Resource BBP Bug and Feedback Thread - Generation 9 Edition!

The reworked version of The Harvest Usurper's Arrogance doesn't have any ref rewards listed. Since ref rewards for Raids are listed in the raid, there aren't any ref rewards for this other than a Star Piece.

Also there is no information for :haunter:Haunter as a Fright of the Harvest March.
 
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Not technically a report, because Idk what is purposefully different and what is an oversight, but bringing attention to Haze, Psyblade, and Draining Kiss

- Haze in BBP does not clear Crit Stages, unlike in cart where it does clear Crit Stages
- Psyblade'sCategory in BBP is "N/A", unlike in cart where it is "Slicing" and is boosted by Sharpness
- Draining Kiss in BBP heals 50% of damage dealt, unlike in cart where it heals 75% of damage dealt
 
By my understanding of the current fusion rules, if you send out kyurem and fuse them, you get to put your kyurem-white/black into play without spending any tech. I am fairly sure this was caused by the change to make tech mon spend tech on send out instead of send in.

fusion rules say the item will specify if the fusion itself costs tech. Light stone does not, and sending out a kyurem does not.

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Intuition check. Is anyone else surprised that frost persists through switching? I don't have any strong argument that it shouldn't, just that I didn't expect it to, and I don't think novax did either. Maybe something about how frost previously cleared when you swapped, or how none of the other major statuses have durations.
I'm not quite surprised per se, and once concious thought goes that way I know pretty easily why it works that way. But it's not something I gave concious thought before, and there would be quite a possibility of it slipping past me in real play. Part because it's not one of the traditional major conditions (poison burn para sleep freeze) and part how it's mechanically similar to Dread, in the way that I internalize things.
 
Intuition check. Is anyone else surprised that frost persists through switching? I don't have any strong argument that it shouldn't, just that I didn't expect it to, and I don't think novax did either. Maybe something about how frost previously cleared when you swapped, or how none of the other major statuses have durations.
sleep also has a duration, and that stays put when you switch out

i think the fact that frost is our balance replacement for freeze makes it make sense
but also the fact that it's essentially the same idea as dread does make it easy to conflate
 
In Raids, minions cannot roll moves with the Piercing modifier when they start the round with a condition preventing them from attempting (the non-piercing version of) that move. This comes from the fact that Piercing only applies its effect "while the user is performing this move", and Raid opponents cannot roll moves they cannot attempt. Since rolling happens well before the user is performing the move, Piercing does not apply at the time the roll is happening and so the move cannot be rolled. This ends up not affecting Bosses because of Condition Limit, so I think the only raid this is relevant for is Ninjas, because that's the only raid where a minion has access to Piercing moves.
 
For current/max HP actions in the DAT the Boss Immunities condition says max/current HP or 120 whichever lower, but in the Raid Frontier rules HP Filter says max/current HP or 100 whichever lower
 
Ty for the patch. very exiting!
How does early bird work since it no longer uses recoveries?
Excited to try it out with sea incense.

Dire Claw probably should not remove 4 en any more.

Spite still says 12 en but honestly it probably still isn't good.
 
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Having to think of 6 new comboes for every pokemon when sending out in realgams sounds like a huge amount of work for refs since they need to analyze the current game and are playing with pieces they are unfamiliar with.

Obviously updating every realgam to have comboes is a huge amount of work.
Perhaps this is something that can be crowd sourced? with people suggesting possible comboes for realgams + Mow using that + her own thoughts to slowly fill in their comboes?
 
It might be worth watching how comboes interact with action groups.
For example suppose you want to write "if my opponent is to use a burn inflicting move, use safe guard"
and the opponent says "cool, here is zap cannon + flamethrower" that will go straight through due to flamethrower having 10% default effect chance.
 
Facilities that give less than 10xp if you take a side reward feel kinda bad.
for example the new lvl 3 raid that gives 8 xp if you want an orb.
I would personally pref if it gave 10 xp to 2 mon, instead of 8 xp to 3 so that the numbers are easier to work with.
 
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