'use strict'; const assert = require('../../assert'); const common = require('../../common'); let battle; describe('Charge', () => { afterEach(() => { battle.destroy(); }); it('should double the base power of the next Electric attack', () => { battle = common.createBattle([[ { species: 'Kilowattrel', moves: ['charge', 'thunderbolt'] }, ], [ { species: 'Dondozo', ability: 'shellarmor', moves: ['sleeptalk'] }, ]]); battle.makeChoices(); battle.makeChoices('move thunderbolt', 'auto'); assert.fainted(battle.p2.active[0]); }); it('should remain active until an Electric-type attack is used', () => { battle = common.createBattle([[ { species: 'Kilowattrel', moves: ['charge', 'agility', 'airslash', 'thunderbolt', 'naturepower'] }, ], [ { species: 'Baxcalibur', moves: ['sleeptalk', 'electricterrain'] }, ]]); battle.makeChoices(); battle.makeChoices('move agility', 'auto'); assert(battle.p1.active[0].volatiles['charge']); battle.makeChoices('move airslash', 'auto'); assert(battle.p1.active[0].volatiles['charge']); battle.makeChoices('move thunderbolt', 'auto'); assert.false(battle.p1.active[0].volatiles['charge']); battle.makeChoices('auto', 'move electricterrain'); battle.makeChoices('move naturepower', 'auto'); assert.false(battle.p1.active[0].volatiles['charge']); }); it('should wear off after an Electric-type status move that is not Charge is used', () => { battle = common.createBattle([[ { species: 'Kilowattrel', moves: ['charge', 'thunderwave'] }, ], [ { species: 'Baxcalibur', moves: ['sleeptalk'] }, ]]); battle.makeChoices(); battle.makeChoices(); assert(battle.p1.active[0].volatiles['charge']); battle.makeChoices('move thunderwave', 'auto'); assert.false(battle.p1.active[0].volatiles['charge']); }); }); describe('Charge [Gen 8]', () => { afterEach(() => { battle.destroy(); }); it('should wear off after a move of any type is used', () => { battle = common.gen(8).createBattle([[ { species: 'Pikachu', moves: ['charge', 'tackle', 'thundershock'] }, ], [ { species: 'Dragapult', moves: ['sleeptalk'] }, ]]); battle.makeChoices(); battle.makeChoices('move tackle', 'auto'); assert.false(battle.p1.active[0].volatiles['charge']); battle.makeChoices(); battle.makeChoices('move thundershock', 'auto'); assert.false(battle.p1.active[0].volatiles['charge']); }); });