Support Pokémon Definition

A Pokémon is classified as Support by the AI if it satisfies the following conditions:

These moves are treated as utility and do not contribute toward the damaging move count:

The support class plays a notable role in some Switch decisions.

Post-KO Switch AI Scores

When the AI needs to switch in a Pokémon (after a faint or similar event), it calculates a switch-in score for each of its Pokémon against the player's active Pokémon. It will then send out the Pokémon with the highest score. In case of ties, it selects the first Pokémon in party order.

In Double Battles, each slot is evaluated independently:

+5: AI's Pokémon is faster than the player’s and OHKOs it.

+4: AI's Pokémon is slower than the player’s and OHKOs it.

      (Or AI considers Palafin-Zero)

+3: AI's Pokémon is faster than the player's and KOs in ≤ hits.

      (Or AI considers Imposter Ditto)

+2: AI's Pokémon is slower than the player's and KOs in < hits.

      (Or AI considers Wynaut or Wobbuffet)

+1: AI's Pokémon is faster than the player's.

  0: Default

 -1: AI's Pokémon is slower than the player's and is OHKO’d.

      (If Imposter Ditto is considered, this check is skipped.)

If the considered Pokémon is a Support and isn’t at -1 Score it gets an additional +2 score 10% of the time.

Additionally, the AI checks whether the Pokémon will take damage immediately upon switching in (e.g. from fast Volt Switch or Eject Pack). If so:  

-1: AI's Pokémon is slower and 2HKO’d

-2: AI's Pokémon is OHKO’d

Mid-Turn Switch AI

In almost all cases, the AI will only switch if the selected Pokémon has a non-negative switch-in score. If all available candidates have a score below 0, the AI will not switch. Similar to Post-KO Switch AI, each slot is evaluated independently in Double Battles.

Some switch conditions require the Avoid Switch check to fail before they can trigger.

Avoid Switch is considered active if any of the following are true:

Switch decisions are evaluated in priority order.

Earlier conditions override later ones.

Perish Song

Palafin

Anti-Setup AI

Anti-Setup AI Plus

Walled AI

Support AI

Weather AI

Anti-Stall AI

Regenerator AI

Immunity AI

Overview of Switch Conditions

The AI will not switch out without a valid switch-in unless it’s:

The AI will send in the Pokemon with the highest Switchin Score, with Team order as a tiebreaker, except for:

The Avoid Switch check is used for the following AI’s:

Move AI will be documented soon in another Doc. Since Round AI has been changed in 1.2.1, it will be elaborated here and edited out later.

Score Priority overview:

The following provides a high-level overview of how maximum move scores are prioritized within the AI logic. This list is not exhaustive and is only intended to illustrate the general hierarchy and relative score priority of different decision outcomes.

Round (Double Battle only):

To understand Round AI, it is important to first understand how partner move scoring works in Double Battles.

Score calculations are processed sequentially. The AI first calculates all move scores for Slot 1 without knowledge of what Slot 2 will select. Slot 2 then calculates its scores afterward, while being fully aware of Slot 1’s chosen move and resulting score.

Round-specific scoring behaves as follows and stacks with HDM:

90% of the time, if the AI is faster and its partner has access to Round:

Warning: If the faster Round user is in Slot 1, the partner in Slot 2 has not yet calculated its scores at the time of the override. As a result, the override has no effect in this scenario.

If the AI is slower and its partner selects Round:

Warning: If the slower Round user is in Slot 1, it cannot yet know whether Slot 2 will choose Round, since Slot 2 has not performed its calculations yet. To compensate for this limitation, the previously mentioned score override is applied instead.