforeSurgeAbilitiesIfSwitchedIntoTerrain
public static CompletableFuture<TestResult> testDoesNotActivateBeforeSurgeAbilitiesIfSwitchedIntoTerrain(BattleTestHelper helper) however, if a Pokémon that holds an Electric Seed and has a terrain-changing Ability is switched in during Electric Terrain, its Ability activates before its held Seed can.In this test, a Tapu Koko with the Electric Surge ability that knows the move Sleep Talk faces a Magikarp that knows Splash and a Tapu Bulu with the Grassy Surge ability that holds an Electric Seed and knows Sleep Talk.
Turn 1 The Tapu Koko is sent out. The Magikarp is sent out. The Tapu Koko's ability, Electric Surge, activates and creates Electric Terrain. The Tapu Koko and Magikarp then use Sleep Talk. Turn 2 The Magikarp is switched out for Tapu Bulu. The Tapu Bulu's Grassy Surge activates and the terrain is changed to Grassy Terrain. The Tapu Bulu's Electric Seed does not activate. The Tapu Koko and the Tapu Bulu then use Sleep Talk. - We verify that Grassy Terrain is active on the battlefield. We verify that the Tapu Koko has a held item. We verify that the Tapu Koko has not had its Defense raised.
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testDoesNotActivateBetweenEmbargoEndingAndElectricTerrainEnding
public static CompletableFuture<TestResult> testDoesNotActivateBetweenEmbargoEndingAndElectricTerrainEnding(BattleTestHelper helper) Magic Room and Embargo fade before terrain does, so if Electric Terrain would dissipate on the same turn as Magic Room or Embargo, the Seed will not activate before the terrain dissipates.In this test, a Manectric that holds an Electric Seed and knows the moves Electric Terrain and Sleep Talk faces a Purrloin with the Prankster ability that knows the moves Embargo and Sleep Talk.
Turn 1 The Purrloin uses Embargo. The Manectric uses Electric Terrain. Turn 2 The Purrloin uses Sleep Talk. The Manectric uses Sleep Talk. Turn 3 The Purrloin uses Sleep Talk. The Manectric uses Sleep Talk. Turn 4 The Purrloin uses Sleep Talk. The Manectric uses Sleep Talk. Turn 5 The Purrloin uses Sleep Talk. The Manectric uses Sleep Talk. The Embargo on the Manectric ends. The Manectric's Electric Seed does not activate. The Electric Terrain dissipates. - After turn 1: We verify that the Manectric has the Embargo status. We verify that the Electric Terrain is active. We verify that the Manectric has a held item. We verify that the Manectric's Defense has not been raised. After turn 5: We verify that the Manectric does not have the Embargo status. We verify that the Electric Terrain isn't active. We verify that the Manectric has a held item. We verify that the Manectric's Defense has not been raised.
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testDoesNotActivateBetweenMagicRoomEndingAndElectricTerrainEnding
public static CompletableFuture<TestResult> testDoesNotActivateBetweenMagicRoomEndingAndElectricTerrainEnding(BattleTestHelper helper) Magic Room and Embargo fade before terrain does, so if Electric Terrain would dissipate on the same turn as Magic Room or Embargo, the Seed will not activate before the terrain dissipates.In this test, a Manectric that holds an Electric Seed and knows the moves Electric Terrain and Sleep Talk faces a Klefki with the Prankster ability that knows the moves Magic Room and Sleep Talk.
Turn 1 The Klefki uses Magic Room. The Manectric uses Electric Terrain. Turn 2 The Klefki uses Sleep Talk. The Manectric uses Sleep Talk. Turn 3 The Klefki uses Sleep Talk. The Manectric uses Sleep Talk. Turn 4 The Klefki uses Sleep Talk. The Manectric uses Sleep Talk. Turn 5 The Klefki uses Sleep Talk. The Manectric uses Sleep Talk. The Magic Room status ends. The Manectric's Electric Seed does not activate. The Electric Terrain dissipates. - After turn 1: We verify that the Magic Room is active. We verify that the Electric Terrain is active. We verify that the Manectric has a held item. We verify that the Manectric's Defense has not been raised. After turn 5: We verify that the Magic Room isn't active. We verify that the Electric Terrain isn't active. We verify that the Manectric has a held item. We verify that the Manectric's Defense has not been raised.
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testIsConsumedBeforeItCanBePassedBySymbiosis
public static CompletableFuture<TestResult> testIsConsumedBeforeItCanBePassedBySymbiosis(BattleTestHelper helper) If multiple Pokémon each hold an Electric Seed when the field becomes Electric Terrain, each Pokémon will consume the Electric Seed before Symbiosis transfers any item (including Electric Seeds).In this test, a Treecko that holds a Electric Seed and knows the move Sleep Talk is on a team with an Oranguru with the Symbiosis ability that holds a Electric Seed and knows the move Sleep Talk. They face a Manectric that knows the move Electric Terrain.
Turn 1 The Manectric uses Electric Terrain. The Treecko uses Sleep Talk. The Treecko's Electric Seed activates. The Oranguru's Electric Seed activates. The Oranguru uses Sleep Talk. - We verify that the Treecko no longer has a held item. We verify that the Oranguru no longer has a held item. We verify that the Treecko's Defense was raised by one stage. We verify that the Oranguru's Defense was raised by one stage.
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testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTerrainChanges
public static CompletableFuture<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTerrainChanges(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage (unless the holder is switched out).In this test, a Manectric that knows the moves Electric Terrain and Sleep Talk faces a Turtwig that holds an Electric Seed and knows the moves Shell Smash and Grassy Terrain.
The Turtwig is set to have +6 Defense. Turn 1 The Manectric uses Electric Terrain. The Turtwig's Electric Seed does not activate. The Turtwig uses Shell Smash. The Turtwig is now at +5 Defense, but the Electric Seed still does not activate. Turn 2 The Manectric uses Sleep Talk. The Turtwig uses Grassy Terrain. Turn 3 The Manectric uses Electric Terrain. The Turtwig's Electric Seed activates. The Turtwig uses Shell Smash. - After turn 1: We verify that Electric Terrain is active. We verify that the Turtwig has a held item. We verify that the Turtwig has +5 Defense. After turn 2: We verify that Grassy Terrain is active. We verify that the Turtwig has a held item. We verify that the Turtwig has +5 Defense. After turn 3: We verify that Electric Terrain is active. We verify that the Turtwig does not have a held item. We verify that the Turtwig has +5 Defense (+1 from Electric Seed, -1 from Shell Smash).
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testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageFromAnAttack
public static CompletableFuture<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageFromAnAttack(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage (unless the holder is switched out).In this test, a Manectric that knows the moves Electric Terrain and Tackle faces a Turtwig that holds an Electric Seed and knows the move Shell Smash.
The Turtwig is set to have +6 Defense. Turn 1 The Manectric uses Electric Terrain. The Turtwig's Electric Seed does not activate. The Turtwig uses Shell Smash. The Turtwig is now at +5 Defense, but the Electric Seed still does not activate. Turn 2 The Manectric uses Tackle. The Turtwig's Electric Seed activates. The Turtwig uses Shell Smash. - After turn 1: We verify that the Turtwig has a held item. We verify that the Turtwig has +5 Defense. After turn 2: We verify that the Turtwig is not at full health. We verify that the Turtwig does not have a held item. We verify that the Turtwig has +5 Defense (+1 from Electric Seed, -1 from Shell Smash).
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testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageIncludingRecoil
public static CompletableFuture<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageIncludingRecoil(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage (unless the holder is switched out), including damage from recoil.In this test, a Manectric that knows the moves Electric Terrain and Sleep Talk faces a Turtwig that holds an Electric Seed and knows the moves Shell Smash and Take Down.
The Turtwig is set to have +6 Defense. Turn 1 The Manectric uses Electric Terrain. The Turtwig's Electric Seed does not activate. The Turtwig uses Shell Smash. The Turtwig is now at +5 Defense, but the Electric Seed still does not activate. Turn 2 The Manectric uses Sleep Talk. The Turtwig uses Take Down. The Turtwig's Electric Seed activates. - After turn 1: We verify that the Turtwig has a held item. We verify that the Turtwig has +5 Defense. After turn 2: We verify that the Turtwig is not at full health. We verify that the Turtwig does not have a held item. We verify that the Turtwig has +6 Defense.
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testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageIncludingPainSplit
public static CompletableFuture<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageIncludingPainSplit(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage (unless the holder is switched out), including damage from Pain Split.In this test, a Manectric that holds a Sticky Barb and knows the moves Electric Terrain and Sleep Talk faces a Polteageist that holds an Electric Seed and knows the moves Shell Smash and Pain Split.
The Polteageist is set to have +6 Defense. Turn 1 The Manectric uses Electric Terrain. The Polteageist's Electric Seed does not activate. The Polteageist uses Shell Smash. The Polteageist is now at +5 Defense, but the Electric Seed still does not activate. The Manectric's Sticky Barb hurts it at the end of the turn and lowers its HP to below the amount of maximum HP that the Polteageist has. Turn 2 The Manectric uses Sleep Talk. The Polteageist uses Pain Split. The Polteageist loses health and the Manectric gains health. The Polteageist's Electric Seed activates. - After turn 1: We verify that the Polteageist has a held item. We verify that the Polteageist has +5 Defense. After turn 2: We verify that the Polteageist is not at full health. We verify that the Polteageist does not have a held item. We verify that the Polteageist has +6 Defense.
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testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageIncludingSubstituteActivation
public static CompletableFuture<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderTakesDamageIncludingSubstituteActivation(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage (unless the holder is switched out), including sacrificing HP when using Substitute.In this test, a Manectric that knows the moves Electric Terrain and Sleep Talk faces a Turtwig that holds an Electric Seed and knows the moves Shell Smash and Substitute.
The Turtwig is set to have +6 Defense. Turn 1 The Manectric uses Electric Terrain. The Turtwig's Electric Seed does not activate. The Turtwig uses Shell Smash. The Turtwig is now at +5 Defense, but the Electric Seed still does not activate. Turn 2 The Manectric uses Sleep Talk. The Turtwig uses Substitute and takes damage. The Turtwig's Electric Seed activates. - After turn 1: We verify that the Turtwig has a held item. We verify that the Turtwig has +5 Defense. After turn 2: We verify that the Turtwig is not at full health. We verify that the Turtwig does not have a held item. We verify that the Turtwig has +6 Defense.
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testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderOrTheHoldersSubstituteTakesDamage
public static CompletableFuture<TestResult> testIfTheSeedFailsForMaxStatsItWillNotActivateUntilTheHolderOrTheHoldersSubstituteTakesDamage(BattleTestHelper helper) If a held Electric Seed did not activate because its holder's Defense is already at +6 (or -6 in the case of Contrary), it will not activate for its current holder until the terrain is changed or its holder takes damage or its holder's Substitute takes damage.In this test, a Manectric that knows the moves Electric Terrain, Sleep Talk, and Tackle faces a Turtwig that holds an Electric Seed and knows the moves Shell Smash, Substitute, and Sleep Talk.
The Turtwig is set to have +6 Defense. Turn 1 The Manectric uses Sleep Talk. The Turtwig uses Substitute. Turn 2 The Manectric uses Electric Terrain. The Turtwig's Electric Seed does not activate. The Turtwig uses Shell Smash. The Turtwig is now at +5 Defense, but the Electric Seed still does not activate. Turn 3 The Manectric uses Tackle. The Turtwig's Substitute takes damage. The Turtwig's Electric Seed activates. The Turtwig uses Substitute and it fails. - After turn 1: We verify that the Turtwig has a Substitute. After turn 2: We verify that the Turtwig has a held item. We verify that the Turtwig has +5 Defense. After turn 3: We verify that the Turtwig still has a Substitute. We verify that the Turtwig's Substitute does not have the same amount of HP that it had during turn 2. We verify that the Turtwig does not have a held item. We verify that the Turtwig has +6 Defense.
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