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[Moves] The recharging of a recharge move can fail and require an extra turn under certain conditions


Haneroze

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Hello~

 

When using recharge moves such as Hyper Beam and Rock Wrecker, the user needs to spend the next turn recharging. This recharge turn can be interrupted with status conditions such as Sleep and Paralysis, which will cause the move to require more than one turn to recharge. It can also be interrupted if the recharge happens during the opponent's semi-invulnerable turn of two-turn moves like Fly.

 

Prerequisites (for testing):

- Two players.

- Player A has a Pokemon with Hyper Beam.

- Player B has a faster Pokemon with Spore and that can survive the Hyper Beam.

 

Steps to Reproduce:

1. Both players battle each other.

2. Player A uses Hyper Beam.

3. Player B uses Spore on the next turn.

 

Current Result:

Player A's Pokemon is unable to recharge until the pokemon awokens, and requires to recharge on the first turn after waking up.

 

Expected Result:

Player A's Pokemon should always recharge on the second turn, regardless of status condition and other events in the battle.

 

Notes:

- This issue was only tested on Hyper Beam. It is assumed to also occur on Giga Impact, Rock Wrecker, Blast Burn, Frenzy Plant, Hydro Cannon and Roar of Time.

- Recharge turns have been confirmed to be extended against Sleep (including Sleep Talk), Paralysis, moves like Fly, and Disable. Flinching and the Truant ability do not cause the issue.

- Disable has its own report thread, due to the number of different affected moves: https://pokemonrevolution.net/forum/topic/108867-url

- As the player is also prevented from switching during the recharge turn, this issue also makes it impossible to switch during all the extended turns.

- The behavior of recharge moves was tested on Showdown against Freeze, Sleep, Paralysis, Confusion and Flinch. It was not possible to cause the recharge turn to be postponed.

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