diff --git a/src/data/ability.ts b/src/data/ability.ts index 7e270f4d3f2..2fd08cf8850 100644 --- a/src/data/ability.ts +++ b/src/data/ability.ts @@ -4657,7 +4657,7 @@ export function initAbilities() { .attr(AlwaysHitAbAttr) .attr(DoubleBattleChanceAbAttr), new Ability(Abilities.STALL, 4) - .attr(ChangeMovePriorityAbAttr, (pokemon, move: Move) => true, -0.5), + .attr(ChangeMovePriorityAbAttr, (pokemon, move: Move) => true, -0.2), new Ability(Abilities.TECHNICIAN, 4) .attr(MovePowerBoostAbAttr, (user, target, move) => { const power = new Utils.NumberHolder(move.power); @@ -5343,7 +5343,7 @@ export function initAbilities() { .partial() // Healing not blocked by Heal Block .ignorable(), new Ability(Abilities.MYCELIUM_MIGHT, 9) - .attr(ChangeMovePriorityAbAttr, (pokemon, move) => move.category === MoveCategory.STATUS, -0.5) + .attr(ChangeMovePriorityAbAttr, (pokemon, move) => move.category === MoveCategory.STATUS, -0.2) .attr(PreventBypassSpeedChanceAbAttr, (pokemon, move) => move.category === MoveCategory.STATUS) .attr(MoveAbilityBypassAbAttr, (pokemon, move: Move) => move.category === MoveCategory.STATUS), new Ability(Abilities.MINDS_EYE, 9) diff --git a/src/phases.ts b/src/phases.ts index 81f4eb99ca9..34fbf7babb9 100644 --- a/src/phases.ts +++ b/src/phases.ts @@ -2352,7 +2352,7 @@ export class TurnStartPhase extends FieldPhase { // If the moves share the same original priority bracket, it can check for differences in battlerBypassSpeed and return the result. // This conditional is used to ensure that Quick Claw can still activate with abilities like Stall and Mycelium Might (attack moves only) // Otherwise, the game returns the user of the move with the highest priority. - const isSameBracket = Math.abs(aPriority.value - bPriority.value) === 0.5; + const isSameBracket = Math.ceil(aPriority.value) - Math.ceil(bPriority.value) === 0; if (aPriority.value !== bPriority.value) { if (isSameBracket && battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) { return battlerBypassSpeed[a].value ? -1 : 1;