Eve
Reference

Glossary

The words Eve uses, in plain terms. A dotted underline anywhere in Eve opens the same text. The exact rules are in How Eve decides.
Answered
One of your Pokémon wins the one-on-one: it knocks the threat out before being knocked out, with items and Focus Sash counted. How Eve decides
Archetype / style
Teams that share at least 5 of 6 Pokémon. Eve names the style from abilities and moves.
Bring 4
You show six Pokémon but battle with four. After seeing the opponent's six, you pick your four and which two lead.
Focus Sash
Survives any one hit from full HP with 1 HP left.
Ladder
Pokémon Showdown's ranked online play. Smogon publishes what players there use each month; Eve's "most-used" lists come from it.
Lead
The two Pokémon you send out first. The other two of your four wait in the back.
Mega Evolution
One Pokémon per battle can Mega Evolve, which changes its stats and often its ability.
Nature
Raises one stat by 10% and lowers another. "Quiet" means more Sp. Atk, less Speed.
Needs a plan
No legal spread survives this hit in 15 of 16 rolls. A teammate, Protect or a switch has to cover it. How Eve decides
Open team sheet
Both players see each other's Pokémon, items, abilities and moves, but not spreads.
Priority
Some moves go first whatever the Speed, like Fake Out (+3) or Sucker Punch (+1). Speed only decides between moves of the same priority.
Regulation
The current rule set: which Pokémon, items and Megas are allowed, and from when to when. How Eve decides
Roll
Every attack does one of 16 random damage amounts. "15/16" means 15 of the 16 amounts. How Eve decides
Safe / Risky / KO'd
Survives 15–16 / 1–14 / 0 of the 16 amounts. How Eve decides
Screens
Reflect and Light Screen: for 5 turns they cut the damage your side takes from physical (Reflect) or special (Light Screen) attacks.
Speed tie
Two Pokémon with the same Speed: who moves first is a coin flip.
Spread (stat points)
66 points to boost a Pokémon's stats, at most 32 in one. Where they go decides what it survives and outspeeds. In Champions they replace EVs. How Eve decides
Tailwind
Doubles your side's Speed for 4 turns.
Team HP
The average HP left across the Pokémon a side brought (a fainted one counts as 0%). A turn's swing is how far the gap between the two sides moved.
Trade-off
What a spread change costs: the stats that go down, and any result it gives up. Eve always shows it. How Eve decides
Trick Room
For 5 turns, slower Pokémon move first.
Turning point
The turn where the difference in team HP moved most against you.
Usual spread
The most common spread for this Pokémon and nature in Smogon's latest monthly ladder stats. Eve uses it when a team sheet doesn't list spreads. How Eve decides