I don't intend to test pre-Dynamaxed mons extensively due to time/interest and the potential for it to be patched, but these are the ones I do know.
I have a question about Pre-Dynamaxed mons: do choice items like scarf work for them? If the 300 BP thing is true, this might be absolutely huge in Pure Hackmons.
Think of them as the same as regular mons in terms of function, other than having more top HP than bottom HP. So yes, choice items do work on them, and you cannot pick another move. They are not really Dynamaxed until you click the Dynamax button.
What do you mean by "if" the 300 BP thing is true? Here's another example you can calculate in singles. Cryogonal takes 330 damage at level 50 from a Water Spout, which requires it to be at 300 BP.
252+ SpA Kyogre Origin Pulse vs. 252 HP / 252 SpD Dynamax Cryogonal in Rain: 301-355 (80.4 - 94.9%) -- guaranteed 2HKO
Possible damage amounts: (301, 304, 309, 312, 315, 319, 322, 327, 330, 333, 337, 340, 343, 348, 351, 355)
https://imgur.com/mJDirfx
How many mons can you pre-Dynamax at once? For example, can we have a fight where all 12 mons are pre-Dynamaxed? Or maybe only one player can have any pre-Dynamaxed mons, and that player can only have one pre-Dynamaxed mon?
All of them, both sides as far as I've seen. I do get it to work pretty regularly at scaled level 50 formats but not always at unlimited formats, unknown why.
Can you pre-Dynamax Zacian, Zacian-Crowned, Zamazenta, Zamazenta-Crowned, Eternatus, and/or Eternatus-Eternamax?
Zacian-0 without Rusted Sword worked fine.
Eternatus-0 works as long as you set it properly, wrong Dynamax type crashes the game.
Does the mon lose its doubled HP if it switches out?
No. I do note that Rest will reset it to the original max HP, haven't tested other recovery moves or Heal Pulse.
- How does anything fixed HP percentage-based work on a pre-Dynamaxed mon?
- Does Stealth Rock, before type weakness, take away 12.5% of their normal maximum HP or their starting HP?
- Is a Substitute made from 25% of their normal maximum HP or their starting HP? At what HP level will Substitute fail?
- Does Gulp Missile and/or the Ghost Curse status rip out 25% of their normal maximum HP or their starting HP?
- Does Belly Drum and/or Ghost Curse rip out 50% of their normal maximum HP or their starting HP? At what HP level will Belly Drum fail?
The game still uses max HP for most of these. I've tested these:
- Charizard with 275/153 HP went down to 199/153 HP with Stealth Rock (-76 HP).
- Charizard with 199/153 HP went down to 123/153 HP with Belly Drum (-76 HP).
- Charizard with 123/153 HP went down to 85/153 HP with Ghost-type Curse (-38 HP).
- Luxray with 252/155 HP went down to 214/155 HP with Gulp Missile (-38 HP).
- Luxray with 214/155 HP went down to 199/155 HP with Life Orb recoil (-15 HP).
DaWoblefet says Substitute crashes the game, probably because of missing models. Briefly, I considered if it could be possible to patch the game to not crash, but I'd expect the same max HP behavior. He can comment more about it.
Few other notes:
- When you are in team selection or the team list to change mons, it'll show the boosted hp over the boosted HP, e.g. 275/153 HP Charizard shows up as 275/275.
- Game still respects the Dynamax level, which is why not everything is at 2x max HP.
Ty to
BilloPS who agreed to be the subject of shenanigans.
Demonstrations:
https://imgur.com/a/mVnshqn
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An unrelated hack that seems to only work in local battles is editing party stats. I have a demonstration at the end of the previous imgur link of setting a Magikarp's current HP to 0xFFFF, and having it shrug off a +6 Acrobatics. It may also be worth investigating for past gens and whether other values in party stats can be edited like Status if it affects Pure Hackmons.