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Rollout storage glitch

The Rollout storage glitch occurs in Pokémon Sun and Moon, Pokémon Ultra Sun and Ultra Moon, and Pokémon Sword and Shield.

If a Pokémon uses either of the moves Rollout or Ice Ball against a Mimikyu with its disguise intact or an Eiscue in Ice Face mode, the turn number of that move will be incremented, but the damage multiplier will not be (as a disguise-breaking hit skips the entire process of calculating damage). If the Rollout or Ice Ball then runs to its full 5 turns successfully, the last hit is considered turn 5 but only receives the damage boost of turn 4.

When that happens, the unused turn-5 damage boost is still stored: the attacking Pokémon is no longer locked into the move, and can use any number of intervening status moves. Once it uses a move that calls the damage formula, no matter what that move is, it will receive the damage boost associated with Rollout turn 5: x16 if it hadn't previously used Defense Curl, and x32 if it had. If that move is Rollout or Ice Ball again, the user will not be locked into it for any duration.

If two or more Mimikyu each switch in to have their disguises broken during the duration of a single Rollout, or if Eiscue regains its Ice Face by using Hail, the turn counters can become desynced by a margin greater than 1. For example, if the Rollout takes the disguises of three separate Mimikyu along the way, then the latest multiplier that ever gets tallied is the turn-2 multiplier (x2). Afterwards, the next damaging attack that Pokémon uses will receive a x4 multiplier, the attack after that will receive x8, and the third subsequent attack will receive x16, after which the game is satisfied that the Rollout is complete in all aspects, and further moves revert back to normal, with no latent multipliers.

If the move on which a stored Rollout multiplier gets consumed is itself a variable-power move, such as Return, Gyro Ball, Low Kick, or Fling, the game will apply that multiplier to the move's raw power as stored in the data table, in lieu of performing any of the normal computation as to what that move's base power should be. (In the case of all four of those mentioned attacks, their raw power is 1. Stored Power and Power Trip use 20, Rollout and Ice Ball themselves use 30, and Eruption and Water Spout use 150.)

If the user's next damaging move immediately following Rollout is a multi-target move, for these purposes it's treated as multiple moves in succession, with damage computed separately for each one. If the multi-target move hits your own teammate (such as Earthquake or Explosion), damage against that target is computed first. After that (or if the move is like Rock Slide and doesn't attempt to target the teammate at all, or if it does but they were immune to the move), consider the hit against the opponent on your right (their left), then the one on your left. For each of those targets that gets hit, consume the next lingering Rollout multiplier if there's one available, otherwise the attack simply deals normal damage against that opponent as if you never used Rollout at all.

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