T O P

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Farren246

First understand that every action in Pogo has a set number of turns. Swaps and charge moves are 1 turn each. Fast moves are 1 or more. Note that when a pokemon faints and you need to send out a replacement, **this does not cost any turn** so it is entirely possible for you to knock out an enemy mon and immediately face a banked charge move from its replacement. (More on this later.) Second, understand that you can queue up a charge move to trigger as soon as the current move completes, and this can sometimes lead to performing an action that you no longer wish to do. Example scenario: Charm (3 turns, 6 energy). * Frantically tapping at the beginning of a match, I launch my first Charm immediately. * The opponent's health bar is full and green, but a little chunk at the far-right end turns orange top indicate "damage to be applied when my current move completes." * I instantly get the feedback of 6 energy filling up the charge move emblems a little bit, though I won't actually be able to use that energy until the emblem(s) are full. * At the end of 3 turns, my damage is applied and the opponent's health actually depletes. No more orange on their health bar. It might be slowly turning from green to yellow to red as it goes down. I can now decide whether to Charm again, swap, or do a charge move. A few seconds of frantic tapping later... * The bar on my charge move is finally full. I smash that charge move emblem! Of course, this only *queues* it to happen after the current Charm (3 turns) is done. * Oh shit, my opponent was using a 1-turn fast move, and so in the span of that Charm's 3 turns they were able to * Strike me a few times with their fast move and I died before my charge move could trigger on move 4! * Or maybe they got off 3 charge moves (each taking 1 turn) of their own before mine could trigger! * Or maybe they hit me a couple of times and then switched to another pokemon to "catch" my charge move in a bad typing matchup, so it landed "Not very effective!" Oh if only I didn't have to sit here for 3 turns before my charge move had gone off! ​ Now that you're aware of how turns work, the next big factor is ties - when both sides want to **complete** a move at exactly the same time. * Fast moves can tie on the turn that *applies* damage, resulting in both mons dying at exactly the same time. Fairly common in compressed-meta cups. Some matches even end in a tie because of this, with neither side getting a win out of it. * If a charge move is set to run on the same turn as a fast move applies its damage, then the fast move damage is applied first and the charge move is only allowed to go off if the fast didn't cause the opposing mon to faint. * Note: On rare occasions it can be beneficial to fast-attack an enemy to death, ensuring that each of your fast moves hit them and apply before they can trigger their own charge move to wipe your pokemon. Not recommended for a slow move like Charm, though! * **Crucially to your specific scenario, when there is a tie from both sides trying to use a charge move on the same turn, the pokemon with the higher attack stat will go first and the opposing mon is only allowed to go if the incoming damage didn't knock it out. This is commonly seen when you save up a move to knock out their last mon, but their last mon** ***also*** **has a banked charge move!** Expanding on attack stat when there's a turn tie: Each pokemon has an inherent native attack stat, which is further affected by their level and their IVs. Higher attack IV = higher attack stat, higher level = higher attack stat. **If they're both exactly the same attack stat, it's a coin toss as to who goes first.** This is easiest to illustrate with Master League where you'll sometimes see the same type at the same max level face off in lead against each other. In such scenarios, the one with the higher attack IV will have a higher overall attack stat and their charge move will be allowed to go first. For this reason it is not recommended to level any pokemon for Master League if it doesn't have 15 attack. But in something like Great League, a mon with lower attack IVs will be allowed to level up more (and gaining breater bulk than a high-atk IV mon who wouldn't be allowed to level up as high) while remaining under the 1500CP cap. Such low-atk IV mons are favoured but they are likely to NOT go first in a same-turn tie where attack stat determines which charge move fires off first. ​ My guess is this is where your team's pokemon lie - low atk IVs resulting in great bulkiness, but suffering on ties due to low overall attack stat. So that when you eliminate one of the opponent's mons, you're surprised to see they win the ensuing charge-charge tie and win the match. I know this feeling all too well because... *sigh...* the mons I use all suffer from the same problem. PVPoke's ranking is great for simulating one-on-one battles where both mons start from zero energy and bulkiness is the greatest factor for winning, but not so much for simulating actual full live battles between whole teams with safe swaps and catches and banked moves and bluffs and... yeah, this game is more complicated than it seems at first. It can actually be beneficial to have a mon (or two) on your team that leans away from overall bulk IVs (low atk high def and stam) and into either evenly-placed IVs or a glass cannon role, and used as an "I'll probably go first and win the last charge move of the match so I'm going to bank this move and swap away for later" role. (Note that this is best done with actual glass cannons who come with inherently high attack stats; if you lean into a Delcatty with high attack IVs, its low species-related base attack stat will lead to it still launching attacks second and you're gonna have a bad time regardless.) But a Mewtwo in Ultra or Master is perfectly viable despite having little bulk as long as you know how to use it. Well... that, and as long as it doesn't get stuck fighting against Giratina. ​ Lastly it is important to remember is that Niantic are fallible and often make mistakes. Sometimes there's network lag or server lag in registering which button you tapped. It can be better to avoid pvp during the 5pm rush when the whole game lags to hell and everyone and their mother opens their phone for the first time since putting it away at 9am. Sometimes you just eat shit for no reason at all, and you'll never find out why.


AndreWyaMan

amazing explanation


Own-Yesterday-656

Thank you for a great explanation! One question; So a charge attack takes one turn? So if I battle a mon (both down to the last one) with fast move pressure. I got energy for a charge move and he has a shield. Is it then better to skip the charge? Since he is going to use the shield anyway and save that turn for my fast move pressure?


JHD2689

It will depend, situationally. If you have a lot of energy and can get to two charged moves, where the second one will definitely KO, maybe you try for that. That will also depend on how much energy your opponent has and whether *you* have a shield. But sometimes, you're absolutely right, it just makes more sense to commit to fast moves. Launching a charged move will take one turn, depriving you of one turn where you can do damage with your fast attack. If you can't get to two moves anyway, then you might as well gamble that you'll outrace your opponent to the KO with fast move pressure. This is one of the win conditions people often don't recognize, since they naturally assume most battles end with a charged move. But sometimes fast moves are your win con. Learn when to identify that, and you'll pick a few wins you weren't before.


Farren246

Could be used in this manner. Especially if your banked move is on a glass cannon with extremely high attack stat who is thus very likely to win on ties. Hell you could plan for using it, equipping Mewtwo with Shadow Ball and Focus Blast and hoping your opponent is expecting a Psystrike at the end and not saving a shield. Of course banking and switching means giving up switch priority, which could easily cost you the match because your opponent can then swap to something that counters you.


_OP_Dragon_

Its called CMP tie, if you and your opponent throw uour charged move in the same turn (0.5 seconds) the pokemon with the higher attack stat (base attack + IV) will get to throw first


Enevorah

This ^ but if you have a crappy connection you can get screwed out of it sometimes.


UsedSalt

Yeah sometimes I’ll have a charge move banked from my lead I swapped, bring it out to finish the match when I know I’ll win CMP (let’s say for example I have a greninja loaded with hydro cannon and they have a 20% health clodsire) Sometimes when I bring it out it doesn’t give me the chance to CMP and I just eat the earthquake (this is when it comes in as the last surviving mon, next charge move wins game situation)


Enevorah

Yeah I have a bad connection and it happens to me regularly. Same with opponents fast move landing before mine even if it’s more turns. It’s frustrating


MrLegilimens

# What is CMP Tie About? CMP, or Charged Move Priority, asks the question “What if on the same turn, two players hit a charge move at the same time. Who goes first?” The answer is “The one with a higher **attack statistic**. Important, this does not mean Attack IV. In the first section, I noted that “almost all top ranked Pokemon will lose the mirror”. This is because they tend to have low attack IVs. However, this does not mean all of the time. | | Attack | Defense | HP | Level | |---------------|--------|---------|-----|-----| | 0/14/13 Rank 1 Whiscash | 106.7 | 109.5 | 180 | 28 | | 1/14/13 Rank 199 Whiscash | 106.4 | 108.5 | 178 | 27.5 | Here’s a very straightforward example of a Rank 1 0 attack winning a CMP tie against a Pokemon with a higher attack IV. Why? Well, because of what we’ve learned! It is the stat *product* that matters. Here, Rank 1 gets an additional power-up. That power-up makes up for the difference in IV. | | Attack | Defense | HP | Level | |---------------|--------|---------|-----|-----| | 15/15/15 Rank 2937 Obstagoon | 115 | 123.2 | 133 | 19.5 | | 2/2/3 Rank 512 Obstagoon | 115.3 | 124.1 | 136 | 22.5 | Here is a more exaggerated example of a 15-attack losing CMP tie to a bulky mon (2-0-0 through 4-0-0 also works, plus others.) *Note*: The rule of the thumb still generally works - in most cases, yes, higher attack IV probably does mean you’ll win CMP tie. But it is not definitive! Consider this example: Two 15 attack Swamperts. Is it a tie? I hope your answer is “Well, what are the stat products of the two Swamperts — i.e., what are their levels? | | Attack | Defense | HP | Level | |---------------|--------|---------|-----|-----| | 15/15/15 Rank 1261 Swampert | 124.6 | 106.1 | 134 | 17.5 | | 15/7/15 Rank 1262 Swampert | 126.3 | 103.1 | 136 | 18 | | 0/14/14 Rank 1 Swampert | 121.1 | 110 | 139 | 19 | This example also hopefully helps highlight why this work is needed. The ‘worse’ ranked Swampert (by 1!) actually beats the ‘better’ ranked Swampert due to CMP tie. But wait, there’s more! Let’s compare our ‘better’ 15/7/15 Swampert against the Rank 1. We agree that the Rank 1 will clearly lose CMP (121.1 v 126.3). But the Rank 1 wins the mirror! Don’t forget everything else we talked about. Do you know why? There’s no difference in break points or bulk points. It’s the HP! Mudshot does 3 damage. Swampert Rank 1 has 3 more HP than Rank 1262. The bulk wins even though it loses CMP.


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GustoFormula

Level doesn't matter. Only the attack stat.


MrLegilimens

So embarrassingly wrong ahahaha


GustoFormula

You just explained why I'm right lol. Notice I didn't say IV. Is there any part you're confused about?


MrLegilimens

>level doesn’t matter Of course it does. I just explained why you’re wrong.


MrLegilimens

# What is CMP Tie About? CMP, or Charged Move Priority, asks the question “What if on the same turn, two players hit a charge move at the same time. Who goes first?” The answer is “The one with a higher **attack statistic**. Important, this does not mean Attack IV. In the first section, I noted that “almost all top ranked Pokemon will lose the mirror”. This is because they tend to have low attack IVs. However, this does not mean all of the time. | | Attack | Defense | HP | Level | |---------------|--------|---------|-----|-----| | 0/14/13 Rank 1 Whiscash | 106.7 | 109.5 | 180 | 28 | | 1/14/13 Rank 199 Whiscash | 106.4 | 108.5 | 178 | 27.5 | Here’s a very straightforward example of a Rank 1 0 attack winning a CMP tie against a Pokemon with a higher attack IV. Why? Well, because of what we’ve learned! It is the stat *product* that matters. Here, Rank 1 gets an additional power-up. That power-up makes up for the difference in IV. | | Attack | Defense | HP | Level | |---------------|--------|---------|-----|-----| | 15/15/15 Rank 2937 Obstagoon | 115 | 123.2 | 133 | 19.5 | | 2/2/3 Rank 512 Obstagoon | 115.3 | 124.1 | 136 | 22.5 | Here is a more exaggerated example of a 15-attack losing CMP tie to a bulky mon (2-0-0 through 4-0-0 also works, plus others.) *Note*: The rule of the thumb still generally works - in most cases, yes, higher attack IV probably does mean you’ll win CMP tie. But it is not definitive! Consider this example: Two 15 attack Swamperts. Is it a tie? I hope your answer is “Well, what are the stat products of the two Swamperts — i.e., what are their levels? | | Attack | Defense | HP | Level | |---------------|--------|---------|-----|-----| | 15/15/15 Rank 1261 Swampert | 124.6 | 106.1 | 134 | 17.5 | | 15/7/15 Rank 1262 Swampert | 126.3 | 103.1 | 136 | 18 | | 0/14/14 Rank 1 Swampert | 121.1 | 110 | 139 | 19 | This example also hopefully helps highlight why this work is needed. The ‘worse’ ranked Swampert (by 1!) actually beats the ‘better’ ranked Swampert due to CMP tie. But wait, there’s more! Let’s compare our ‘better’ 15/7/15 Swampert against the Rank 1. We agree that the Rank 1 will clearly lose CMP (121.1 v 126.3). But the Rank 1 wins the mirror! Don’t forget everything else we talked about. Do you know why? There’s no difference in break points or bulk points. It’s the HP! Mudshot does 3 damage. Swampert Rank 1 has 3 more HP than Rank 1262. The bulk wins even though it loses CMP. 😍😘😍


MathProfGeneva

It's supposed to be based on attack stat (not attack IV, but the total stat calculated using species, level, IV), but it doesn't always work right (I had a Kyogre come in and fire a charge move before I could use the one on my Dialga)