
Introduction:
Niantic released a PVP Update 2026 which seeks to improve stability & update the PVP system.
One specific update is: Damage & Energy resolves at the end of a turn.
Damage resolves at the end of each turn.
Energy is awarded at the same time damage is resolved.
Charged Attacks will now consistently resolve if used on the same turn the user is about to faint from a Fast Attack.
PVE Impact
If you've noticed this change actually occured in raids first. Energy is awarded at the end of each turn; with longer animation moves seemingly ending on the 2nd to last turn. For example:
– Dragon Tail (2t): Energy is awarded end of turn 1.
– Metal Claw (1t): Energy is awarded end of turn 1.
– Ice Fang (3t): Energy is awarded end of turn 2.
– Incinerate (5t): Energy is awarded end of turn 4.
Unintended nerf to 1bar/0.5s Fast moves.
However, due to the delayed energy resolve, Pokemon with 1bar charge moves and 0.5s (1t) fast move set ups:
– Necrozma Dawn Wings, Necromza Dusk Mane, Zacian Crown, Primal Groudon, Kyurem Black (shadow claw), Regieleki, Landorus Therian, Shadow Groudon
are forced to cast 1 extra fast move per charge move. This extra fast move deals damage but gains 0 effective energy.
Explanation of nerf: Since energy is awarded late, the charge move button is not tappable until the beginning of the next cycle, which makes the button not activtable even when 100 energy has been accumulated. The user is forced to cast an additional fast move to allow the game to update the charge move button. Consequently it deals damage but gains 0 effective energy due to overflow.
Estimated Damage Loss:
These would be the DPS*DPE changes unless the system, in raids, is changed. The calculations are the same however now we have to assume the player is casting 1 additional fast move per charge move.
| Move Combo | DPS*DPE before | DPS*DPE after | CM DPS Change |
|---|---|---|---|
| Moongeist Beam w/ Psycho Cut | 176.3 | 164.79 | -6.8% |
| Sunsteel Strike w/ Psycho Cut | 176.3 | 164.79 | -6.8% |
| Behemoth Blade w/ Metal Claw | 114.28 | 108.8 | -5% |
| Precipice Blades w/ Mud Shot | 96 | 90.56 | -6% |
| Sunsteel Strike w/ Metal Claw | 176.3 | 167.93 | -4.9% |
| Sandsear Storm w/ Mud Shot | 102.4 | 96.6 | -6% |
| Thunder Cage w/ Lock-On | 138.28 | 125.71 | -9.9% |
| Earthquake w/ Mud Shot | 56 | 52.83 | -6% |
Roughly, it is about the same % DPS loss as the energy gained from the fast move.
Case where you won't experience DPS Loss:
– The boss tops your energy bar off from sponging attacks. Because the boss attack intervenes at a separate time, your charge move button will be activatable the moment you receive damage.
– Using non 0.5s fast moves. It's seemingly the case that energy is awarded on the second to last turn of a cycle. This means the charge move becomes tappable properly when using 1.0s -> 2.5s AD fast moves. Examples are Dragon Tail, Incinerate, Gust, Ice Fang, etc.
VODs of the bug:
Case 1: Mewtwo with Psystrike is clearly seen tapping an extra psycho cut before charge move is available. Shown by extra 7 energy being accrued the exact same time the charge move is tappable.
Case 2: 11 Lock-Ons before thunder cage is completely tappable
Case 3: 13 Psycho Cuts instead of 12, + 2 tanked astonishes before MGB is completely tappable. Note Astonish grants 8 energy so 12 psycho cuts + 2 tanked astonish should have been 100 energy.
Update:
Test 1: This seems to significantly affect Regieleki. From my rotation calc it suggests:
Rainy: Volt Switch just barely beats out Lock On. (about 0.5% better)
Non Rainy or Party Power: Lock On is still the better option.
Test 2: For NDW This seems to have pushed Shadow Claw into a better option than Psycho Cut in Fog/Extreme situations versus Blacephalon, Giratina, Giratina Origin. (Ghost type pokemon weak to ghost and neutral to psychic) In windy situations, psycho cut still wins.
by CookieblobRs