Pokémon Showdown's protocol is relatively simple.
Pokémon Showdown is implemented in SockJS. SockJS is a compatibility layer over raw WebSocket, so you can actually connect to Pokémon Showdown directly using WebSocket:
ws://sim.smogon.com:8000/showdown/websocket
or
wss://sim.smogon.com/showdown/websocket
Client implementations you might want to look at for reference include:
- pickdenis' chat bot (Ruby) - https://github.com/pickdenis/ps-chatbot
- Quinella and TalkTakesTime's chat bot (Node.js) - https://github.com/TalkTakesTime/Pokemon-Showdown-Bot
- Nixola's chat bot (Lua) - https://github.com/Nixola/NixPSbot
- the official client (HTML5 + JavaScript) - https://github.com/Zarel/Pokemon-Showdown-Client
The official client logs protocol messages in the JavaScript console, so opening that (F12 in most browsers) can help tell you what's going on.
Messages from the user to the server are in the form:
ROOMID|TEXT
ROOMID can optionally be left blank if it's the lobby, or if the room
is irrelevant (for instance, if TEXT is a command like
/join lobby where it doesn't matter what room it's sent from, you can
just send |/join lobby.)
TEXT can contain newlines, in which case it'll be treated the same
way as if each line were sent to the room separately.
A partial list of available commands can be found with /help.
To log in, look at the documentation for the |challstr| server message.
Messages from the server to the user are in the form:
>ROOMID
MESSAGE
MESSAGE
MESSAGE
...
>ROOMID and the newline after it can be omitted if the room is lobby
or global. MESSAGE cannot start with >, so it's unambiguous whether
or not >ROOMID has been omitted.
As for the payload: it's made of any number of blocks of data separated by newlines; empty lines should be ignored. In particular, it should be treated the same way whether or not it ends in a newline, and if the payload is empty, the entire message should be ignored.
If MESSAGE doesn't start with |, it should be shown directly in the
room's log. Otherwise, it will be in the form:
|TYPE|DATA
For example:
|j| Some dude
|c|@Moderator|hi!
|c| Some dude|you suck and i hate you!
Some dude was banned by Moderator.
|l| Some dude
|b|battle-ou-12| Cool guy|@Moderator
This might be displayed as:
Some dude joined.
@Moderator: hi!
Some dude: you suck and i hate you!
Some dude was banned by Moderator.
Some dude left.
OU battle started between Cool guy and Moderator
For bandwidth reasons, five of the message types - chat, join, leave,
name, and battle - are sometimes abbreviated to c, j, l, n,
and b respectively. All other message types are written out in full so they
should be easy to understand.
Four of these can be uppercase: J, L, N, and B, which are
the equivalent of their lowercase versions, but are recommended not to be
displayed inline because they happen too often. For instance, the main server
gets around 5 joins/leaves a second, and showing that inline with chat would
make it near-impossible to chat.
USER = a user, the first character being their rank (users with no rank are
represented by a space), and the rest of the string being their username.
|init|ROOMTYPE
The first message received from a room when you join it.
ROOMTYPEis one of:chatorbattle
|title|TITLE
TITLEis the title of the room. The title is not guaranteed to resemble the room ID; for instance, roombattle-gen7uu-779767714could have titleAlice vs. Bob.
|users|USERLIST
USERLISTis a comma-separated list ofUSERs, sent from chat rooms when they're joined.
||MESSAGE or MESSAGE
We received a message
MESSAGE, which should be displayed directly in the room's log.
|html|HTML
We received an HTML message, which should be sanitized and displayed directly in the room's log.
|uhtml|NAME|HTML
We recieved an HTML message (NAME) that can change what it's displaying, this is used in things like our Polls system, for example.
|uhtmlchange|NAME|HTML
Changes the HTML display of the
|uhtml|message named (NAME).
|join|USER or |j|USER
USERjoined the room.
|leave|USER or |l|USER
USERleft the room.
|name|USER|OLDID or |n|USER|OLDID
A user changed name to
USER, and their previous userid wasOLDID.
|chat|USER|MESSAGE or |c|USER|MESSAGE
USERsaidMESSAGE. Note thatMESSAGEcan contain|characters, so you can't just split by|and take the fourth string.
|:|TIMESTAMP
|c:|TIMESTAMP|USER|MESSAGE
c:is pretty much the same asc, but also comes with a UNIX timestamp; (the number of seconds since 1970). This is used for accurate timestamps in chat logs.
:is the current time according to the server, so that times can be adjusted and reported in the local time in the case of a discrepancy.The exact fate of this command is uncertain - it may or may not be replaced with a more generalized way to transmit timestamps at some point.
|battle|ROOMID|USER1|USER2 or |b|ROOMID|USER1|USER2
A battle started between
USER1andUSER2, and the battle room has IDROOMID.
|popup|MESSAGE
Show the user a popup containing
MESSAGE.||denotes a newline in the popup.
|pm|SENDER|RECEIVER|MESSAGE
A PM was sent from
SENDERtoRECEIVERcontaining the messageMESSAGE.
|usercount|USERCOUNT
USERCOUNTis the number of users on the server.
|nametaken|USERNAME|MESSAGE
You tried to change your username to
USERNAMEbut it failed for the reason described inMESSAGE.
|challstr|CHALLSTR
You just connected to the server, and we're giving you some information you'll need to log in.
If you're already logged in and have session cookies, you can make an HTTP GET request to
http://play.pokemonshowdown.com/action.php?act=upkeep&challstr=CHALLSTROtherwise, you'll need to make an HTTP POST request to
http://play.pokemonshowdown.com/action.phpwith the dataact=login&name=USERNAME&pass=PASSWORD&challstr=CHALLSTR
USERNAMEis your username andPASSWORDis your password, andCHALLSTRis the value you got from|challstr|. Note thatCHALLSTRcontains|characters. (Also feel free to make the request tohttps://if your client supports it.)Either way, the response will start with
]and be followed by a JSON object which we'll calldata.Finish logging in (or renaming) by sending:
/trn USERNAME,0,ASSERTIONwhereUSERNAMEis your desired username andASSERTIONisdata.assertion.
|updateuser|USERNAME|NAMED|AVATAR
Your name or avatar was successfully changed. Your username is now
USERNAME.NAMEDwill be0if you are a guest or1otherwise. And your avatar is nowAVATAR.
|formats|FORMATSLIST
This server supports the formats specified in
FORMATSLIST.FORMATSLISTis a|-separated list ofFORMATs.FORMATis a format name with one or more of these suffixes:,#if the format uses random teams,,,if the format is only available for searching, and,if the format is only available for challenging. Sections are separated by two vertical bars with the number of the column of that section prefixed by,in it. After that follows the name of the section and another vertical bar.
|updatesearch|JSON
JSONis a JSON object representing the current state of what battles the user is currently searching for.
|updatechallenges|JSON
JSONis a JSON object representing the current state of who the user is challenging and who is challenging the user.
|queryresponse|QUERYTYPE|JSON
JSONis a JSON object representing containing the data that was requested with/query QUERYTYPEor/query QUERYTYPE DETAILS.Possible queries include
/query roomlistand/query userdetails USERNAME.
|tournament|create|FORMAT|GENERATOR|PLAYERCAP
FORMATis the name of the format in which each battle will be played.GENERATORis eitherEliminationorRound Robinand describes the type of bracket that will be used.Eliminationincludes a prefix that denotes the number of times a player can lose before being eliminated (Single,Double, etc.).Round Robinincludes the prefixDoubleif every matchup will battle twice.PLAYERCAPis a number representing the maximum amount of players that can join the tournament or0if no cap was specified.
|tournament|update|JSON
JSONis a JSON object representing the changes in the tournament since the last update you recieved or the start of the tournament. These include:
format: the tournament's custom name or the format being used
teambuilderFormat: the format being used; sent if a custom name was set
isStarted: whether or not the tournament has started
isJoined: whether or not you have joined the tournament
generator: the type of bracket being used by the tournament
playerCap: the player cap that was set or 0 if it was removed
bracketData: an object representing the current state of the bracket
challenges: a list of opponents that you can currently challenge
challengeBys: a list of opponents that can currently challenge you
challenged: the name of the opponent that has challenged you
challenging: the name of the opponent that you are challenging
|tournament|updateEnd
Signals the end of an update period.
|tournament|error|ERROR
An error of type
ERRORoccurred.
|tournament|forceend
The tournament was forcibly ended.
|tournament|join|USER
USERjoined the tournament.
|tournament|leave|USER
USERleft the tournament.
|tournament|start
The tournament started.
|tournament|replace|USER1|USER2
USER1was replaced byUSER2.
|tournament|disqualify|USER
USERwas disqualified from the tournament.
|tournament|battlestart|USER1|USER2|ROOMID
A tournament battle started between
USER1andUSER2, and the battle room has IDROOMID.
|tournament|battleend|USER1|USER2|RESULT|SCORE|RECORDED|ROOMID
The tournament battle between
USER1andUSER2in the battle roomROOMIDended.RESULTdescribes the outcome of the battle fromUSER1's perspective (win,loss, ordraw).SCOREis an array of length 2 that denotes the number of PokemonUSER1had left and the number of PokemonUSER2had left.RECORDEDwill befailif the battle ended in a draw and the bracket type does not support draws. Otherwise, it will besuccess.
|tournament|end|JSON
The tournament ended.
JSONis a JSON object containing:
results: the name(s) of the winner(s) of the tournament
format: the tournament's custom name or the format that was used
generator: the type of bracket that was used by the tournament
bracketData: an object representing the final state of the bracket
|tournament|scouting|SETTING
Players are now either allowed or not allowed to join other tournament battles based on
SETTING(allowordisallow).
|tournament|autostart|on|TIMEOUT
A timer was set for the tournament to auto-start in
TIMEOUTseconds.
|tournament|autostart|off
The timer for the tournament to auto-start was turned off.
|tournament|autodq|on|TIMEOUT
A timer was set for the tournament to auto-disqualify inactive players every
TIMEOUTseconds.
|tournament|autodq|off
The timer for the tournament to auto-disqualify inactive players was turned off.
|tournament|autodq|target|TIME
You have
TIMEseconds to make or accept a challenge, or else you will be disqualified for inactivity.
In addition to room messages, battles have their own messages.
|player|PLAYER|USERNAME|AVATAR
Appears when you join a battle room.
PLAYERdenotes which player it is (p1orp2) andUSERNAMEis the username.AVATARis the player's avatar identifier (usually a number, but other values can be used for custom avatars).
|gametype|GAMETYPE
|gen|GENNUM
|tier|TIERNAME
|rated
|rule|RULE: DESCRIPTION
Additional details when you join a battle room.
GAMETYPEis one ofsingles,doubles, ortriples;GENNUMdenotes the generation of Pokémon being played;tieris the format; andruleappears multiple times, once for each clause in effect.ratedonly appears if the battle is rated.
|clearpoke
|poke|PLAYER|DETAILS|ITEM
|poke|PLAYER|DETAILS|ITEM
...
|teampreview
These messages appear if you're playing a format that uses team previews.
PLAYERis the player ID (see|player|) andDETAILSdescribes the pokemon.|teampreviewcommonly appears after|ruletags instead of immediately after the pokemon list.The format for
DETAILSis described in|switch|, although not everything may be revealed. In particular, forme is sometimes not specified (so Arceus would appear asArceus-*since it's impossible to identify Arceus forme in Team Preview).
|start
Indicates that the game has started.
|request|REQUEST
Gives a JSON object containing a request for a choice (to move or switch). To assist in your decision,
REQUEST.activehas information about your active Pokémon, andREQUEST.sidehas information about your your team as a whole.
|inactive|MESSAGE or |inactiveoff|MESSAGE
A message related to the battle timer has been sent. The official client displays these messages in red.
inactivemeans that the timer is on at the time the message was sent, whileinactiveoffmeans that the timer is off.
|turn|NUMBER
It is now turn
NUMBER.
|win|USER
USERhas won the battle.
|tie
The battle has ended in a tie.
Pokémon can be identified either by a Pokémon ID (generally labeled
POKEMON in this document), or a details string (generally labeled
DETAILS).
A Pokémon ID is in the form POSITION: NAME. POSITION is the spot that
the Pokémon is in: it consists of the PLAYER of the player (see
|player|), followed by a letter indicating the given Pokémon's position,
counting from a.
An inactive Pokémon will not have a position letter.
In doubles and triples battles, a will refer to the leftmost Pokémon
on one team and the rightmost Pokémon on the other (so p1a faces p2c,
etc). NAME is the nickname of the Pokémon performing the action.
For example: p1a: Sparky could be a Charizard named Sparky.
p1: Dragonite could be an inactive Dragonite being healed by Heal Bell.
DETAILS is a comma-separated list of all information about a pokemon
visible on the battle screen: species, shininess, gender, and level. So it
starts with SPECIES, adding , shiny if it's shiny, , M if it's male,
, F if it's female, , L## if it's not level 100.
So, for instance, Deoxys-Speed is a level 100 non-shiny genderless
Deoxys (Speed forme). Sawsbuck, shiny, F, L50 is a level 50 shiny female
Sawsbuck (Spring form).
In Team Preview, DETAILS will not include information not available in
Team Preview (in particular, level and shininess will be left off), and
for Pokémon whose forme isn't revealed in Team Preview, it will be given as
-*. So, for instance, an Arceus in Team Preview would have the details
string Arceus-*.
For most commands, you can just use the position information in the
Pokémon ID to identify the Pokémon. Only a few commands actually change the
Pokémon in that position (|switch| switching, |replace| illusion dropping,
|drag| phazing, and |detailschange| permanent forme changes), and these
all specify DETAILS for you to perform updates with.
In battle, most Pokémon actions come in the form |ACTION|POKEMON|DETAILS
followed by a few messages detailing what happens after the action occurs.
Battle actions (especially minor actions) often come with tags such as
|[from] EFFECT|[of] SOURCE. EFFECT will be an effect (move, ability,
item, status, etc), and SOURCE will be a Pokémon. These can affect the
message or animation displayed, but do not affect anything else. Other
tags include |[still] (suppress animation) and |[silent] (suppress
message).
|move|POKEMON|MOVE|TARGET
The specified Pokémon has used move
MOVEatTARGET. If a move has multiple targets or no target,TARGETshould be ignored. If a move targets a side,TARGETwill be a (possibly fainted) Pokémon on that side.If
|[miss]is present, the move missed.
|[anim] MOVE2tells the client to use the animation ofMOVE2instead ofMOVEwhen displaying to the client.
|switch|POKEMON|DETAILS|HP STATUS or |drag|POKEMON|DETAILS|HP STATUS
A Pokémon identified by
POKEMONhas switched in (if there was an old Pokémon in that position, it is switched out).For the DETAILS format, see "Identifying Pokémon" above.
POKEMON|DETAILSrepresents all the information that can be used to tell Pokémon apart. If two pokemon have the samePOKEMON|DETAILS(which will never happen in any format with Species Clause), you usually won't be able to tell if the same pokemon switched in or a different pokemon switched in.The switched Pokémon has HP
HP, and statusSTATUS.HPis specified as a fraction; if it is your own Pokémon then it will beCURRENT/MAX, if not, it will be/100if HP Percentage Mod is in effect and/48otherwise.STATUScan be left blank, or it can beslp,par, etc.
switchmeans it was intentional, whiledragmeans it was unintentional (forced by Whirlwind, Roar, etc).
|detailschange|POKEMON|DETAILS|HP STATUS or
|-formechange|POKEMON|SPECIES|HP STATUS
The specified Pokémon has changed formes (via Mega Evolution, ability, etc.) to
SPECIES. If the forme change is permanent (Mega Evolution or a Shaymin-Sky that is frozen), thendetailschangewill appear; otherwise, the client will send-formechange.Syntax is the same as
|switch|above.
|replace|POKEMON|DETAILS|HP STATUS
Illusion has ended for the specified Pokémon. Syntax is the same as
|switch|above, but remember that everything you thought you knew about the previous Pokémon is now wrong.
POKEMONwill be the NEW Pokémon ID - i.e. it will have the nickname of the Zoroark (or other Illusion user).
|swap|POKEMON|POSITION
Moves already active
POKEMONto active fieldPOSITIONwhere the leftmost position is 0 and each position to the right counts up by 1.
|cant|POKEMON|REASON or |cant|POKEMON|REASON|MOVE
The Pokémon
POKEMONcould not perform a move because of the indicatedREASON(such as paralysis, Disable, etc). Sometimes, the move it was trying to use is given.
|faint|POKEMON
The Pokémon
POKEMONhas fainted.
Minor actions are less important than major actions. In the official client, they're usually displayed in small font if they have a message. Pretty much anything that happens in a battle other than a switch or the fact that a move was used is a minor action. So yes, the effects of a move such as damage or stat boosts are minor actions.
|-fail|POKEMON|ACTION
The specified
ACTIONhas failed against thePOKEMONtargetted. TheACTIONin question can be a move that fails, or a stat drop blocked by an ability like Hyper Cutter, in which caseACTIONwill beunboost|STAT, whereSTATindicates where the ability prevents stat drops. (For abilities that block all stat drops, like Clear Body,|STATdoes not appear.)
|-damage|POKEMON|HP STATUS
The specified Pokémon
POKEMONhas taken damage, and is now atHP STATUS(see|switch|for details).If
HPis 0,STATUSshould be ignored. The current behavior is forSTATUSto befnt, but this may change and should not be relied upon.
|-heal|POKEMON|HP STATUS
Same as
-damage, but the Pokémon has healed damage instead.
|-status|POKEMON|STATUS
The Pokémon
POKEMONhas been inflicted withSTATUS.
|-curestatus|POKEMON|STATUS
The Pokémon
POKEMONhas recovered fromSTATUS.
|-cureteam|POKEMON
The Pokémon
POKEMONhas used a move that cures its team of status effects, like Heal Bell.
|-boost|POKEMON|STAT|AMOUNT
The specified Pokémon
POKEMONhas gainedAMOUNTinSTAT, using the standard rules for Pokémon stat changes in-battle.STATis a standard three-letter abbreviation fot the stat in question, so Speed will bespe, Special Defense will bespd, etc.
|-unboost|POKEMON|STAT|AMOUNT
Same as
-boost, but for negative stat changes instead.
|-weather|WEATHER
Indicates the weather that is currently in effect. If
|[upkeep]is present, it means thatWEATHERwas active previously and is still in effect that turn. Otherwise, it means that the weather has changed due to a move or ability, or has expired, in which caseWEATHERwill benone.
|-fieldstart|CONDITION
The field condition
CONDITIONhas started. Field conditions are all effects that affect the entire field and aren't a weather. (For example: Trick Room, Grassy Terrain)
|-fieldend|CONDITION
Indicates that the field condition
CONDITIONhas ended.
|-sidestart|SIDE|CONDITION
A side condition
CONDITIONhas started onSIDE. Side conditions are all effects that affect one side of the field. (For example: Tailwind, Stealth Rock, Reflect)
|-sideend|SIDE|CONDITION
Indicates that the side condition
CONDITIONended for the givenSIDE.
|-crit|POKEMON
A move has dealt a critical hit against the
POKEMON.
|-supereffective|POKEMON
A move was super effective against the
POKEMON.
|-resisted|POKEMON
A move was not very effective against the
POKEMON.
|-immune|POKEMON
The
POKEMONwas immune to a move.
|-item|POKEMON|ITEM
The
ITEMheld by thePOKEMONhas been changed or revealed due to a move or ability. In addition, Air Balloon reveals itself when the Pokémon holding it switches in, so it will also cause this message to appear.
|-enditem|POKEMON|ITEM
The
ITEMheld byPOKEMONhas been destroyed, and it now holds no item. This can be because of an item's own effects (consumed Berries, Air Balloon), or by a move or ability, like Knock Off. If a berry is consumed, it also has an additional modifier|[eat]to indicate that it was consumed. This message does not appear if the item's ownership was changed (with a move or ability like Thief or Trick), even if the move or ability would result in a Pokémon without an item.
|-ability|POKEMON|ABILITY
The
ABILITYof thePOKEMONhas been changed due to a move/ability, or it has activated in a way that could not be better described by one of the other minor messages. For example, Clear Body sends-failwhen it blocks stat drops, while Mold Breaker sends this message to reveal itself upon switch-in.Note that Skill Swap does not send this message despite it changing abilities, because it does not reveal abilities when used between allies in a Double or Triple Battle.
|-endability|POKEMON
The
POKEMONhas had its ability surpressed, either by a move like Gastro Acid, or by the effects of Mummy.
|-transform|POKEMON|SPECIES
The Pokémon
POKEMONhas transformed intoSPECIESby the effect of Transform or the ability Imposter.
|-mega|POKEMON|MEGASTONE
The Pokémon
POKEMONusedMEGASTONEto Mega Evolve.
|-activate|EFFECT
A miscellaneous effect has activated. This is triggered whenever an effect could not be better described by one of the other minor messages: for example, healing abilities like Water Absorb simply use
-heal, and items that are consumed upon use have the-enditemmessage instead.
|-hint|MESSAGE
Displays a message in parentheses to the client. Hint messages appear to explain and clarify why certain actions, such as Fake Out and Mat Block failing, have occurred,
when there would normally be no in-game messages.
|-center
Appears in Triple Battles when only one Pokémon remains on each side, to indicate that the Pokémon have been automatically centered.
|-message|MESSAGE
Displays a miscellaneous message to the client. These messages are primarily used for messages from game mods that aren't supported by the client, like rule clauses such as Sleep Clause, or other metagames with custom messages for specific scenarios.
I'll document all the message types eventually, but for now this should be enough to get you started. You can watch the data sent and received from the server on a regular connection, or look at the client source code for a full list of message types.
These are how the client sends the player's decisions to the server. All
requests except /undo can be sent with |RQID at the end. RQID is
REQUEST.rqid from |request|. Each RQID is a unique number used to
identify which action the request was intended for and is used to protect
against race conditions involving /undo (the cancel button).
If an invalid request is sent, the game will replace the missing or erroneous request with a valid choice, which is usually the first usable move.
|/team ORDER
Chooses the team order. Numbers not listed are displaced to the back by swapping them with the number that took their place. For example
/team 25sets the team order from default to 253416.
|/move NUMBER TARGET
Uses your active Pokémon's
NUMBERth move onTARGETPokémon.NUMBERis usually a number ranging from 1 to 4 (although it can range up to 24 in Custom Games where Pokémon can have that many moves).
TARGETis optional and only needs to be specified for single target moves in doubles/triples formats. Moves withTARGETspecify which position they are trying to use the move on as a number wherein the opposing Pokémon are positive integers counting up from1starting on the right. Ally Pokémon targets are negative integers counting down from-1starting on the left.If
megais added as a final parameter, the Pokémon will Mega Evolve if possible.
|/switch NUMBER
Switches the active Pokémon with the
NUMBERth Pokémon on the team. In cases where a Pokémon is KOed, their replacement is also chosen with/switch. This should correspond to a non-active, non-fainted Pokémon, which meansNUMBERshould be between 2 and 6.
|/choose ACTION,ACTION,ACTION
For doubles/triples formats, decisions are sent for all team positions in the same line separated by commas.
ACTIONcan be any of the following:move,switch,shift,pass.
moveandswitchuse the same syntax as their respective commands explained above except without the/. In triples,/choose shiftrequests to|swap|the current outside Pokémon to the middle team position. pass is used to indicate that the Pokémon in that slot is not performing an action, for instance, because the Pokémon is fainted and you have no non-fainted Pokémon to replace it with, or because the Pokémon is not fainted while you are switching in replacements for fainted Pokémon. For example,/choose move 1 2,move 4 -1,passwill have the leftmost Pokémon attack the opponent's middle Pokémon with its first move, the middle Pokémon will attack its ally to the left with its fourth move, and the third team slot is empty.
|/undo
Attempts to cancel the last request so a new one can be made.