Pokémon Diamond Version, Pearl Version, and Platinum Version - Timing Notes
Contents
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Turn Phases
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Priority and Turn Order
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Switching Out
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Before the Attack
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Obedience Check
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Targeting
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Accuracy Check
- Pokémon Diamond Version, Pearl Version, and Platinum Version - During the attack
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Critical Hits
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Stat Stages
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Type Matchup Chart
- Pokémon Diamond Version, Pearl Version, and Platinum Version - After the attack
- Pokémon Diamond Version, Pearl Version, and Platinum Version - End of turn
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Switching Upon Fainting
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Chance of Running in Wild Battles
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Single Battle
- Pokémon Diamond Version, Pearl Version, and Platinum Version - Double Battle
Pokémon Diamond Version, Pearl Version, and Platinum Version - Turn Phases
A turn consists of four phases done in order:
-
Each player chooses a command for each Pokémon in battle, at the same
time. For each Pokémon in battle he or she controls, a player does one
of the following: have the Pokémon use one of its moves; use an item
from the Bag (in battles that allow it); or switch it out for another
Pokémon (that Pokémon must be an unfainted Pokémon not in battle, and
not an Egg, controlled by that player).
- If a player chooses an item, it’s used immediately, at that point.
- Switching Pokémon (resolved in " Turn order ")
- Attacks
- End-of-turn effects
Pokémon Diamond Version, Pearl Version, and Platinum Version - Priority and Turn Order
The order in which attacks will strike is set just after all commands are chosen, and again at the end of the turn. It is calculated according to the following rules:
- Attacks with a higher priority level strike first.
-
If two or more attacks have the same
priority level
, ties are broken using
each Pokémon in battle’s Speed
. The game does this by comparing the Speeds of two Pokémon at a time:
- If one Pokémon is holding Quick Claw and it activates for this turn (20% chance)*, or it is holding Custap Berry with the appropriate amount of HP remaining, it strikes before the other Pokémon. If this condition holds for both Pokémon, the one with the higher Speed strikes first; ties in Speed are broken at random.
- Otherwise, if one Pokémon is holding Full Incense or Lagging Tail, it strikes after the other Pokémon. If both Pokémon hold Full Incense, Lagging Tail, or both, the one with the lower Speed strikes first; ties in Speed are broken at random.
- Otherwise, if one Pokémon has Stall, it strikes after the other Pokémon. If both Pokémon have Stall, the one with the lower Speed strikes first; ties in Speed are broken at random.
- Otherwise, if Trick Room is in effect, the Pokémon with the lower Speed strikes first; ties in Speed are broken at random.
- Otherwise, the Pokémon with the higher Speed strikes first; ties in Speed are broken at random.
* If a Pokémon is holding Quick Claw at the beginning of the turn, that item will "activate" at a 20% chance. If it activates, its effect applies when turn order is determined both when commands are chosen and at the end of the turn, as long as the Pokémon is holding Quick Claw.
In Pokémon Battle Revolution, the above steps might not be accurate in some cases. For example, Trick Room’s effect takes precedence over Custap Berry’s and Quick Claw’s effect.
Priority Levels
All attacks are categorized in eleven priority levels.
- 5: Helping Hand
- 4: Magic Coat, Snatch
- 3: Protect, Detect, Endure, Follow Me
- 2: Feint
- 1: Quick Attack, Bide, Mach Punch, ExtremeSpeed, Fake Out, Sucker Punch, Vacuum Wave, Bullet Punch, Ice Shard, Shadow Sneak, Aqua Jet
- 0: All other moves
- -1: Vital Throw
- -3: Focus Punch
- -4: Revenge, Avalanche
- -5: Counter, Mirror Coat
- -6: Whirlwind, Roar
- -7: Trick Room
Modifications to Speed
- If the Pokémon has Simple, its Speed stat stage is doubled, then adjusted so it is neither less than -6 nor greater than 6.
- Speed stat stage is applied.
- During Rain Dance, the Pokémon’s Speed is doubled if it has Swift Swim.
- During Sunny Day, the Pokémon’s Speed is doubled if it has Chlorophyll.
- If the Pokémon is holding any one of the following, Speed is halved: Macho Brace, Iron Ball, Power Bracer, Power Belt, Power Lens, Power Band, Power Anklet, Power Weight. This applies even if Embargo is in effect for the Pokémon and even if it has Klutz.
- If the Pokémon is holding Choice Scarf, Speed is multiplied by 15/10.
- If the Pokémon’s current species is Ditto and is holding Quick Powder, its Speed is doubled.
- If the Pokémon has Quick Feet and is poisoned, burned, paralyzed, frozen, or asleep, Speed is multiplied by 15/10. Otherwise, if the Pokémon is paralyzed, its Speed is multiplied by 1/4.
- If the Pokémon has Slow Start and that ability is currently in effect, Speed is halved.
- If the Pokémon has Unburden, its Speed is doubled if it actually isn’t holding an item and if an item the Pokémon held was consumed or lost while the Pokémon had this ability and since the Pokémon entered the battle.
- If Tailwind is in effect for the Pokémon’s side, Speed is doubled.
Turn Order Rules
A Pokémon is considered to strike before other Pokémon when:
- It takes its attack segment during a turn.
- It uses Pursuit as a Pokémon is about to switch.
- It declares its intention to switch out normally or it changes to another Pokémon with Baton Pass, Healing Wish, Lunar Dance, or U-turn. (In either case, the Pokémon that replaces it will also be considered to strike before other Pokémon.)
- An item is used on it as commands are chosen in the turn.
Pokémon Diamond Version, Pearl Version, and Platinum Version - Switching Out
Before Pokémon switch out at the switching-out phase of the turn, a message is shown for each Pokémon that chose Focus Punch for use in turn order.
Whenever a Pokémon enters the battle, the following happens in this order:
- Effect of Toxic Spikes
- Effect of Spikes
- Effect of Stealth Rock
- Effect of Lunar Dance/Healing Wish
- Effects from abilities like Download and Intimidate are applied. If this is the end of the turn, other Pokémon that have Slow Start and didn’t just enter the battle have their Slow Start counter reduced by 1, if not already done this turn.
- Form changes, including Forecast, are applied.
- Effects from certain held items are applied.
If more than one Pokémon is chosen when Pokémon are switched in from fainted ones, the above effects don’t happen until all those Pokémon enter the battle (in turn order for the new Pokémon, taking into account effects like Quick Claw and Custap Berry that influence priority, except that Custap Berry is not consumed after use). At any other time when more than one Pokémon is chosen, the effects happen immediately after the Pokémon enters the battle.
If more than one Pokémon is switched in from fainted ones at the same time, new ones are switched in in the order of leader-first, opposing-first, leader-second, opposing-second. Each Pokémon switched in this way enters the battle before the next Pokémon is chosen.
At the beginning of a battle, effects from abilities, form changes, and held items resolve for each Pokémon in turn order, taking into account effects like Quick Claw and Custap Berry that influence priority, except that Custap Berry is not consumed after use.
Pokémon Diamond Version, Pearl Version, and Platinum Version - Before the Attack
In the attack phase, the turn order guides the order in which Pokémon do their attacks.
Before a Pokémon uses an attack, the following effects are checked, in this order:
- Freeze / Sleep
- Truant
- Disable
- Imprison
- Heal Block
- Confusion
- Flinching
- Taunt
- Gravity
- Attract
- Paralysis
- User thaws out if Flame Wheel or Sacred Fire was chosen for use
- Obedience check
The above check is not done if the Pokémon uses Pursuit as another Pokémon is about to switch.
If the checks succeed, the Pokémon uses the move and PP is reduced by 1. If the PP can’t be reduced this way, the Pokémon doesn’t use that move instead. (If that happens, the move is not considered as "prevented from being used", and Snatch doesn’t consider the attack as used.) (If the move is taken with Snatch or Magic Coat, the new user doesn’t lose PP for that use, even if it also has that move.)
The exception to PP reduction is Struggle when it’s chosen for use automatically because the Pokémon has no moves it could choose.
Pokémon Diamond Version, Pearl Version, and Platinum Version - Obedience Check
In battles in which Exp. Points can be gained, if the Pokémon tries to attack, the Pokémon’s 32-bit ID number, OT (Original Trainer) name, or both are different from those of the player, and its level is greater than the player’s "badge level", then this process is followed to determine whether the attack can be used.
-
The badge level is determined based on the number of Badges the player
has:
- No badges: Badge level=10
- Two or more badges: Badge level=30
- Four or more badges: Badge level=50
- Six or more badges: Badge level=70
- Eight or more badges: No obedience check is done
- A random integer from 0 through 255 is generated, and A is set to ((Level of Pokémon)+(Badge level))*(Random integer)/256.
- If A is greater than or equal to the badge level, the Pokémon is disobedient. Otherwise, this process stops and the attack is used as usual.
- If the Pokémon chose Rage for use, the effect of Rage is canceled.
- If the attack is Snore or Sleep Talk while the Pokémon is asleep, display "X ignored orders while asleep!" and the attack is canceled.
- Another random integer from 0 through 255 is generated, and B is set to ((Level of Pokémon)+(Badge level))*(Random integer)/256.
- If B is less than the badge level, display the message "X ignored orders!" and the Pokémon uses a different move that can be chosen for use if possible. [If a different move is used this way, PP is spent for that different move instead of the move ordered, and the ordered move is still the last move chosen for use, but the different move can be the last move used as usual.]
-
If B is greater than or equal to the badge level, C is set to (Level of
Pokémon)-(badge level), and R is set to a random integer from 0 through
255.
- If R is less than C and the Pokémon doesn’t have Vital Spirit or Insomnia and Uproar is not in effect for a Pokémon in battle, display "X began to nap!" and the Pokémon falls asleep. (Not prevented by Safeguard, Substitute, Leaf Guard, or other effects that prevent the Pokémon from sleeping.)
- Otherwise, if R minus C is less than C, display "X won’t obey!" and the Pokémon deals confusion damage to itself.
- Otherwise, display one of the following messages: "X won’t obey!", "X turned away!", "X is loafing around!", "X pretended to not notice!".
No obedience check is done if the Pokémon is continuing to use Bide.
Pokémon Diamond Version, Pearl Version, and Platinum Version - Targeting
The game now finds the attack’s target. This depends on the attack’s range.
The possible ranges are:
- All exc. user: All Pokémon other than the user.
- All opposing Pokémon
- Ally: User’s partner. If user doesn’t have a partner as commands are chosen, user doesn’t choose a target.)
- Both sides
- No particular target
- Opposing Pokémon’s side
- Random opposing Pokémon: A single opposing Pokémon, selected at random.
- Single exc. user: A single Pokémon other than the user, selected at random.
- Single opposing Pokémon
- User
- User or ally: Either the user or its partner (if any).
- User’s side
If an effect causes a Pokémon to use a move "with no particular target", or no target was selected for the move, and the move has a range of "single Pokémon except user", "no particular target", "opposing Pokémon selected at random", or "single opposing Pokémon", the target is chosen randomly among the opposing Pokémon. For all other target types, the move targets all Pokémon that fit the targeting criteria. Note that attacks with a range of "no particular target", "opposing Pokémon’s side", "user’s side", and "both sides" don’t target a particular Pokémon.
If an attack has more than one target, the effect is applied to each target separately, in the order in which they take their attack segments in that turn.
If an attack’s move has a single target and there is no Pokémon at a potential target’s position, the attack targets one of the opposing Pokémon instead, at random.
If an attack has no target, the attack does nothing.
Three effects affect targets: Follow Me, Lightningrod/Storm Drain, and Magic Coat. They are applied in this order:
- Follow Me takes effect. If the attack is redirected to another target, the remaining effects below are ignored. (See attack description for Follow Me for details.)
- If Magic Coat is in effect for the target when certain moves are used, that target uses that attack instead, and the remaining effects below for the previous attack are ignored. (See attack description for Magic Coat for details. If this effect happens, effects that trigger whenever that target is targeted by an attack don’t happen.)
- If a Pokémon other than the target has Lightningrod or Storm Drain, the attack is redirected to that target. (See those abilities' descriptions for details.)
The Pressure ability takes into account the target determined after Follow Me is applied.
If an attack has multiple targets, the effects for the first target in turn order resolve, then the effects for the second target in turn order, and so on.
Pokémon Diamond Version, Pearl Version, and Platinum Version - Accuracy Check
After targets are found, the attack proceeds against each target.
The steps below are followed to determine whether the attack hits.
- If some effect is true, the attack hits.
- If the attacker has Simple, multiply its accuracy stat stage by 2.
- If the target has Simple, multiply its evasiveness stat stage by 2.
- If the attacker has Unaware, the target’s evasiveness stat stage is set to 0.
- If the target has Unaware, the attacker’s accuracy stat stage is set to 0.
- If Foresight, Miracle Eye, or both is in effect for the target, the target’s evasiveness stat stage is set to 0 if it is greater than 0.
- The target’s evasiveness stat stage is subtracted from the attacker’s accuracy stat stage.
- The accuracy stat stage is adjusted so it is neither less than -6 nor greater than 6.
- The accuracy is set to the attack’s original accuracy.
- If the attack’s original accuracy is 0, the attack hits.
- If some effect is true, the attack hits.
- During Rain Dance, the accuracy of Thunder is set to 50.
- The accuracy is multipled by a number that depends on the accuracy stat stage .
- If the attacker has Compoundeyes, the accuracy is multiplied by 130/100.
- During Sandstorm, the accuracy is multiplied by 80/100 if the target has Sand Veil.
- During Hail, the accuracy is multiplied by 80/100 if the target has Snow Cloak.
- In fog (which is considered a weather condition), the accuracy is multiplied by 6/10.
- If the attacker has Hustle and the attack is physical, the accuracy is multiplied by 80/100.
- If the target has Tangled Feet and is confused, the accuracy is halved.
- If the target is holding BrightPowder or Lax Incense, the accuracy is multiplied by 90/100.
- If the attacker is holding Wide Lens, the accuracy is multiplied by 110/100.
- If the attacker is holding Zoom Lens and strikes last this turn, the accuracy is multiplied by 120/100.
- If the Micle Berry activated for the attacker, the accuracy is multiplied by 120/100, and that effect is removed.
- If Gravity is in effect, the accuracy is multiplied by 10/6.
- If a random integer from 0 through 99, plus 1, is less than or equal to the accuracy, the attack hits.
Accuracy Stat Stage
Multipliers for the accuracy stat stage. After applying the multiplier, the result is rounded down.
- -6: 33/100
- -5: 36/100
- -4: 43/100
- -3: 50/100
- -2: 60/100
- -1: 75/100
- 0: 100/100
- 1: 133/100
- 2: 166/100
- 3: 2/1
- 4: 250/100
- 5: 133/50
- 6: 3/1
Pokémon Diamond Version, Pearl Version, and Platinum Version - During the attack
If the attack hits and the attack deals damage, its damage is calculated.
Otherwise, if the attack hits, the attack’s effect happens, if possible.
Pokémon Diamond Version, Pearl Version, and Platinum Version - Critical Hits
- Set C to 0.
- If the attacker has Super Luck, add 1 to C.
- If Focus Energy is in effect for attacker, add 2 to C.
- If attack has a "good chance for a critical hit", add 1 to C.
- If attacker’s current species is Chansey and the attacker is holding Lucky Punch, add 2 to C.
- If attacker’s current species is Farfetch’d and the attacker is holding Stick, add 2 to C.
- If attacker is holding Scope Lens or Razor Claw, add 1 to C.
-
The critical hit chance is as follows:
- C = 0: 1/16
- C = 1: 1/8
- C = 2: 1/4
- C = 3: 1/3
- C = 4 or more: 1/2
Pokémon Diamond Version, Pearl Version, and Platinum Version - Stat Stages
Stat stages refer to levels that raise or lower stats during a battle. Each stat stage has 13 different levels.
Stat Stage | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
Stat Multiplier | 10/40 | 10/35 | 10/30 | 10/25 | 10/20 | 10/15 | 10/10 | 15/10 | 20/10 | 25/10 | 30/10 | 35/10 | 40/10 |
That stat scale applies to the stat stages for Attack, Defense, Special Attack, Special Defense, and Speed. At the start of a battle, each Pokémon’s stat stages begin at 0. The stat stages for a Pokémon are reset to 0 when the Pokémon leaves the battle, (except Baton Pass). Each stat stage can’t go lower than -6 or higher than 6.
To apply stat stages, multiply the stat by the stat multiplier for the corresponding stat stage.
The term "stat stages" refers to those for Attack, Defense, Special Attack, Special Defense, and Speed, as well as those for evasiveness and accuracy (see Accuracy check ).
Pokémon Diamond Version, Pearl Version, and Platinum Version - Type Matchup Chart
Attack types are the rows; Pokémon types are the columns. If a Pokémon has two types, the type matchups from both types are multiplied.
Attack Type | NOR | FIG | FLY | POI | GRO | ROC | BUG | GHO | STE | FIR | WAT | GRA | ELE | PSY | ICE | DRA | DAR |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
NORMAL | 1x | 1x | 1x | 1x | 1x | 1/2 | 1x | 0 | 1/2 | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x |
FIGHTING | 2x | 1x | 1/2 | 1/2 | 1x | 2x | 1/2 | 0 | 2x | 1x | 1x | 1x | 1x | 1/2 | 2x | 1x | 2x |
FLYING | 1x | 2x | 1x | 1x | 1x | 1/2 | 2x | 1x | 1/2 | 1x | 1x | 2x | 1/2 | 1x | 1x | 1x | 1x |
POISON | 1x | 1x | 1x | 1/2 | 1/2 | 1/2 | 1x | 1/2 | 0 | 1x | 1x | 2x | 1x | 1x | 1x | 1x | 1x |
GROUND | 1x | 1x | 0 | 2x | 1x | 2x | 1/2 | 1x | 2x | 2x | 1x | 1/2 | 2x | 1x | 1x | 1x | 1x |
ROCK | 1x | 1/2 | 2x | 1x | 1/2 | 1x | 2x | 1x | 1/2 | 2x | 1x | 1x | 1x | 1x | 2x | 1x | 1x |
BUG | 1x | 1/2 | 1/2 | 1/2 | 1x | 1x | 1x | 1/2 | 1/2 | 1/2 | 1x | 2x | 1x | 2x | 1x | 1x | 2x |
GHOST | 0 | 1x | 1x | 1x | 1x | 1x | 1x | 2x | 1/2 | 1x | 1x | 1x | 1x | 2x | 1x | 1x | 1/2 |
STEEL | 1x | 1x | 1x | 1x | 1x | 2x | 1x | 1x | 1/2 | 1/2 | 1/2 | 1x | 1/2 | 1x | 2x | 1x | 1x |
FIRE | 1x | 1x | 1x | 1x | 1x | 1/2 | 2x | 1x | 2x | 1/2 | 1/2 | 2x | 1x | 1x | 2x | 1/2 | 1x |
WATER | 1x | 1x | 1x | 1x | 2x | 2x | 1x | 1x | 1x | 2x | 1/2 | 1/2 | 1x | 1x | 1x | 1/2 | 1x |
GRASS | 1x | 1x | 1/2 | 1/2 | 2x | 2x | 1/2 | 1x | 1/2 | 1/2 | 2x | 1/2 | 1x | 1x | 1x | 1/2 | 1x |
ELECTRIC | 1x | 1x | 2x | 1x | 0 | 1x | 1x | 1x | 1x | 1x | 2x | 1/2 | 1/2 | 1x | 1x | 1/2 | 1x |
PSYCHIC | 1x | 2x | 1x | 2x | 1x | 1x | 1x | 1x | 1/2 | 1x | 1x | 1x | 1x | 1/2 | 1x | 1x | 0 |
ICE | 1x | 1x | 2x | 1x | 2x | 1x | 1x | 1x | 1/2 | 1/2 | 1/2 | 2x | 1x | 1x | 1/2 | 2x | 1x |
DRAGON | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1/2 | 1x | 1x | 1x | 1x | 1x | 1x | 2x | 1x |
DARK | 1x | 1/2 | 1x | 1x | 1x | 1x | 1x | 2x | 1/2 | 1x | 1x | 1x | 1x | 2x | 1x | 1x | 1/2 |
Pokémon Diamond Version, Pearl Version, and Platinum Version - After the attack
For most successful attacks, the following effect order is used:
- Use
- Chople Berry and the like
- Critical hit message
- Anger Point
- Endure
- Show "It’s "super effective" or "It’s not effective", as applicable
- "If this attack is successful" effects
-
Additional effects
- An additional effect won’t occur on a target if it has zero HP remaining, but will occur on its user (such as Metal Claw’s additional effect) even if the target is defeated.
- Rage
- Ability effects, using the ability the target/user had when the damage was dealt
- Enigma Berry, Jaboca Berry, Rowap Berry, Sticky Barb
- The target faints if it has 0 HP
- The target thaws out if attack is a Fire-type attack
- Life Orb/Shell Bell (only if attacker has at least 0 HP)
For Selfdestruct/Explosion/Memento, the above effects resolve for each target before the user faints.
Pokémon Diamond Version, Pearl Version, and Platinum Version - End of turn
Before applying end-of-turn effects, the priority for the turn is again calculated.
- Reflect
- Light Screen
- Mist
- Safeguard
- Tailwind
- Lucky Chant
- Wish
- Weather effect continues or ends
- Dry Skin/Rain Dish/Hydration/Ice Body (no order between them, resolved in turn order)
- Gravity
-
Resolved in turn order:
- Ingrain
- Aqua Ring
- Shed Skin/Speed Boost/Truant
- Black Sludge/Leftovers
- Poison
- Toxic
- Burn
- Nightmare
- Curse
- Multi-turn attacks
- HP loss from opposing Pokémon’s Bad Dreams
- Outrage and the like
- Uproar
- Disable
- Encore
- Taunt
- Magnet Rise
- Heal Block
- Embargo
- Yawn
- Sticky Barb
Then:
- Future Sight/Doom Desire (resolved in targets' Turn order)
- Perish Song (resolved in turn order)
- Switching fainted Pokémon (resolved leader-left, nonleader-left, leader-right, nonleader-right)
- Effects from abilities, form changes, items (see above). For Pokémon that have Slow Start and just entered the battle from fainted ones, the Slow Start effect begins (in turn order).
Pokémon Diamond Version, Pearl Version, and Platinum Version - Switching Upon Fainting
A Pokémon is not changed to a different one immediately after it faints, but rather at the very end of the turn, after all end-of-turn effects. This behavior is new starting with Pokémon Diamond Version and Pokémon Pearl Version. Some exceptions are mentioned in the move list using wording like "The new Pokémon enters the battle immediately."
In Single Battles as well as Double Battles, if a Pokémon faints during its attack segment, the other Pokémon can still take their attack segment if they haven’t done so already.
Pokémon Diamond Version, Pearl Version, and Platinum Version - Chance of Running in Wild Battles
In a wild Pokémon battle, after the player chooses the Run command for a Pokémon, if the unmodified Speed of the Pokémon trying to run is equal to or greater than the target’s, running is successful. Otherwise, the formula below is used.
X=(int(A*128/B)+(30*C)) % 256
where:
- A = Unmodified Speed of Pokémon trying to run
- B = Unmodified Speed of the target. If this value is 0, it becomes 1 instead.
- C = Number of times the player already tried to run this battle, not counting the current attempt. Doesn’t count attempts to run when an effect (such as Mean Look) prevents the Pokémon from running. This variable doesn’t change when the player’s Pokémon changes or when the Pokémon chooses an attack.
- "%" is the remainder operator.
If a random integer from 0 through 255 is less than X, running is successful. Otherwise, running fails.
Pokémon Diamond Version, Pearl Version, and Platinum Version - Single Battle
A Single Battle is a battle with one Pokémon in battle on each side. When a Single Battle starts, the first Pokémon on each side enters the battle.
Pokémon Diamond Version, Pearl Version, and Platinum Version - Double Battle
A Double Battle is a battle with two Pokémon in battle on each side. When a Double Battle starts, the first Pokémon on each side takes the left position, and the second Pokémon on each side takes the right position. If there are two Trainers on a single side, instead the first Pokémon on the left Trainer’s party takes the left position of that side, and the first Pokémon on the right Trainer’s party takes the right position of that side.
In Double Battles with wild Pokémon, Roar, Teleport, and Whirlwind will always fail. However, the player can still end such battles using a Pok Doll, Fluffy Tail, or the Run command. If the player has a partner Trainer when a Double Battle with wild Pokémon starts, each Pokémon in the player’s party and the partner Trainer’s party will have full HP and PP and stop being poisoned, burned, paralyzed, frozen, and asleep when the battle ends.