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