We don't know enough about how SOS calling works just yet. Here's what we do know:
In each encounter-able area are 8 slots which hold a selection of Pokémon. The first slot is the list of Pokémon you'll run into for battle. The other 7 slots contain a list of SOS Pokémon that can be called on. When your Pokémon calls for help it randomly selects between these 7 slots to determine which Pokémon will come to its aid. We also know there's a chance that this call will fail. Here's the issue and potential resolutions:
- A Pokémon does not always call for help at the end of their turn, but the odds increase using an Adrenaline Orb. If we can find the value Adrenaline Orb alters we could 0 it out so that they never even attempt to call for help.
- When a Pokémon does call for help, it may not succeed. We don't know if this is a calculated percent chance of failure before determining which slot to call help from or if it's part of the process of determining which slot to call help from (aka, it randomly determines a slot 9 which results in failure).
So for now, we should study the use of Adrenaline Orbs and see what it is they affect exactly. This would also allow us to make an 'always call for help' code for those who are trying to chain battle.