Blocking/Immune to attacks

Alot of the immunity moves are for 1 turn, but if that pet goes first it counts for that round and the next. This is an exploit of the mechanics imo. The wording on all immunity/block spells needs to be changed to # of attacks not turns.

Not an exploit, more an example of tooltips that maybe don’t go into enough detail. “Lasts 1 round” is really “Lasts through end of next round”. Abilities like Bubble, for example, explicitly say they’re referring to next attacks.

This is working as intended, and in now way an exploit. This is where having a higher speed gives an advantage. You are sacrificing other stats, lower health/attack by having the higher speed, but you get the advantages of having moves like this block for two rounds instead of one.

There are other defensive moves that work differently, some that block the next attack, some that block 2 attacks, some that only last the current round but always go first. I find it useful to have a diversity of defensive abilities. In some cases the dodge until the next round is superior, but in other cases the abilities that block the next two attacks are superior. Building your team knowing which is better in which circumstance is what makes pet battles fun in my opinion.

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Unless you’re the AI trainers, in which case your OP unnecessary epic/legendary pet type gives you ridiculous attack AND more speed than the fastest blues.

Just one of many ways pet battling (PVE, not PVP) is the epitome of fake difficulty.

PVE pet battles aren’t necessarily fake difficulty, just a different game than PVP pet battles. PVE battles are about learning the ai’s rotation and taking advantage of it to counter his team. Other than the ones that their chosen move is rng, those fights need to be taken out.