5th Gen Move/Ability/Item Updates Project - Read Post #265

Oglemi

Borf
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<h2>Competitive Use</h2>
<p>Besides merely completing the EdgeQuake coverage when used in conjunction with Earthquake, this move has another use in allowing Ground-type sweepers a chance to hit Pokemon that would otherwise wall their primary STAB. For example, despite Rhyperior's power, it is unable to break through Bronzong's defenses in conjunction with Levitate. However, a Smack Down on the turn Bronzong switches in will allow Rhyperior to hit it for super effective damage via Earthquake. It also can see situational usage on Fighting-types that also utilize Earthquake, but this is not preferable as Stone Edge hits Flying-types harder, and many Flying-types take neutral damage from Fighting-type attacks in the first place.</p>

<h2>Related Moves</h2>
<p>Gravity disables Ground-type immunities for 5 turns, but affects the user's team as well and does not deal damage.</p>
<p>Stone Edge is a more powerful Rock-type move that does not negate Ground-type immunities.</p>

<h2>Competitive Use</h2>
<p>SmellingSalt has little competitive use due primarily to two reasons. First, it is very exclusive; only a select few Pokemon (mostly Fighting-types) learn this move. Secondly, it is typically better to keep a foe paralyzed then to get rid of that status (unless one is able to KO them). Most of the time, Return or Frustration, which are more powerful than SmellingSalt most of the time and given to a much wider variety of Pokemon, will serve a better purpose on a moveset.</p>

<h2>Related Moves</h2>
<p>Wake-Up Slap has the same effect and Base Power, but doubles in power when the opponent is sleeping rather than paralyzed.</p>

<h2>Competitive Use</h2>
<p>Smog is simply too weak to see any competitive use. While the 40% chance to poison the opponent is nice, and higher than any similar moves, the lack of Base Power means that you are better off either using Toxic or a different Poison-type move. Interestingly, a multitude of Fire-types get this attack; however, the one main type they would want to hit with this move would be the Grass-type, and their STAB already scores a super effective hit on said type.</p>

<h2>Related Moves</h2>
<p>Gunk Shot has a 30% chance to poison the target and has 120 Base Power.</p>
<p>Poison Jab has a 30% chance to poison the target and has 80 Base Power.</p>
<p>Poison Sting has a 30% chance to poison the target and has 15 Base Power.</p>
<p>Poison Tail has a 10% chance to poison the target and has 50 Base Power.</p>
<p>Sludge has a 30% chance to poison the target and has 65 Base Power.</p>
<p>Sludge Bomb has a 30% chance to poison the target and has 90 Base Power.</p>
<p>Sludge Wave has a 10% chance to poison the target and has 95 Base Power.</p>

<h2>Competitive Use</h2>
<p>SmokeScreen, despite the fact that it does not fall under Evasion Clause, does not have competitive use due to the relative uselessness of lowering the foe's accuracy. The foe can switch out when they please to negate the effects of SmokeScreen. Perhaps a Pokemon such as Kingdra could use an extremely gimmicky set with SmokeScreen to try to force the opponent out to get a Dragon Dance, but no Pokemon wants to dedicate an entire moveslot to this move.</p>

<h2>Related Moves </h2>
<p>Flash is a Normal-type equivalent.</p>
<p>Sand-Attack is a Ground-type equivalent.</p>
<p>Kinesis is a Psychic-type equivalent with lower accuracy.</p>


<h2>Competitive Use</h2>
<p>Snarl is not a very useful move due to the fact that it is nothing more than a specially based Growl. However, due to the fact that it is a TM move in BW, there are many Pokemon that get it. Perhaps it could see use on a defensive Pokemon such as Mandibuzz or Umbreon, who could use it to cause switches in conjunction with their natural bulk.</p>


<h2>Competitive Use</h2>
<p>Although a gimmicky strategy, Snatch can be used due to the array of beneficial effects it has if the user predicts well. For example, many Pokemon that learn Snatch are very weak defensively and thus the opponent may bring in a Dragon-type in to set up Dragon Dance on them. If the user predicts this and uses Snatch, it could be a game-changing surprise. It may also see use rarely on something such as Reuniclus, who is often not able to break through Pokemon such as Blissey. With Snatch, it can take the effects of Softboiled as Blissey uses it.</p>


<h2>Competitive Use</h2>
<p>Although Snore is given out liberally through breeding, most Pokemon cannot make use of it due to its low Base Power, which makes it generally inferior to Sleep Talk (which has the chance to pick a much stronger or useful move). It does perhaps merit interest due to being at only 40 Base Power and thus being boosted by Technician; for example, Scizor or even Persian could perhaps utilize a bulky set with Rest, Technician-boosted Snore, and the handy 30% flinch chance. Of course, this is gimmicky at best. Whatever you do, do not teach this move to the few Pokemon that learn it and have the ability Vital Spirit.</p>

<h2>Related Moves</h2>
<p>Sleep Talk can only be used once the user is sleeping, but rather than having set damage and effects, it uses one of the Pokemon's other moves within its moveset.</p>


<h2>Competitive Use</h2>
<p>Soak has the right idea behind becoming a competitively useful move; unfortunately, it is given out so sparsely that no Pokemon that gets it can make good use of it. Every Pokemon that gets it (with the exception of Azurill) is Water-type, and virtually none of these Pokemon have very good coverage. Perhaps Octillery could abuse Soak and Charge Beam to accumulate boosts to its Special Attack while taking out common counters, but this takes a bit too much time to set up to be efficient. Alternatively, Soak Azurill could be useful in Little Cup since most of its counters are Steel-types, and will not enjoy taking a hit from Azurill with that Steel typing gone.</p>


<h2>Competitive Use</h2>
<p>Softboiled is known as the signature move of two of the best stallers in the game: Blissey and Chansey. Unfortunately, it faces stiff competition with Wish, a move that can heal the rest of these two Pokemon's team as well. It does, however, have the nice use of instant, reliable recovery. Also notable in the lower tiers is Clefable, who possesses Magic Guard; it too has access to the often more useful Wish. Perhaps if Softboiled was more widespread, it would see more use, as it is by no means a bad move.</p>

<h2>Related Moves</h2>
<p>Milk Drink has the same effect as Softboiled.</p>
<p>Recover has the same effect as Softboiled.</p>
<p>Slack Off has the same effect as Softboiled.</p>
<p>Heal Order has the same effect as Softboiled, but is a Bug-type move.</p>
<p>Moonlight, Morning Sun, and Synthesis heal the user, but vary in how much they heal depending on the weather.</p>


<h2>Competitive Use</h2>
<p>Sun seems to be one of the only weather conditions in OU that has not had limitations put on it, and SolarBeam certainly is a move to be used in the sun. Given to many Grass- and Fire-types, it is notable in allowing the latter to hit Water-types, who are already nerfed in the sun. Some notable users include Moltres, who has a massive Special Attack stat and complements Venusaur, a common sun sweeper, well. Coincidentally, if a user is feeling risky, they could use SolarBeam on Venusaur alongside Growth (another move to be used in the sun) due to its massive damage output. SolarBeam does have the unfortunate drawback of luring in other weather manipulators, who will come in as the user sets up and essentially trap them. In the other tiers, SolarBeam is still a semi-viable strategy; of course, Drought is banned in UU and below, and Vulpix is banned from Little Cup.</p>


<h2>Competitive Use</h2>
<p>Everything bar Shedinja hits an HP stat of over 20 at level 100, and nigh everything reaches a level so far above 20 HP that SonicBoom is virtually useless. The only tier it would be useful in would be Little Cup, but it is banned there due to the comparatively massive damage it does to everything.</p>

<h2>Related Moves</h2>
<p>Dragon Rage always deals 40 damage.</p>
<p>Night Shade and Seismic Toss always deal damage equivalent to the level of the target.</p>


 
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<h2>Competitive Use</h2>
<p>Besides merely completing the EdgeQuake coverage when used in conjunction with Earthquake, this move has another use in allowing Ground-type sweepers a chance to hit Pokemon that would otherwise wall their primary STAB. For example, despite Rhyperior's power, it is unable to break through Bronzong's defenses in conjunction with Levitate. However, a Smack Down on the turn Bronzong switches in will allow Rhyperior to hit it for super effective damage via Earthquake. It also can see situational usage on Fighting-types that also utilize Earthquake, but this is not preferable as Stone Edge hits Flying-types harder, and many Flying-types take neutral damage from Fighting-type attacks in the first place.</p>

<h2>Related Moves</h2>
<p>Gravity disables Ground-type immunities for 5 turns, but affects the user's team as well and does not deal damage.</p>
<p>Stone Edge is a more powerful Rock-type move that does not negate Ground-type immunities.</p>

<h2>Competitive Use</h2>
<p>SmellingSalt has little competitive use due primarily to two reasons. First, it is very exclusive; only a select few Pokemon (mostly Fighting-types) learn this move. Secondly, it is typically better to keep a foe paralyzed then to get rid of that status (unless one is able to KO them). Most of the time, Return or Frustration, which are more powerful than SmellingSalt most of the time and given to a much wider variety of Pokemon, will serve a better purpose on a moveset.</p>

<h2>Related Moves</h2>
<p>Wake-Up Slap has the same effect and Base Power, but doubles in power when the opponent is sleeping rather than paralyzed.</p>

<h2>Competitive Use</h2>
<p>Smog is simply too weak to see any competitive use. While the 40% chance to poison the opponent is nice, and higher than any similar moves, the lack of Base Power means that you are better off either using Toxic or a different Poison-type move. Interestingly, a multitude of Fire-types get this attack; however, the one main type they would want to hit with this move would be the Grass-type, and their STAB already scores a super effective hit on said type.</p>

<h2>Related Moves</h2>
<p>Gunk Shot has a 30% chance to poison the target and has 120 Base Power.</p>
<p>Poison Jab has a 30% chance to poison the target and has 80 Base Power.</p>
<p>Poison Sting has a 30% chance to poison the target and has 15 Base Power.</p>
<p>Poison Tail has a 10% chance to poison the target and has 50 Base Power.</p>
<p>Sludge has a 30% chance to poison the target and has 65 Base Power.</p>
<p>Sludge Bomb has a 30% chance to poison the target and has 90 Base Power.</p>
<p>Sludge Wave has a 10% chance to poison the target and has 95 Base Power.</p>

<h2>Competitive Use</h2>
<p>SmokeScreen, despite the fact that it does not fall under Evasion Clause, does not have competitive use due to the relative uselessness of lowering the foe's accuracy. The foe can switch out when they please to negate the effects of SmokeScreen. Perhaps a Pokemon such as Kingdra could use an extremely gimmicky set with SmokeScreen to try to force the opponent out to get a Dragon Dance, but no Pokemon wants to dedicate an entire moveslot to this move.</p>

<h2>Related Moves </h2>
<p>Flash is a Normal-type equivalent.</p>
<p>Sand-Attack is a Ground-type equivalent.</p>
<p>Kinesis is a Psychic-type equivalent with lower accuracy.</p>


<h2>Competitive Use</h2>
<p>Snarl is not a very useful move due to the fact that it is nothing more than a specially based Growl. However, due to the fact that it is a TM move in BW, there are many Pokemon that get it. Perhaps it could see use on a defensive Pokemon such as Mandibuzz or Umbreon, who could use it to cause switches in conjunction with their natural bulk.</p>


<h2>Competitive Use</h2>
<p>Although a gimmicky strategy, Snatch can be used due to the array of beneficial effects it has if the user predicts well. For example, many Pokemon that learn Snatch are very weak defensively and thus the opponent may bring in a Dragon-type in to set up Dragon Dance on them. If the user predicts this and uses Snatch, it could be a game-changing surprise. It may also see use rarely on something such as Reuniclus, who is often not able to break through Pokemon such as Blissey. With Snatch, it can take the effects of Softboiled as Blissey uses it.</p>


<h2>Competitive Use</h2>
<p>Although Snore is given out liberally through breeding, most Pokemon cannot make use of it due to its low Base Power, which makes it generally inferior to Sleep Talk (which has the chance to pick a much stronger or useful move). It does perhaps merit interest due to being at only 40 Base Power and thus being boosted by Technician; for example, Scizor or even Persian could perhaps utilize a bulky set with Rest, Technician-boosted Snore, and the handy 30% flinch chance. Of course, this is gimmicky at best. Whatever you do, do not teach this move to the few Pokemon that learn it and have the ability Vital Spirit.</p>

<h2>Related Moves</h2>
<p>Sleep Talk can only be used once the user is sleeping, but rather than having set damage and effects, it uses one of the Pokemon's other moves within its moveset.</p>


<h2>Competitive Use</h2>
<p>Soak has the right idea behind becoming a competitively useful move; unfortunately, it is given out so sparsely that no Pokemon that gets it can make good use of it. Every Pokemon that gets it (with the exception of Azurill) is Water-type, and virtually none of these Pokemon have very good coverage. Perhaps Octillery could abuse Soak and Charge Beam to accumulate boosts to its Special Attack while taking out common counters, but this takes a bit too much time to set up to be efficient. Alternatively, Soak Azurill could be useful in Little Cup since most of its counters are Steel-types, and will not enjoy taking a hit from Azurill with that Steel typing gone.</p>


<h2>Competitive Use</h2>
<p>Softboiled is known as the signature move of two of the best stallers in the game: Blissey and Chansey. Unfortunately, it faces stiff competition with Wish, a move that can heal the rest of these two Pokemon's team as well. It does, however, have the nice use of instant, reliable recovery. Also notable in the lower tiers is Clefable, who possesses Magic Guard; it too has access to the often more useful Wish. Perhaps if Softboiled was more widespread, it would see more use, as it is by no means a bad move.</p>

<h2>Related Moves</h2>
<p>Milk Drink has the same effect as Softboiled.</p>
<p>Recover has the same effect as Softboiled.</p>
<p>Slack Off has the same effect as Softboiled.</p>
<p>Heal Order has the same effect as Softboiled, but is a Bug-type move.</p>
<p>Moonlight, Morning Sun, and Synthesis heal the user, but vary in how much they heal depending on the weather.</p>


<h2>Competitive Use</h2>
<p>Sun seems to be one of the only weather conditions in OU that has not had limitations put on it, and SolarBeam certainly is a move to be used in the sun. Given to many Grass- and Fire-types, it is notable in allowing the latter to hit Water-types, who are already nerfed in the sun. Some notable users include Moltres, who has a massive Special Attack stat and complements Venusaur, a common sun sweeper, well. Coincidentally, if a user is feeling risky, they could use SolarBeam on Venusaur alongside Growth (another move to be used in the sun) due to its massive damage output. SolarBeam does have the unfortunate drawback of luring in other weather manipulators, who will come in as the user sets up and essentially trap them. In the other tiers, SolarBeam is still a semi-viable strategy; of course, Drought is banned in UU and below, and Vulpix is banned from Little Cup.</p>


<h2>Competitive Use</h2>
<p>Everything bar Shedinja hits an HP stat of over 20 at level 100, and nigh everything reaches a level so far above 20 HP that SonicBoom is virtually useless. The only tier it would be useful in would be Little Cup, but it is banned there due to the comparatively massive damage it does to everything.</p>

<h2>Related Moves</h2>
<p>Dragon Rage always deals 40 damage.</p>
<p>Night Shade and Seismic Toss always deal damage equivalent to the level of the target.</p>


I'll get these uploaded.

Edit: Done. My only concern is that Snarl's competitive section was really poor and seemed to misunderstood what the move did. I rewrote it with a quick mini GP from #grammar.
 

Oglemi

Borf
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Alright, here's a list of what needs to be done in the short term:

The following need to be GPed and uploaded:

Power Split -> Pursuit
http://www.smogon.com/forums/showpost.php?p=4167626&postcount=169

The following moves need expanded or whole Competitive Use sections:
Facade
Fake Out (needs importance of VGC use)
FeatherDance (Prankster Murkrow mention needed)
Feint (needs importance of VGC use)
Final Gambit (Accelgor in RU)
Flamethrower
Frenzy Plant (needs whole CU)
Giga Impact (needs whole CU)
Heal Order
Heal Pulse
Heart Stamp (needs whole CU)
Heart Swap (needs whole CU)
Heat Crash (needs whole CU)
Heat Wave (needs whole CU)

Helping Hand (needs VGC importance)
Hydro Cannon (needs whole CU)
Hyper Beam (needs whole CU)
Roar of Time (needs whole CU)
Spacial Rend (needs whole CU)
Spark (needs whole CU)
Spit Up (needs whole CU)
Spite (needs whole CU)
String Shot
Struggle
Struggle Bug
Stun Spore
Submission
Substitute
Sucker Punch
Super Fang
Superpower
Supersonic
Swagger
Swallow
Sweet Kiss
Sweet Scent
Swift
Switcheroo
Swords Dance
Synchronoise
Synthesis

Tail Glow
Tail Slap
Tail Whip
Tailwind

ThunderPunch
ThunderShock
Tickle
Torment
Toxic
Toxic Spikes
Transform
Tri Attack
Trick

Vine Whip
Wrap
Wring Out


in case it wasn't obvious, all of the bolded ones need CU sections

The following needs an entry:

Lagging Tail
 
The following moves need expanded or whole Competitive Use sections:
Facade
Fake Out (needs importance of VGC use)
FeatherDance (Prankster Murkrow mention needed)
Feint (needs importance of VGC use)
Final Gambit (Accelgor in RU)
Flamethrower
Frenzy Plant (needs whole CU)
Giga Impact (needs whole CU)
I suppose I'll try my hand at reworking these CU sections. Expect me to edit this post later with the updated versions.

Edit: Here we go. If I can get a GP check from someone, I'll upload them in a heartbeat:

<h2>Competitive Use</h2>
<p>While most of the time, the more powerful and consistant Return or Frustration are better options than Facade, Facade is particularly useful on Pokemon that utilize a Toxic Orb or a Flame Orb. With either item, you are assured to have a 140 Base Power Normal-type attack at your disposal every game. Swellow and Ursaring are both classic Guts users who appreciate a more powerful Normal-type STAB attack. The boost from Guts and Facade's raw power while affected by a status condition go hand in hand. Other Pokemon that don't receive STAB from Facade can still find use for it if they're in need of neutral coverage. Gliscor can utilize Facade to achieve decent coverage alongside Earthquake. In UU, it isn't unheard of using a Guts Heracross with Facade to break through a few pesky Poison-types.</p>


<h2>Competitive Use</h2>
<p>Fake Out has a bit of utility in singles metagames for a bit of quick and simple (albeit very predictable) damage. The move's poster children include Meinshao and Ambipom, both of which are well known for their sets' revolving around using Fake Out and switching out with U-turn before the foe can break their fragile bones.</p>

<p>In the VGC environment, Fake Out is one of the best moves around. The ability to completely shut down one of your foe's Pokemon while your partner attacks is absolutely fantastic. Whether it buys you some time to take down a key threat or just acts as a way to get off some easy damage with a spread attack, Fake Out is always something to consider and be prepared for when building your team. Hitmontop is VGC's classic rags-to-riches story and Fake Out is a big reason why. Technician can beef up the pitiful 40 Base Power of Fake Out if you wish, or you could slap it on an Intimidate Hitmontop for an awesome all-out team support Pokemon. If you ever find yourself finding it difficult to set up Trick Room, Hariyama is a great option to help get it up, all thanks to Fake Out. Not only does Fake Out allow your Trick Room setter to worry about one less Pokemon, but it gives Hariyama the time it needs to have its Flame Orb or Toxic Orb activate.</p>


<h2>Competitive Use</h2>
<p>It's a shame that most of the Pokemon given FeatherDance can't do much with it. Cushioning attacks is always fine and dandy, but most of the Pokemon that get it, such as Staraptor or Blaziken, would rather be smashing faces in than lowering their foe's stats. The only real exception to this rule is Murkrow. With Prankster, Eviolite, Roost, and FeatherDance, Murkrow can take hits surprisingly well against the meanest of physical threats. You could also make a case for Magic Bounce Xatu, although it's usually a better idea setting up a Reflect and switching out with U-Turn to set something up.</p>


<h2>Competitive Use</h2>
<p>Feint is mostly still useless in most of the singles metagames out there, but it can come in handy in VGC play. Feint not only hits through Protect, but leaves the Pokemon exposed to your partner's attacks in the process. A timely Feint on a predictable Protect and a powerful attack from your partner Pokemon can turn around a match completely. Good users to consider include Pokemon that wield Fake Out and make Protect all the more predictable, such as Hitmontop, Sableye, and Infernape.</p>


<h2>Competitive Use</h2>
<p>We're all still mourning the death of Explosion from the transition between generations, but Final Gambit helps ease those woes just a tad. If you decide on using Final Gambit, try to get your user's HP as high as possible and make sure they can outrun a large majority of common threats. You'll also need to have a good Rapid Spin user on hand to make sure you're Final Gambit user has as much HP as possible when it's ready to roll. Final Gambit users also make good leads, as it can net a quick KO on a troublesome foe or leave a bulky wall in deep trouble. Good users include Accelgor in RU who blazes past and quickly KOs nearly every Pokemon it meets, and Choice Scarf Victini in UU and OU for the occasional surprise KO.</p>


<h2>Competitive Use</h2>
<p>Great Base Power, perfect accuracy, wide distribution... there really isn't a lot to hate when it comes to Flamethrower. The only reason you don't tend to see it as often as you might expect is the existence of Fire Blast, which trades 15 accuracy for a 25 point increase in Base Power. For the most part, you'll want to use Fire Blast if you're using a powerful offensive Pokemon that appreciates the extra OHKOs and 2HKOs the extra base power brings, while you save Flamethrower for slower, more defensive Pokemon that care more about consistency than accuracy. If you ever feel down on your luck and suspect that 85% accuracy is more akin to 50%, you can always swap out Fire Blast for Flamethrower.</p>


<h2>Competitive Use</h2>
<p>All the recipients of Frenzy Plant have more reliable options such as Giga Drain and Energy Ball on hand. Some can even use attacks like Wood Hammer and Leaf Storm of near equal power without the horrid one turn long recharge period. Frenzy Plant has nearly no competitive use; save it for slaying Team Plasma with your Serperior in-game.</p>


<h2>Competitive Use</h2>
<p>There are a lot of alternatives out there to Giga Impact, such as Return, Double-Edge, and Body Slam. Most of them are just as, if not more, widespread, and none of them have that terrible turn-spent-recharging-afterwords side effect either. Unless you're bored and going for humiliation KOs, don't ever consider Giga Impact.</p>
 
<h2>Competitive Use</h2>
<p>While most of the time, the more powerful and consistaent Return or Frustration areis a better options than Facade most of the time, Facade is particularly useful on Pokemon that utilize a Toxic Orb or a Flame Orb. With either orb, you are assured to hausers of status Orbs, as this powers up Facade to a massive a 140 bBase pPower Normal-type attack at your disposal every game. Swellow and Ursaring are both classisc Guts abussweepers who appreciate a more powerful Normal-type STAB attack. The boost from Guts; the Guts boost and Facade's raw power while affected by a status condition go hand in hand. OtherEven Pokemon that don't receive STAB from Facade can still find use for it if they're in need of neutral coverage.; Gliscor, for instance, can utilize Facade to achieve decent coverage alongside Earthquake. In UU, it isn't unheard of using a Guts abuse Heracross withGuts Heracross can also use Facade to break through a few pesky Poison-types.</p>


<h2>Competitive Use</h2>
<p>Fake Out has a bit of utility in singles metagames for a bit of quick and simple (albeit very predictable) damage. The move's poster children include Meiienshao and Ambipom, both of which are well known for there sets revolving around using Fake Out and switching out with U-turn before the foe can break their fragile bones.</p>

<p>In the VGC environment, Fake Out is one of the best moves around. The ability to completely shut down one of your foe's Pokemon while your partner attacks is absolutely fantastic. Whether it buys youyou use it for buying some time to take down a key threat, or just as a way to get offof doing some easy damage withalongside a spread attack., Fake Out is always something to consider and be move one must always prepared for when building your team. Hitmontop is VGC's classic rags to -to-riches story, and Fake Out is a big reason whyfor its success. Technician can beef up the pitiful 40 bBase pPower of Fake Out if you wish, or you could slap it on, while Fake Out and Intimidate combine to make Hitmontop for an awesome all-out team support Pokemon. If you ever find yourself finding it difficult to setting up Trick Room, Hariyama is a great option to help gset it up, all thanks to Fake Out. Not only does Fake Out allow your Trick Room setter to worry about one less Pokemon, but itit also gives Hariyama the timeurn it needs to have its Flame Orb or Toxic Orb activateactivate its status Orb.</p>


<h2>Competitive Use</h2>
<p>It's a shame that most of the Pokemon gthat receiven FeatherDance can't do much with it. CThe ability to cushioning attacks is always fine and dandy, but most of the Pokemon that get it like, such as Staraptor orand Blaziken, would rather be smashing in their foes' faces in thean lowering their foe's stats. The only real exception to this rule is Murkrow. With Prankster, Eviolite,viable user of this move is Murkrow. With an Eviolite boost, as well as the moves Roost, and FeatherDance, Murkrow can take hits surprisingly well against the meanest of physical threats. You could also make a case for Magic Bounce Xatu, althoughwhich gain priority thanks to Prankster, Murkrow can take even the strongest of hits surprisingly well. Magic Bounce Xatu can also use the move, but it's usually a better idea settingprefers to set up a Reflect and switching out with U-Tturn to set somethingfor a fellow teammate to set up.</p>


<h2>Competitive Use</h2>
<p>Feint is mostly still useless in most of the singles metagames out there, but it can come in handy in VGC play. Fein, as it not only hits through Protect, but leaves the Pokemon exposedalso exposes the opposing Pokemon to your partner's attacks in the process. A timely Feint on a predictable Protect andlong with a powerful attack from your partner Pokemon can turn around a match completely. Good users to consider include Pokemon that wield Fake Out and make Protect all the more predictable, like Hitmontop, Sableye, and Infernap, such as Hitmontop, Sableye, and Infernape, as they make Protect all the more predictable.</p>


<h2>Competitive Use</h2>
<p>We're all still mourning the death of Explosion from the transition between generationsfrom DPP to BW, but Final Gambit helps ease thoese woes just a tad. If you decide on using Final Gambit, try to getkeep your user's HP as high as possible —perhaps with Rapid Spin support—and make sure they can outrun a large majority of common threats. You'll also need to have a good Rapid Spin user on hand to make sure you're Final Gambit user has as much HP as possible when it's ready to roll. Final Gambit users also make good leads, as itFinal Gambit users also make good leads as they can net quick a quick KO on a troublesome foe or leave a bulky wall in deep trouble. Good users of this move include RU's Accelgor in RU who, who can blazes past and quickly KOs nearly every Pokemon it meets, and Choice Scarf Victini in UU and OU for the occasional surprise KO just about any switch-in, as well as UU's Choice Scarf Victini.</p>


<h2>Competitive Use</h2>
<p>Great Base Power, perfect accuracy, wide distribution... there really isn't a lot to hate when it comes to Flamethrower. The only reason you don't tend to see it as often as you might expect is the existence of Fire Blast, which trades 15% accuracy for a 20 point increase in Base Power. For the most part, you'll want to use Fire Blast if you're using a powerful offensive Pokemon that appreciates the extra OHKOs and 2HKOs the extra base powerKOs Fire Blast brings, while you save Flamethrower for slower, more defensiveis recommended for slower, bulkier Pokemon that care more about consistency than accuracy. If you ever feel down on your luck and suspect that Fire Blast's 85% accuracy is more akin to 50%, you can always swap out Fire Blast for Flamethrower.</p>


<h2>Competitive Use</h2>
<p>All the recipients of Frenzy Plant have more reliable options like, including Giga Drain and Energy Ball, on hand. S; some can even use attacks likesuch as Wood Hammer and Leaf Storm of, which pack near equal power without the horrid one -turn long recharge period. Frenzy Plant has nearly no competitive use; save it for slaying Team Plasma with your Serperior in-game</p>


<h2>Competitive Use</h2>
<p>There are a lot ofmany alternatives out there to Giga Impact, likesuch as Return, Double-Edge, and Body Slam. M; most of them arhave just as, if not more, widespread good distribution—if not better—and none of them have thate terrible turn spent recharging afterwordsrecharge side effect either. Unless you're bored and like going for humiliation KOs, don't ever consider Giga Impact.</p>
---

Facade
<h2>Competitive Use</h2>
<p>While the more powerful and consistent Return is a better option than Facade most of the time, Facade is particularly useful on users of status Orbs, as this powers up Facade to a massive 140 Base Power. Swellow and Ursaring are both classic Guts sweepers who appreciate a more powerful Normal-type STAB attack; the Guts boost and Facade's raw power while affected by a status condition go hand in hand. Even Pokemon that don't receive STAB from Facade can still find use for it if they're in need of neutral coverage; Gliscor, for instance, can utilize Facade to achieve decent coverage alongside Earthquake. In UU, Guts Heracross can also use Facade to break through pesky Poison-types.</p>

Fake Out
<h2>Competitive Use</h2>
<p>Fake Out has a bit of utility in singles metagames for a bit of quick and simple—albeit very predictable—damage. The move's poster children include Mienshao and Ambipom, both of which are well known for sets revolving around using Fake Out and switching out with U-turn before the foe can break their fragile bones.</p>

<p>In the VGC environment, Fake Out is one of the best moves around. The ability to completely shut down one of your foe's Pokemon while your partner attacks is absolutely fantastic. Whether you use it for buying some time to take down a key threat, or just as a way of doing some easy damage alongside a spread attack, Fake Out is a move one must always prepare for when building your team. Hitmontop is VGC's classic rags-to-riches story, and Fake Out is a big reason for its success. Technician can beef up the pitiful 40 Base Power of Fake Out, while Fake Out and Intimidate combine to make Hitmontop an awesome all-out team support Pokemon. If you ever find it difficult to set up Trick Room, Hariyama is a great option to help set it up, all thanks to Fake Out. Not only does Fake Out allow your Trick Room setter to worry about one less Pokemon, it also gives Hariyama the turn it needs to activate its status Orb.</p>

FeatherDance
<h2>Competitive Use</h2>
<p>It's a shame that most of the Pokemon that receive FeatherDance can't do much with it. The ability to cushion attacks is always fine and dandy, but most of the Pokemon that get it, such as Staraptor and Blaziken, would rather be smashing in their foes' faces in than lowering their stats. The only viable user of this move is Murkrow. With an Eviolite boost, as well as the moves Roost and FeatherDance, which gain priority thanks to Prankster, Murkrow can take even the strongest of hits surprisingly well. Magic Bounce Xatu can also use the move, but it usually prefers to set up Reflect and switch out with U-turn for a fellow teammate to set up.</p>

Feint
<h2>Competitive Use</h2>
<p>Feint is mostly still useless in most singles metagames, but it can come in handy in VGC play, as it not only hits through Protect, but also exposes the opposing Pokemon to your partner's attacks. A timely Feint on a predictable Protect along with a powerful attack from your partner Pokemon can turn around a match completely. Good users to consider include Pokemon that wield Fake Out, such as Hitmontop, Sableye, and Infernape, as they make Protect all the more predictable.</p>

Final Gambit
<h2>Competitive Use</h2>
<p>We're all still mourning the death of Explosion from the transition from DPP to BW, but Final Gambit helps ease these woes just a tad. If you decide on using Final Gambit, keep your user's HP as high as possible—perhaps with Rapid Spin support—and make sure they can outrun a large majority of common threats. Final Gambit users also make good leads as they can net quick a quick on a troublesome foe or leave a bulky wall in deep trouble. Good users of this move include RU's Accelgor, who can blaze past and quickly KO just about any switch-in, as well as UU's Choice Scarf Victini.</p>

Flamethrower
<h2>Competitive Use</h2>
<p>Great Base Power, perfect accuracy, wide distribution... there really isn't a lot to hate when it comes to Flamethrower. The only reason you don't tend to see it as often as you might expect is the existence of Fire Blast, which trades 15% accuracy for a 20 point increase in Base Power. For the most part, you'll want to use Fire Blast if you're using a powerful offensive Pokemon that appreciates the extra KOs Fire Blast brings, while Flamethrower is recommended for slower, bulkier Pokemon that care more about consistency than accuracy. If you ever feel down on your luck and suspect that Fire Blast's 85% accuracy is more akin to 50%, you can always swap out Fire Blast for Flamethrower.</p>

Frenzy Plant
<h2>Competitive Use</h2>
<p>All the recipients of Frenzy Plant have more reliable options, including Giga Drain and Energy Ball, on hand; some can even use attacks such as Wood Hammer and Leaf Storm, which pack near equal power without the horrid one-turn recharge period. Frenzy Plant has nearly no competitive use; save it for slaying Team Plasma with your Serperior in-game</p>

Giga Impact
<h2>Competitive Use</h2>
<p>There are many alternatives out there to Giga Impact, such as Return, Double-Edge, and Body Slam; most of them have just as good distribution—if not better—and none of them have the terrible recharge side effect either. Unless you're bored and like going for humiliation KOs, don't ever consider Giga Impact.</p>




HARSHAAAAAA

LRN2PLACEHOLDER
 
---

Facade
<h2>Competitive Use</h2>
<p>While the more powerful and consistent Return is a better option than Facade most of the time, Facade is particularly useful on users of status Orbs, as this powers up Facade to a massive 140 Base Power. Swellow and Ursaring are both classic Guts sweepers who appreciate a more powerful Normal-type STAB attack; the Guts boost and Facade's raw power while affected by a status condition go hand in hand. Even Pokemon that don't receive STAB from Facade can still find use for it if they're in need of neutral coverage; Gliscor, for instance, can utilize Facade to achieve decent coverage alongside Earthquake. In UU, Guts Heracross can also use Facade to break through pesky Poison-types.</p>

Fake Out
<h2>Competitive Use</h2>
<p>Fake Out has a bit of utility in singles metagames for a bit of quick and simple—albeit very predictable—damage. The move's poster children include Mienshao and Ambipom, both of which are well known for sets revolving around using Fake Out and switching out with U-turn before the foe can break their fragile bones.</p>

<p>In the VGC environment, Fake Out is one of the best moves around. The ability to completely shut down one of your foe's Pokemon while your partner attacks is absolutely fantastic. Whether you use it for buying some time to take down a key threat, or just as a way of doing some easy damage alongside a spread attack, Fake Out is a move one must always prepare for when building your team. Hitmontop is VGC's classic rags-to-riches story, and Fake Out is a big reason for its success. Technician can beef up the pitiful 40 Base Power of Fake Out, while Fake Out and Intimidate combine to make Hitmontop an awesome all-out team support Pokemon. If you ever find it difficult to set up Trick Room, Hariyama is a great option to help set it up, all thanks to Fake Out. Not only does Fake Out allow your Trick Room setter to worry about one less Pokemon, it also gives Hariyama the turn it needs to activate its status Orb.</p>

FeatherDance
<h2>Competitive Use</h2>
<p>It's a shame that most of the Pokemon that receive FeatherDance can't do much with it. The ability to cushion attacks is always fine and dandy, but most of the Pokemon that get it, such as Staraptor and Blaziken, would rather be smashing in their foes' faces in than lowering their stats. The only viable user of this move is Murkrow. With an Eviolite boost, as well as the moves Roost and FeatherDance, which gain priority thanks to Prankster, Murkrow can take even the strongest of hits surprisingly well. Magic Bounce Xatu can also use the move, but it usually prefers to set up Reflect and switch out with U-turn for a fellow teammate to set up.</p>

Feint
<h2>Competitive Use</h2>
<p>Feint is mostly still useless in most singles metagames, but it can come in handy in VGC play, as it not only hits through Protect, but also exposes the opposing Pokemon to your partner's attacks. A timely Feint on a predictable Protect along with a powerful attack from your partner Pokemon can turn around a match completely. Good users to consider include Pokemon that wield Fake Out, such as Hitmontop, Sableye, and Infernape, as they make Protect all the more predictable.</p>

Final Gambit
<h2>Competitive Use</h2>
<p>We're all still mourning the death of Explosion from the transition from DPP to BW, but Final Gambit helps ease these woes just a tad. If you decide on using Final Gambit, keep your user's HP as high as possible—perhaps with Rapid Spin support—and make sure they can outrun a large majority of common threats. Final Gambit users also make good leads as they can net quick a quick on a troublesome foe or leave a bulky wall in deep trouble. Good users of this move include RU's Accelgor, who can blaze past and quickly KO just about any switch-in, as well as UU's Choice Scarf Victini.</p>

Flamethrower
<h2>Competitive Use</h2>
<p>Great Base Power, perfect accuracy, wide distribution... there really isn't a lot to hate when it comes to Flamethrower. The only reason you don't tend to see it as often as you might expect is the existence of Fire Blast, which trades 15% accuracy for a 20 point increase in Base Power. For the most part, you'll want to use Fire Blast if you're using a powerful offensive Pokemon that appreciates the extra KOs Fire Blast brings, while Flamethrower is recommended for slower, bulkier Pokemon that care more about consistency than accuracy. If you ever feel down on your luck and suspect that Fire Blast's 85% accuracy is more akin to 50%, you can always swap out Fire Blast for Flamethrower.</p>

Frenzy Plant
<h2>Competitive Use</h2>
<p>All the recipients of Frenzy Plant have more reliable options, including Giga Drain and Energy Ball, on hand; some can even use attacks such as Wood Hammer and Leaf Storm, which pack near equal power without the horrid one-turn recharge period. Frenzy Plant has nearly no competitive use; save it for slaying Team Plasma with your Serperior in-game</p>

Giga Impact
<h2>Competitive Use</h2>
<p>There are many alternatives out there to Giga Impact, such as Return, Double-Edge, and Body Slam; most of them have just as good distribution—if not better—and none of them have the terrible recharge side effect either. Unless you're bored and like going for humiliation KOs, don't ever consider Giga Impact.</p>




HARSHAAAAAA

LRN2PLACEHOLDER
Uploaded and waiting, thank you for the quick response!
 
Heal Order
Heal Pulse
Heart Stamp (needs whole CU)
Heart Swap (needs whole CU)
Heat Crash (needs whole CU)
Heat Wave (needs whole CU)

Helping Hand (needs VGC importance)
Hydro Cannon (needs whole CU)
Hyper Beam (needs whole CU)
Roar of Time (needs whole CU)
Spacial Rend (needs whole CU)
I don't have much to do at the moment, so I'll get to writing CU's for these as well.

Edit: Done. Can someone GP check these?
<h2>Competitive Use</h2>
<p>Vespiquen is lucky in that it gets not one, but two instant recovery moves in the form of Heal Order and Roost, both with different secondary effects. Roost is usually the better recovery move for Vespiquen as it softens up Rock-type attacks that can heavily dent or KO Vespiquen. Still, if you hate losing the resistances Vespiquen's Flying-type brings when using Roost, Heal Order is a good alternative.</p>

<h2>Competitive Use</h2>
<p>Heal Pulse is useless in singles. In doubles, however, it can be a great way to keep your partner in prime fighting condition. Ideally, you should have a powerful Pokemon dishing out attacks while you heal it periodically with Heal Pulse. Good candidates for this role include Blissey, Latias, and Audino.</p>

<h2>Competitive Use</h2>
<p>Terrible distribution and Base Power on a move with bad offensive typing make Heart Stamp an awful option. Stick with Zen Headbutt if you really want a good physical Psychic-type attack.</p>

<h2>Competitive Use</h2>
<p>Manaphy's signature attack isn't the most exciting thing out there. Reversing a sweep with a timely Heart Swap can be pretty amusing, but that would only be of use if your opponent has nabbed a huge number of Calm Mind boosts. If they're boosting their Speed or Attack, they'll either outspeed and KO you or just raise their attack again after you Heart Swap it off of them. Stick to boosting with the far more consistent Calm Mind or Tail Glow instead.</p>

<h2>Competitive Use</h2>
<p>Emboar is a pretty heavy Pokemon, but it's not quite heavy enough to utilize this attack well. You're only hitting a small amount of Pokemon for that full 120 Base Power and you're smacking a large number of Steel-types for pitiful damage in return. Stick with the far more consistent Flare Blitz.</p>

<h2>Competitive Use</h2>
<p>In singles, the step up in Base Power from Flamethrower to Heat Wave isn't forth the chance of an untimely miss. Only use Heat Wave if the Pokemon you're using also lacks alternative Fire-type moves like Flamethrower and Fire Blast. Good examples include the flock of Pokemon that obtain it as a 4th gen move tutor attack, like Zapdos, Honchkrow, and Crobat.

However, in doubles, Heat Wave is your Fire-type move of choice. Being able to damage both opponents is well worth the slight drop in Base Power. Whenever you can, give your Fire-types Heat Wave to roast both opponents at once.</p>

<h2>Competitive Use</h2>
<p>Helping Hand is useless in singles. In doubles, however, it is an excellent support move to help your partner Pokemon net crucial KOs. The simple combination of Helping Hand and a spread move can wreck havoc on the foe's side of the field. Cresselia is a classic user of Helping Hand and pairs well with Garchomp, allowing Garchomp to fire off immensely powerful Earthquakes. Other good candidates include Musharna and Gardevoir who can Helping Hand and ignore unwanted damage from their partner with the help of Telepathy.</p>

<h2>Competitive Use</h2>
<p>Scald, Surf, and Hydro Pump are all excellent alternatives to this doozy of a dud attack. The recharge turn is simply not worth the extra base power; save Hydro Cannon for in-game fun.</p>

<h2>Competitive Use</h2>
<p>No matter how awesome Lance makes it look, Hyper Beam is a really terrible attack. The only remote use it has is on Adaptability Normal Gem Porygon-Z in the VGC environment. Since boosting your Special Attack with Nasty Plot is extremely difficult in doubles, using a Normal Gem with the raw power of Hyper Beam can give you an alternate way to hack through opponents. Beyond that use, ignore Hyper Beam's wide distribution and huge Base Power. The coverage and recharge turn are terrible and nearly any Special STAB attack will do more damage provided it's not resisted.</p>

<h2>Competitive Use</h2>
<p>"Dragon-type Hyper Beam" is just about all that needs to be said. There are plenty of other great Dragon-type moves out there like Draco Meteor and Dragon Pulse. Stick to one of them and leave this unimpressive signature move behind, your Dialga will thank you.</p>

<h2>Competitive Use</h2>
<p>Unlike Dialga's pitiful excuse for a signature move, Spacial Rend is quite useful. The step up in Base Power from Dragon Pulse to Spacial Rend is small, but helps Palkia a great deal ripping through your opponent's Pokemon. The low PP can be hurtful in a metagame jam packed with Pressure, but it doesn't ruin the move in the slightest. Feel free to throw Spacial Rend onto any Palkia set for nice, reliable STAB attack.</p>
 
I did an amateur GP Check of the above post.

Changes Illustrated said:
<h2>Competitive Use</h2>
<p>Vespiquen is lucky in that it gets not one, but two instant recovery moves in the form of Heal Order and Roost, both withbecause, with access to Heal Order and Roost, it gets not one, but two instant recovery moves that have different secondary effects. Roost is usually the better recovery move for Vespiquen, as it softens up Rock-type attacks that can heavily dent or KO Vespiquen. Still, if you hate losing the resistances Vespiquen's Flying-type brings when using Roostthe loss to Vespiquen's Flying-type resistances Roost brings, Heal Order is a good alternative.</p>

<h2>Competitive Use</h2>
<p>Heal Pulse is useless in singles. In doubles, however, it can be a great way to keep your partner in prime fighting condition. Ideally, you should have a powerful Pokemon dishing out attacks while you heal it periodically with Heal Pulseuse Heal Pulse to periodically heal an offensive Pokemon. Good candidates for this supportive role include Blissey, Latias, and Audino.</p>

<h2>Competitive Use</h2>
<p>Terrible distribution and Base Power on a move with bad offensive typing make Heart Stamp an awful option. Stick with Zen Headbutt if you really want a good physical Psychic-type attack.</p>

<h2>Competitive Use</h2>
<p>Manaphy's signature attack isn't the most exciting thing out there. Reversing a sweep with a timely Heart Swap can be pretty amusing, but that would only be of use if your opponent hasd nabbed a huge number of Calm Mind boosts. If they're boosting their Speed or Attack, they'll either outspeed and KO youManaphy or just raise their attack again after you use Heart Swap it off of them. Stick to boosting with the far more consistent Calm Mind or Tail Glow instead.</p>

<h2>Competitive Use</h2>
<p>Emboar is a pretty heavy Pokemon, but it's not quite heavy enough to utilize this attack well. You're. It’s only hitting a small amountnumber of Pokemon for thate full 120 Base Power and you're, smacking a large number of Steel-types for pitiful damage in return. Stick with the far more consistent Flare Blitz.</p>

<h2>Competitive Use</h2>
<p>In singles, the step -up in Base Power from Flamethrower to Heat Wave isn't fworth the chance of an untimely miss. Only use Heat Wave if the Pokemon you're using alsoit lacks alternative Fire-type moves like Flamethrower andor Fire Blast. Good examplescandidates for Heat Wave include the flock of Pokemon that obtain it as a 4th generation move tutor attack, likesuch as Zapdos, Honchkrow, and Crobat.

However, in doubles, Heat Wave is your Fire-type move of choice. Being ableThe ability to damage both opponents is well worth the slight drop in Base Power. Whenever you can, give your Fire-types Heat Wave to roast both opponents at once.</p>

<h2>Competitive Use</h2>
<p>Helping Hand is useless in singles. In doubles, however, it is an excellent support move to help your partner Pokemon net crucial KOs. The simple combination of Helping Hand and a spread move can wrecak havoc on the foe's side of the field. Cresselia is a classic user of Helping Hand and pairs well with Garchomp, allowenabling Garchomp to fire off immensely powerful Earthquakes. Other good Helping Hand candidates include Musharna and Gardevoir, who can use Helping Hand and ignore unwanted damage from their partner with the help of Telepathy.</p>

<h2>Competitive Use</h2>
<p>Scald, Surf, and Hydro Pump are all excellent alternatives to this doozy of a dud attack. The recharge turn is simply not worth the extra base power; save Hydro Cannon for in-game fun.</p>

<h2>Competitive Use</h2>
<p>No matter how awesome Lance makes it look, Hyper Beam is a really a terrible attack. The only remote use it has is on Adaptability Normal Gem Porygon-Z in the VGC environment. SincBecause boosting your Special Attack with Nasty Plot is extremely difficult in doubles, using a Normal Gem with the raw power of Hyper Beam can give you an alternate way to hackplow through opponents. Beyondsides that use, ignore Hyper Beam's wide distribution and huge Base Power. The coverage and recharge turn are terrible, and nearly any Sspecial STAB attack will do more damage provided it's not resisted.</p>

<h2>Competitive Use</h2>
<p>"Dragon-type Hyper Beam" is just about all that needs to be said. There are plenty of other great Dragon-type moves out there like Draco Meteor and Dragon Pulse. Stick to one of them, and leave this unimpressive signature move behind,; your Dialga will thank you.</p>

<h2>Competitive Use</h2>
<p>Unlike Dialga's pitiful excuse for a signature move, Roar of Time, Spacial Rend is quite useful. The step -up in Base Power from Dragon Pulse to Spacial Rend is small, but helps Palkia a great deal rippingit significantly helps Palkia rip through your opponent's Pokemon. The low PP can be hurtful in a metagame jam packed with Pressure, but it doesn't ruin the move in the slightest. Feel free to t. Throw Spacial Rend onto any Palkia set if you’re looking for a nice, reliable STAB attack.</p>

Changes Implemented said:
<h2>Competitive Use</h2>
<p>Vespiquen is lucky because, with access to Heal Order and Roost, it gets not one, but two instant recovery moves that have different secondary effects. Roost is usually the better recovery move for Vespiquen, as it softens up Rock-type attacks that can heavily dent or KO Vespiquen. Still, if you hate the loss to Vespiquen's Flying-type resistances Roost brings, Heal Order is a good alternative.</p>

<h2>Competitive Use</h2>
<p>Heal Pulse is useless in singles. In doubles, however, it can be a great way to keep your partner in prime fighting condition. Ideally, you should use Heal Pulse to periodically heal an offensive Pokemon. Good candidates for this supportive role include Blissey, Latias, and Audino.</p>

<h2>Competitive Use</h2>
<p>Terrible distribution and Base Power on a move with bad offensive typing make Heart Stamp an awful option. Stick with Zen Headbutt if you want a good physical Psychic-type attack.</p>

<h2>Competitive Use</h2>
<p>Manaphy's signature attack isn't the most exciting thing out there. Reversing a sweep with a timely Heart Swap can be pretty amusing, but that would only be of use if your opponent had nabbed a huge number of Calm Mind boosts. If they're boosting their Speed or Attack, they'll either outspeed and KO Manaphy or just raise their attack again after you use Heart Swap. Stick to boosting with the far more consistent Calm Mind or Tail Glow instead.</p>

<h2>Competitive Use</h2>
<p>Emboar is a pretty heavy Pokemon, but it's not quite heavy enough to utilize this attack. It’s only hitting a small number of Pokemon for the full 120 Base Power, smacking a large number of Steel-types for pitiful damage in return. Stick with the far more consistent Flare Blitz.</p>

<h2>Competitive Use</h2>
<p>In singles, the step-up in Base Power from Flamethrower to Heat Wave isn't worth the chance of an untimely miss. Only use Heat Wave if the Pokemon using it lacks alternative Fire-type moves like Flamethrower or Fire Blast. Good candidates for Heat Wave include the flock of Pokemon that obtain it as a 4th generation move tutor attack, such as Zapdos, Honchkrow, and Crobat.

However, in doubles, Heat Wave is your Fire-type move of choice. The ability to damage both opponents is well worth the slight drop in Base Power. Whenever you can, give your Fire-types Heat Wave to roast both opponents at once.</p>

<h2>Competitive Use</h2>
<p>Helping Hand is useless in singles. In doubles, however, it is an excellent support move to help your partner Pokemon net crucial KOs. The simple combination of Helping Hand and a spread move can wreak havoc on the foe's side of the field. Cresselia is a classic user of Helping Hand and pairs well with Garchomp, enabling Garchomp to fire off immensely powerful Earthquakes. Other good Helping Hand candidates include Musharna and Gardevoir, who can use Helping Hand and ignore unwanted damage from their partner with the help of Telepathy.</p>

<h2>Competitive Use</h2>
<p>Scald, Surf, and Hydro Pump are all excellent alternatives to this dud attack. The recharge turn is simply not worth the extra base power; save Hydro Cannon for in-game fun.</p>

<h2>Competitive Use</h2>
<p>No matter how awesome Lance makes it look, Hyper Beam is really a terrible attack. The only remote use it has is on Adaptability Normal Gem Porygon-Z in the VGC environment. Because boosting your Special Attack with Nasty Plot is extremely difficult in doubles, using a Normal Gem with the raw power of Hyper Beam can give you an alternate way to plow through opponents. Besides that use, ignore Hyper Beam's wide distribution and huge Base Power. The coverage and recharge turn are terrible, and nearly any special STAB attack will do more damage.</p>

<h2>Competitive Use</h2>
<p>"Dragon-type Hyper Beam" is just about all that needs to be said. There are plenty of other great Dragon-type moves out there like Draco Meteor and Dragon Pulse. Stick to one of them, and leave this unimpressive signature move behind; your Dialga will thank you.</p>

<h2>Competitive Use</h2>
<p>Unlike Dialga's pitiful excuse for a signature move, Roar of Time, Spacial Rend is quite useful. The step-up in Base Power from Dragon Pulse to Spacial Rend is small, but it significantly helps Palkia rip through your opponent's Pokemon. The low PP can hurt in a metagame jam packed with Pressure, but it doesn't ruin the move. Throw Spacial Rend onto any Palkia set if you’re looking for a nice, reliable STAB attack.</p>
Nice write-up! I didn't change anything too serious. Besides the occasional grammatical error or improper word use, I mainly tried to improve the writing's clarity.

Hope I could help!
 
perfexionist, your post doesn't show at all 9.9

<h2>Competitive Use</h2>
<p>Vespiquen is lucky in that it gets not one, but two instant recovery moves in the form of Heal Order and Roost; both have different secondary effects. Roost is usually the better recovery move for Vespiquen as it softens up Rock-type attacks that can heavily dent or KO Vespiquen. However, if you hate losing the resistances Vespiquen's Flying typing brings when using Roost, Heal Order is a good alternative.</p>

<h2>Competitive Use</h2>
<p>Heal Pulse is useless in singles. In doubles, however, it can be a great way to keep your partner in prime fighting condition. Ideally, Heal Pulse users should be paired with powerful Pokemon that can dish out strong attacks. Good candidates for this role include Blissey, Latias, and Audino.</p>

<h2>Competitive Use</h2>
<p>Terrible distribution and low Base Power on a move with bad offensive typing make Heart Stamp an awful option. Stick with Zen Headbutt if you want a good physical Psychic-type attack.</p>

<h2>Competitive Use</h2>
<p>Manaphy's signature attack isn't the most exciting thing out there. Reversing a sweep with a timely Heart Swap can be pretty amusing, but that would only be of use if your opponent had nabbed a huge number of Calm Mind boosts. Speed boosters can outrun and KO Manaphy, while Attack boosters can raise their offensive stats again after Manaphy uses Heart Swap. Stick to boosting with the far more consistent Calm Mind or Tail Glow instead.</p>

<h2>Competitive Use</h2>
<p>Emboar is a heavy Pokemon, but it's not quite heavy enough to utilize this attack well. It's only hitting a few Pokemon for that full 120 Base Power, while in return, it's smacking a large number of Steel-types for pitiful damage. Stick with the far more consistent Flare Blitz.</p>

<h2>Competitive Use</h2>
<p>In singles, the increase in Base Power from Flamethrower to Heat Wave isn't worth the chance of an untimely miss. Only use Heat Wave if the Pokemon you're using also lacks alternative Fire-type moves, particularly Flamethrower and Fire Blast; good examples include the flock of Pokemon that obtain it as a DPP tutor move, such as Zapdos, Honchkrow, and Crobat.</p>

<p>
However, in doubles, Heat Wave should be your Fire-type move of choice. Being able to damage both opponents is well worth the slight drop in Base Power. Whenever you can, give your Fire-types Heat Wave to roast both opponents at once.</p>

<h2>Competitive Use</h2>
<p>Helping Hand is useless in singles. In doubles, however, it is an excellent support move to help your partner Pokemon net crucial KOs. The simple combination of Helping Hand and a spread move can wreck havoc on the foe's side of the field. Cresselia is a classic user of Helping Hand and pairs well with Garchomp, as it allows Garchomp to fire off immensely powerful Earthquakes. Other good candidates include Musharna and Gardevoir, who can Helping Hand and ignore unwanted damage from their partner thanks to Telepathy.</p>

<h2>Competitive Use</h2>
<p>Scald, Surf, and Hydro Pump are all excellent alternatives to this dud attack. The recharge turn is simply not worth the extra Base Power; save Hydro Cannon for in-game fun.</p>

<h2>Competitive Use</h2>
<p>No matter how awesome Lance makes it look, Hyper Beam is a terrible attack; the only remote use it has is on Adaptability Normal Gem Porygon-Z in the VGC environment. As boosting with Nasty Plot is extremely difficult in doubles, the Normal Gem boost, along with the raw power of Hyper Beam, can give Porygon-Z an alternate way to plow through opponents. Beyond that, ignore Hyper Beam's wide distribution and huge Base Power; the coverage and recharge turn are terrible and, nearly any unresisted special STAB attack will do more damage over two turns.</p>

<h2>Competitive Use</h2>
<p>"Dragon-type Hyper Beam" is just about all that needs to be said. There are plenty of other great Dragon-type moves out there, such as Draco Meteor and Dragon Pulse. Stick to one of them and leave this unimpressive signature move behind; your Dialga will thank you.</p>

<h2>Competitive Use</h2>
<p>Unlike Roar of Time, Dialga's pitiful excuse for a signature move, Spacial Rend is quite useful. The step up in Base Power from Dragon Pulse to Spacial Rend is small, but helps Palkia a great deal in ripping through your opponent's Pokemon. The low PP can hurt in a metagame jam-packed with Pressure users, but this doesn't ruin the move in the slightest. Feel free to throw Spacial Rend onto any Palkia set for nice, reliable STAB.</p>
 
Spark (needs whole CU)
Spit Up (needs whole CU)
Spite (needs whole CU)
String Shot
Struggle
Struggle Bug
Stun Spore
Submission
Substitute
Sucker Punch
Super Fang
Superpower


Trying my hand at more of these. Of course, what I've posted before has been uploaded by yours truly. I'll edit this post later on with CU sections of these.


<p>Spark lost it's niche of giving Luxray a barely usable STAB attack when Wild Charge was introduced this generation. A 30% paralysis rate is neat and all, but you'll almost always want the larger Base Power from Wild Charge.</p>
If you're using Stockpile, you're using it to boost something's defenses in the same vein as Cosmic power, and not for Spit Up or its equally terrible brother Swallow. The huge Base Power of Spit Up after 3 Stockpiles might sound alluring, but you wasted 3 turns to charge it and could have dealt heavier damage just using any STAB attack.

Deducting 4 PP per turn alongside the PP used to attack your Pokemon in the first place can prove devastating against low PP, high Base Power attacks like Hydro Pump and Fire Blast. However, most potential users of Spite such as Giratina, Dusknoir, and Spiritomb would rather use the moveslot occupied by Spite for one of their many other useful Status attacks or for extra coverage. Spite sounds nice on paper, but in practice, it isn't very useful at all.</p>

<p>String Shot is essentially an alternate version of Icy Wind that doesn't do any damage. If your Pokemon can learn either, go with Icy Wind as it helps deal with Focus Sash users and Sturdy Pokemon. Outside of those users, most Pokemon that can use String Shot are either too frail to use it efficiently or would rather be using another status inducing attack.</p>

<p>I'm struggling to think of any reason you'd want to voluntarily use this move, let alone use it competitively.</p>

<p>30 Base Power and a situation side effect spell doom for Struggle Bug. Despite wide distrobution, this move should be left alone and forgotten for better Status attacks.</p>

It might not have the best accuracy out there, but Stun Spore is a decent attack. Unlike Thunder Wave, no type is immune to Grass. Thanks to that attribute, you can Paralyze every Pokemon in the game outside of Sap Sipper users. Good Stun Spore users include bulky Grass-types that enjoy a slower opponent, like Tangrowth and Amoonguss.</p>


<p>Submission had limited use back in the RBY days when it was widely distributed and Fighting-type moves were near nonexistent. Nowadays, Submission is available on hardly any Pokemon and is mostly outclassed by Brick Break, which trades just 5 Base Power for no recoil and perfect accuracy. Submission is simply not worth the moveslot.</p>

<p>Welcome to the wonderful world of Substitute. For just 25% of your HP, you can enjoy a safeguard against weaker attacks, immunity to Status effects, and a way to a barrier that puts your opponent under a lot of pressure to attack. The uses of Substitute are endless, but there are definitely a few uses that stand out. For one, there's the classic SubPunch combo, that greatly eases prediction when using Focus Punch. Simply Substitute on an obvious switch and start firing off ultra powerful Fighting-type attacks while your opponent tries to respond. Substitute can also work well with a number of defensive Pokemon. Alongside Protect, it is the bread and butter for Toxic stalling Gliscor and Stallrein. Constantly reusing Protect and Substitute while your opponent takes chip damage can lead to major damage on your opponents side while you remain perfectly safe. Finally, a simple three attacks with Substitute set can prove surprisingly effective on all kinds of sweepers. There are all kinds of uses for Substitute and many more pop up all the time!</p>

<p>Sucker Punch is more powerful and more widely distributed then most other priority attacks, but comes with that nasty side effect of failing if your opponent uses a Status move. Don't let that downside fool you, Sucker Punch is still extremely effective when played correctly. Quite a number of fast, hard hitting, and problematic Pokemon such as Gengar and Alakazam fall easily to a Sucker Punch. If you can predict your opponent's Status moves well, Sucker Punch is a great source of coverage and a good primary STAB attack.</p>

<p>Super Fang is a helpful attack for Pokemon that have a hard time muscling through tougher walls and lack other sufficient forms of coverage. The best example around is Crobat, who loves using Super Fang to make Registeel and Bronzong all the easier to deal with. Walrein is also a notable user; should it find itself with a free turn utilizing its Stallrein set, it can speed up the arduously long process of KOing a foe through Hail damage.</p>

<p>In a sea of competition from other high powered Fighting-type moves, wide distribution is Superpower's saving grace. A great deal of non Fighting-type Pokemon receive Superpower as a PtHGSS tutor attack and are grateful for it. Scizor's Choice Band set simply isn't complete without Superpower, giving him a way to smash through enemies who resist Bug and Steel. With only Heat Wave and Hidden Power to break through Steel-types, Honchkrow loves using Superpower to bust through walls without a second thought. For giggles, Contrary Spinda can use Superpower to boost its Attack and Defense to nearly passable level.</p>
 
Spark
<h2>Competitive Use</h2>
<p>Spark lost its niche as Luxray's only usable STAB attack when Wild Charge was introduced this generation. Its 30% paralysis rate is neat and all, but you'll almost always want the larger Base Power Wild Charge provides.</p>

Spit Up
<h2>Competitive Use</h2>
<p>
If you're using Stockpile, you're likely using it to boost your Pokemon's defenses in the same vein as Cosmic Power, and not for Spit Up or its equally terrible brother Swallow. The huge Base Power of Spit Up after three Stockpile boosts might sound alluring, but keep in mind that you would have spent three turns gaining the boosts, and could have dealt more damage by just using any STAB attack.</p>

Spite
<h2>Competitive Use</h2>
<p>Spite's ability to deduct
4 PP per turn alongside the PP used to attack your Pokemon in the first place can prove devastating against attacks that have high Base Power but low PP, such as Hydro Pump and Fire Blast. However, most potential users of Spite, such as Giratina, Dusknoir, and Spiritomb, would rather use the moveslot for one of their many other useful status attacks or for extra coverage. Spite sounds nice on paper, but in practice, it isn't very useful at all.</p>

String Shot
<h2>Competitive Use</h2>
<p>String Shot is essentially an alternative version of Icy Wind that doesn't do any damage. If the Pokemon in question can learn both, go with Icy Wind as the extra damage helps deal with Focus Sash users and Sturdy Pokemon. Outside of those users, most Pokemon that can use String Shot are either too frail to use it efficiently or would rather be using a status-inducing move.</p>

Struggle
<h2>Competitive Use</h2>
<p>I'm struggling to think of any reason you'd want to voluntarily use this move, let alone use it competitively.</p>

Struggle Bug
<h2>Competitive Use</h2>
<p>A measly
30 Base Power and a situational side effect spell doom for Struggle Bug. Despite wide distribution, this move should be left alone and forgotten in favor of better attacks.</p>

Stun Spore
<h2>Competitive Use</h2>
<p>
It might not have the best accuracy out there, but Stun Spore is a decent attack. Unlike Thunder Wave, no single elemental type is immune to Grass. Thanks to that attribute, Stun Spore can paralyze every Pokemon in the game outside of Sap Sipper users. Good Stun Spore users include bulky Grass-types such as Tangrowth and Amoonguss, who can take advantage of a slower opponent.</p>

Submission
<h2>Competitive Use</h2>
<p>Submission saw some
use back in the RBY days, when it was widely distributed and Fighting-type moves were all but nonexistent. Nowadays, however, hardly any Pokemon receive Submission and it is mostly outclassed by Brick Break, which trades just 5 Base Power for no recoil and perfect accuracy. Submission is simply not worth the moveslot.</p>

Substitute - (maybe mention stuff like subcm, subsd, subseed?)
<h2>Competitive Use</h2>
<p>Welcome to the wonderful world of Substitute. For just 25% HP, your Pokemon can enjoy a safeguard against weaker attacks, immunity to status effects, and a protective barrier that puts your opponent under a lot of pressure to attack. The uses of Substitute are endless, but there are definitely a few that stand out. For one, there's the classic SubPunch combo, in which Substitute greatly eases the amount of prediction needed to use Focus Punch: simply use Substitute on an obvious switch and start firing off ultra-powerful Fighting-type attacks as the opponent tries to respond. Substitute can also work well on a number of defensive Pokemon. Alongside Protect, it is the bread and butter for Toxic-stalling Gliscor and Stallrein. Continually using Protect and Substitute as the opponent takes escalating chip damage can be devastating for your opponent while your Pokemon remains perfectly safe. Finally, a simple Substitute + three attacks set can prove surprisingly effective on all kinds of sweepers. There are a variety of uses for Substitute and many more pop up all the time!</p>

Sucker Punch
<h2>Competitive Use</h2>
<p>Sucker Punch is more powerful and more widely distributed than most other priority attacks, but it comes with a nasty side effect of failing if the opponent doesn't attack. Don't let that downside fool you, though; Sucker Punch is still extremely effective when used correctly. Quite a number of fast, hard-hitting, and problematic Pokemon, such as Gengar and Alakazam, fall easily to Sucker Punch. If you can predict your opponent's moves well, Sucker Punch can be a great source of coverage and a good primary STAB attack as well.</p>

Super Fang
<h2>Competitive Use</h2>
<p>Super Fang is a helpful attack for Pokemon that have a hard time muscling through tougher walls and lack better forms of coverage. The best example around is Crobat, who loves using Super Fang to soften up Registeel and Bronzong. Walrein is also a notable user; should Stallrein find itself with a free turn, it can speed up the arduously long process of KOing a foe through hail damage.</p>

Superpower
<h2>Competitive Use</h2>
<p>In a sea of competition from other high-powered Fighting-type moves, wide distribution is Superpower's saving grace; a large number of non-Fighting-type Pokemon receive Superpower as a tutor move and can make good use of it. Scizor's Choice Band set simply isn't complete without Superpower, which gives it a way to smash through enemies that resist Bug and Steel, such as Heatran. With only Heat Wave and Hidden Power to break through Steel-types, Honchkrow loves using Superpower to bust through walls without a second thought. Finally, for giggles, Contrary Spinda can use Superpower to boost its Attack and Defense to a nearly passable level.</p>


 
Spark
<h2>Competitive Use</h2>
<p>Spark lost its niche as Luxray's only usable STAB attack when Wild Charge was introduced this generation. Its 30% paralysis rate is neat and all, but you'll almost always want the larger Base Power Wild Charge provides.</p>

Spit Up
<h2>Competitive Use</h2>
<p>
If you're using Stockpile, you're likely using it to boost your Pokemon's defenses in the same vein as Cosmic Power, and not for Spit Up or its equally terrible brother Swallow. The huge Base Power of Spit Up after three Stockpile boosts might sound alluring, but keep in mind that you would have spent three turns gaining the boosts, and could have dealt more damage by just using any STAB attack.</p>

Spite
<h2>Competitive Use</h2>
<p>Spite's ability to deduct
4 PP per turn alongside the PP used to attack your Pokemon in the first place can prove devastating against attacks that have high Base Power but low PP, such as Hydro Pump and Fire Blast. However, most potential users of Spite, such as Giratina, Dusknoir, and Spiritomb, would rather use the moveslot for one of their many other useful status attacks or for extra coverage. Spite sounds nice on paper, but in practice, it isn't very useful at all.</p>

String Shot
<h2>Competitive Use</h2>
<p>String Shot is essentially an alternative version of Icy Wind that doesn't do any damage. If the Pokemon in question can learn both, go with Icy Wind as the extra damage helps deal with Focus Sash users and Sturdy Pokemon. Outside of those users, most Pokemon that can use String Shot are either too frail to use it efficiently or would rather be using a status-inducing move.</p>

Struggle
<h2>Competitive Use</h2>
<p>I'm struggling to think of any reason you'd want to voluntarily use this move, let alone use it competitively.</p>

Struggle Bug
<h2>Competitive Use</h2>
<p>A measly
30 Base Power and a situational side effect spell doom for Struggle Bug. Despite wide distribution, this move should be left alone and forgotten in favor of better attacks.</p>

Stun Spore
<h2>Competitive Use</h2>
<p>
It might not have the best accuracy out there, but Stun Spore is a decent attack. Unlike Thunder Wave, no single elemental type is immune to Grass. Thanks to that attribute, Stun Spore can paralyze every Pokemon in the game outside of Sap Sipper users. Good Stun Spore users include bulky Grass-types such as Tangrowth and Amoonguss, who can take advantage of a slower opponent.</p>

Submission
<h2>Competitive Use</h2>
<p>Submission saw some
use back in the RBY days, when it was widely distributed and Fighting-type moves were all but nonexistent. Nowadays, however, hardly any Pokemon receive Submission and it is mostly outclassed by Brick Break, which trades just 5 Base Power for no recoil and perfect accuracy. Submission is simply not worth the moveslot.</p>

Substitute - (maybe mention stuff like subcm, subsd, subseed?)
<h2>Competitive Use</h2>
<p>Welcome to the wonderful world of Substitute. For just 25% HP, your Pokemon can enjoy a safeguard against weaker attacks, immunity to status effects, and a protective barrier that puts your opponent under a lot of pressure to attack. The uses of Substitute are endless, but there are definitely a few that stand out. For one, there's the classic SubPunch combo, in which Substitute greatly eases the amount of prediction needed to use Focus Punch: simply use Substitute on an obvious switch and start firing off ultra-powerful Fighting-type attacks as the opponent tries to respond. Substitute can also work well on a number of defensive Pokemon. Alongside Protect, it is the bread and butter for Toxic-stalling Gliscor and Stallrein. Continually using Protect and Substitute as the opponent takes escalating chip damage can be devastating for your opponent while your Pokemon remains perfectly safe. Finally, a simple Substitute + three attacks set can prove surprisingly effective on all kinds of sweepers. There are a variety of uses for Substitute and many more pop up all the time!</p>

Sucker Punch
<h2>Competitive Use</h2>
<p>Sucker Punch is more powerful and more widely distributed than most other priority attacks, but it comes with a nasty side effect of failing if the opponent doesn't attack. Don't let that downside fool you, though; Sucker Punch is still extremely effective when used correctly. Quite a number of fast, hard-hitting, and problematic Pokemon, such as Gengar and Alakazam, fall easily to Sucker Punch. If you can predict your opponent's moves well, Sucker Punch can be a great source of coverage and a good primary STAB attack as well.</p>

Super Fang
<h2>Competitive Use</h2>
<p>Super Fang is a helpful attack for Pokemon that have a hard time muscling through tougher walls and lack better forms of coverage. The best example around is Crobat, who loves using Super Fang to soften up Registeel and Bronzong. Walrein is also a notable user; should Stallrein find itself with a free turn, it can speed up the arduously long process of KOing a foe through hail damage.</p>

Superpower
<h2>Competitive Use</h2>
<p>In a sea of competition from other high-powered Fighting-type moves, wide distribution is Superpower's saving grace; a large number of non-Fighting-type Pokemon receive Superpower as a tutor move and can make good use of it. Scizor's Choice Band set simply isn't complete without Superpower, which gives it a way to smash through enemies that resist Bug and Steel, such as Heatran. With only Heat Wave and Hidden Power to break through Steel-types, Honchkrow loves using Superpower to bust through walls without a second thought. Finally, for giggles, Contrary Spinda can use Superpower to boost its Attack and Defense to a nearly passable level.</p>


So I am an idiot and I didn't bother to proofread my stuff before editting it in. I'd like to extend a big thank you to sirndpt for putting up with me here. I'll upload it in just a bit!
 
Here is what I'm reserving:

ThunderPunch
<h2>Competitive Use</h2>
<p>ThunderPunch is a reliable move when the recoil from Wild Charge is undesirable. Otherwise, Wild Charge is considerably stronger and should be used over ThunderPunch most of the time. Medicham and Toxicroak could, however, see some use for ThunderPunch.</p>

<h2>Related Moves</h2>
<p>Wild Charge is a stronger option that also hurts the user
Ice Punch is an Ice-type equivalent
Fire Punch is a Fire-type equivalent</p>


Tail Slap
<h2>Competitive Use</h2>
<p>Tail Slap is the Normal-type move of choice on Cinccino. With two wonderful abilities in Technician and Skill Link, it will be doing quite considerable damage to anything that doesn't resist it. With Technician, it hits 75 Power at the worst, so it isn't weak. With Skill Link, it will always hit at 125 Base Power, outdamaging Return for that matter. Overall, Tail Slap is an excellent move for Cinccino to abuse alongside Skill Link or Technician.</p>


Vine Whip
<h2>Competitive Use<h2>
<p>Vine Whip should not be used competitively. It is far too weak to see any merit, and there are much stronger attacks such as Power Whip and Seed Bomb.</p>


Tri Attack
<h2>Competitive Use<h2>
<p>Tri Attack didn't get distributed very widely. The only viable users of this move are the Porygon evolutionary line and Togekiss. Porygon-Z is the best user of Tri Attack, as with Adaptability, STAB is doubled, bringing its 80 Power to a sky-high 160. Togekiss can use it with its 120 Special Attack and Serene Grace for a reasonable chance of inflicting status.<p>


Swords Dance
<h2>Competitive Use</h2>
<p>Swords Dance is one of the best stat boosting moves in the game. Any physical attacker will enjoy the +2 Attack boost Swords Dance has to offer. Terrakion in particular, with Swords Dance to boost his massive Attack stat and excellent dual STAB's can become a deadly sweeper. Other users include but are not limited to Infernape, Lucario, and Haxorus. Swords Dance is a great move for physical sweepers and should always be considered.

<h2>Related Moves</h2>
<p>Nasty Plot is a special equivalent
Hone Claws only gives 1 Attack boost as well as an accuracy boost
Agility is a speed boosting equivalent]
Barrier is a defense boosting equivalent</p>
 
Supersonic
Swagger
Swallow
Sweet Kiss
Sweet Scent
Swift
Switcheroo
Swords Dance
Synchronoise
Synthesis
Tail Glow
More of these, I suppose. Will edit them in later tonight.

Edit: Done. They just need a GPing!
<h2>Competitive Use</h2>
<p>Confusion is an unreliable status effect as it is. Banking on Supersonic to confuse your opponent with its shoddy 55% accuracy is an awful idea. Over 70% of the time you use this attack, your opponent will get to attack you, no matter how much those Zubats in Mt. Moon might make you think otherwise. Stick to other status inducing moves. There are better alternatives out there, even for confusion.</p>

<h2>Competitive Use</h2>
<p>Swagger is a high risk, high reward attack that, for the most part, should be avoided. The chance to have your opponent knock himself out from boosted confusion damage sounds alluring (and hilarious), but if confusion doesn't work in your favor, you could find yourself in a problematic situation. Most walls have other methods of annoying opponents, so stick with on of them. On a minor note, using Swagger on one of your own Pokemon with a Perism or Lum Berry in doubles isn't completely unheard of. Maybe give it a whirl sometime.</p>

<h2>Competitive Use</h2>
<p>Most any other source of Recovery is better than Swallow. Abandoning the Defense and Special Defense boosts you've accumulated with Stockpile isn't the best of ideas. If you lack a reliable recover option such as Roost or Recover, try using Rest instead of Swallow, as after a few Stockpiles, your Pokemon should be able to endure the turns spent sleeping.</p>

<h2>Competitive Use</h2>
<p>Confusion's unreliability as a pseudo-status effect is enough to avoid this attack. Factor in that most of the moves recipients would rather be attacking their foe's head on and there's very little reason to use this move.</p>

<h2>Competitive Use</h2>
<p>Even in rulesets where Evasion raising attacks are permitted, Sweet Scent is still a very poor option. You might as well risk the chance to miss your opponent, as they'll only raise there evasiveness again after you've lowered it. There's really no reason to bother using Sweet Scent outside of in-game RNG shenanigans.</p>

<h2>Competitive Use</h2>
<p>Swift has a small niche as Specially based Ambipom and Persian's only good Normal-type STAB. Both users possess Technician and can power up Swift to a hearty 90 Base Power attack, to compensate for their low base Special Attack. Beyond that use, however, Swift is best ignored for some other coverage option or Tri Attack when available.</p>

<h2>Competitive Use</h2>
<p>Beyond its much more limited distribution, Switcheroo is identical to Trick. As such, all of the excellent disruptive strategies that are used with Trick carry over to Switcheroo as well. Feel free to Switcheroo around troublesome items to your heart's content. Notable users include Manetric, who can Switcheroo Choice Specs and Choice Scarf onto Special walls, and Whimsicott, who, in doubles, can Switcheroo a Lagging Tail onto one of your opponent's Pokemon and still move first on that turn thanks to Prankster.</p>

<h2>Competitive Use</h2>
<p>The best Attack boosting move around is back this generation and as strong as ever. Old Swords Dance users like Lucario and Scizor still love the Attack boost to wrap up the match with a late game sweep. Newer users like Terrakion and Haxorus can do the same, or even opt to crack open the mid-game with a more early assault. Swords Dance is never to be taken likely; always have a way to deal with its common users.</p>

<h2>Competitive Use</h2>
<p>No, I don't know what GameFreak was smoking either when they made this attack. Unless your desperate for some form of Psychic-type spread damage, avoid this move completely and opt for Psychic or Psyshock.</p>

<h2>Competitive Use</h2>
<p>The PP and lessened recovery in other weather conditions beyond sun hold this attack back, but Synthesis is still usable. On an OU sun team, if you seem to have little trouble keeping your weather up, consider throwing Synthesis on any Pokemon that can learn it to keep their help up, provided they can spare the moveslot. In RU and NU, where there are no automatic weather inducers, Synthesis is a good choice for keeping any bulky Grass-type Pokemon you may have, such as Eviolite Roselia or Tangrowth, in prime condition.</p>

<h2>Competitive Use</h2>
<p>Powering up a Pokemon to +3 Special Attack in a single turn is pretty stellar, no matter how you look at it. Every recipient of Tail Glow loves it, all two of them. Although Manaphy doesn't see much use in Ubers, its Tail Glow set was a large reason behind its ban from OU in both Gen 4 and Gen 5. Volbeat's lone competitive niche comes from Tail Glow alongside Baton Pass and Prankster. With all three at its disposal, Volbeat can pass to a Special Attacker, for example, Gengar, Lucario, or Hydreigon, and have said recipient devistate your opponent's team.</p>
 
More of these, I suppose. Will edit them in later tonight.

<h2>Competitive Use</h2>
<p>Confusion is an unreliable status effect as it is; banking on Supersonic and its shoddy 55% accuracy to confuse your opponent is an awful idea. No matter how much those Zubat in Mt. Moon might make you think otherwise, your opponent will still get to attack you over 70% of the time after you use this move. Stick to other status-inducing moves. There are better alternatives out there, even for confusion.</p>

<h2>Competitive Use</h2>
<p>Swagger is a high-risk, high-reward attack that, for the most part, should be avoided. The chance of your opponent knocking itself out from boosted confusion damage sounds alluring (and hilarious), but if confusion doesn't work in your favor, you could find yourself in a problematic situation. Most walls have other methods of annoying opponents, so stick with one of them. On a minor note, a strategy of using Swagger on one of your own Pokemon equipped with a Perism or Lum Berry in doubles isn't completely unheard of.</p>

<h2>Competitive Use</h2>
<p>Just about any other source of recovery is better than Swallow; abandoning the Defense and Special Defense boosts accumulated with Stockpile isn't the best of ideas. If the Pokemon in question lacks a reliable recover option, such as Roost or Recover, try using Rest instead; after a few Stockpile boosts, your Pokemon should be able to endure the turns spent sleeping.</p>

<h2>Competitive Use</h2>
<p>Confusion's unreliability as a pseudo-status effect is enough to avoid this attack. Factor in the fact that most of the move's recipients would rather be attacking their foes head-on and you'll see that there's very little reason to use this move.</p>

<h2>Competitive Use</h2>
<p>Even in rulesets where evasion-raising attacks are permitted, Sweet Scent is still a very poor option. You might as well risk the miss chance, as the opponent will likely only raise its evasiveness again after you've lowered it. There's really no reason to bother using Sweet Scent outside of in-game RNG shenanigans.</p>

<h2>Competitive Use</h2>
<p>Swift has a small niche as specially based Ambipom's and Persian's only good Normal-type STAB. Both these Pokemon possess Technician, which powers Swift up to a hearty 90 Base Power before STAB, and compensates for their low base Special Attack. Beyond that use, however, Swift is best ignored for some other coverage option or Tri Attack when available.</p>

<h2>Competitive Use</h2>
<p>Beyond its much more limited distribution, Switcheroo is identical to Trick. As such, all of the excellent disruptive strategies that are used with Trick carry over to Switcheroo as well; feel free to Switcheroo around troublesome items to your heart's content. Notable users of this move include Manetric, who can Switcheroo Choice Specs and Choice Scarf onto special walls, as well as Whimsicott, whoin doublescan Switcheroo a Lagging Tail onto one of your opponent's Pokemon and still move first on that turn thanks to Prankster.</p>

<h2>Competitive Use</h2>
<p>The best Attack-boosting move around is back this generation and remains as strong as ever. Standard Swords Dance users, particularly Lucario and Scizor, still love the Attack boost to wrap up the match with a late-game sweep, while newer users such as Terrakion and Haxorus can do the same, or even crack open the mid-game with an earlier assault. Swords Dance is never to be taken likely; always have a way to deal with its common users.</p>

<h2>Competitive Use</h2>
<p>No, I don't know what Game Freak was smoking either when they made this attack. Unless you're desperate for some form of Psychic-type spread damage, avoid this move completely and opt for Psychic or Psyshock instead.</p>

<h2>Competitive Use</h2>
<p>The PP and reduced recovery in other weather conditions beyond sun hold this move back, but Synthesis is still usable. If your OU sun team seems to have little trouble keeping sunlight up, consider throwing Synthesis on any Pokemon that can spare the moveslot to keep them in good health. In RU and NU, where there are no automatic weather inducers, Synthesis is a good choice for keeping any bulky Grass-type Pokemon you may have, such as Eviolite Roselia and Tangrowth, in prime condition.</p>

<h2>Competitive Use</h2>
<p>The capability to raise a Pokemon's Special Attack by three stages in a single turn is stellar, no matter how you look at it. Every recipient of Tail Glow loves itall two of them. Although Manaphy doesn't see much use in Ubers, its Tail Glow set was a large reason behind its ban from OU in both DPP and BW. Volbeat's lone competitive niche comes from Tail Glow alongside Baton Pass and Prankster. With all three moves at its disposal, Volbeat can pass a quick boost to a special attacker such as Gengar, Lucario, or Hydreigon, and have said recipient devastate your opponent's team.</p>
 
Tail Whip
Tailwind[/B]
ThunderShock
Tickle
Torment
Toxic
Toxic Spikes
Transform
Trick[/B]
Wrap
Wring Out
Lagging Tail
I'm going to take a STAB at these few remaining attacks. Expect this post to be edited with the end results later tonight for GP checking.

Edit: Done. Hopefully it's not too obvious these are getting a little harder to right well...

<h2>Competitive Use</h2>
<p>Lowering your opponent's defenses by one stage really isn't anything special when a simple switch out rids them of any stat drops. Nearly every Pokemon with access to Tail Whip has a better use for the moveslot it would occupy.</p>

<h2>Competitive Use</h2>
<p>Though not very practical in singles, Tailwind is a phenomenal attack in doubles. Boosting both of your Pokemon's speed for a few turns can lead to swift and painful deaths for your opponent's Pokemon. Unlike with Trick Room, where you usually need to dedicate all of your team to abusing it, any team can pick up a Tailwind user for the convenience speed boost. Good Tailwind inducers include the omnipresent Zapdos, who can forgo Heat Wave, Hidden Power, or Protect to support the team. If you're interested in a more dedicated Tailwind user, Whimsicott or Tornadus can work, as with Prankster, it will almost always set up a Tailwind.</p>

<h2>Competitive Use</h2>
<p>Great for defeating Misty's Starmie, but not much else. Ditch ThunderShock as soon as you have access to Thunder Bolt or nearly any other Electric-type move that deals damage.</p>

<h2>Competitive Use</h2>
<p>Moves that deal no damage and lower the opponents stats have never been very popular, but Tickle finds itself with one distinct niche. Wobbufett and Wynaut gained this move from an ancient event in the advance era and can use it to great effect. After multiple Tickles, your opponent will be all softened up and scared to death of whatever you chose to switch in next. With this in mind, you can switch in a Pursuit user and almost guarantee a KO or send in a set up sweeper while they helplessly switch out.</p>

<h2>Competitive Use</h2>
<p>Torment can be a very effective and agonizingly annoying attack when combined with Substitute and Protect. Torment is best used on a Pokemon who's substitutes aren't easily broken, be it through natural bulk or a nice array of resistances. Ideally, you should set up a Substitute on a switch and Torment your opponent as they break it. From there, set up Substitutes or attack on the turns you opponent can't damage you efficiently and Protect when they use their more powerful attack. The strategy's poster child and founding father is Torment Tran, a Heatran with the previously mentioned attacks and Lava Plume. A few other Pokemon can use the strategy effectively, but none have found as much wild success as Heatran thanks to its stellar array of resistances.</p>

<h2>Competitive Use</h2>
<p>Toxic is a great attack and has quite a number of competitive uses. For starters, Toxic stalling is a simple but deadly strategy that has made a handful of Pokemon, notably Gliscor, dreaded to no end. Nearly ever defensive Pokemon that finds itself with gimped Attack and Special Attack stats can use Toxic, possibly alongside Seismic Toss, to deal effective damage to targets and discourage set ups. Conversely, it's not unheard of for some sweepers with an idle moveslot to pack Toxic to surprise walls that ordinarily shut them down completely to slowly wear them down and open up an eventual sweep.</p>

<h2>Competitive Use</h2>
<p>Softening up your opponent with residual damage is always a great idea. Out of all the entry hazards, Toxic Spikes presents the biggest threat to defensively oriented teams, wearing down their Pokemon in no time flat. If you need a bit of extra damage against mostly grounded team, consider adding Toxic Spikes to put your opponent under a good deal of pressure. Just be warned that most dedicated stall teams will pack a grounded Poison-type to absorb the Toxic Spikes. Good users of the attack include Tentacruel, Forretress, and Roserade.</p>

<h2>Competitive Use</h2>
<p>Transform is terribly gimmicky, but has a bit of competitive merit on Mew in UU. A Transform Mew can adapt each match to copy one of your opponent's Pokemon and give the team extra support for that specific match up. However, it's no where near as effective as Mew's standard sets; only use it if you're up for a few losses with laughs along the way.</p>

<h2>Competitive Use</h2>
<p>Trick is an excellent way to cripple all sorts of Pokemon. Slap Trick onto any Choice user that can learn it and you have a an Ace up your sleeve for dealing with troublesome walls. Eviolite users, especially defensive ones like Chansey and Dusclops, will hate having their precious defense boost snatched away. Finally, Pokemon with Prankster or Klutz can trick malicious items like Lagging Tail or Iron Ball onto your foe's Pokemon providing very useful support, especially in doubles when your partner Pokemon can immediately take advantage of what you've crippled.</p>

<h2>Competitive Use</h2>
<p>The trapping effect is kind of neat, but Wrap lost almost all of its competitive merit after the 1st generation. Try out some other support move instead.</p>

<h2>Competitive Use</h2>
<p>Normal-type coverage and that horrible side effect of getting weaker after every use really holds Wring Out pack. Usually, any other Special STAB attack will serve you better than Wring Out.</p>

[SHORT DESC]
Makes the holder move last in their priority bracket.
[LONG DESC]
<h2>Description</h2>
<p>Makes the holder move last in their priority bracket. The holder will still move last in their priority bracket even under the effects of Trick Room.</p>

<h2>Competitive Use</h2>
<p>Why would you ever use this move if it had such a terrible effect? Why, to switch it onto your opponent of course! In VGC Play, arming your Sableye or Whimsicott with a Lagging Tail can give your opponent one heap of a head ache, as it means that even slow Pokemon under Trick Room will be moving last. Thankfully, on the turn you trick it away, you'll still be attacking in a timely fashion thanks to Prankster.</p>

<h2>Location</h2>
<p>Held by wild Slowpoke and Lickitung</p>
 
Done. Hopefully it's not too obvious these are getting a little harder to write well...
:p

Tail Whip
<h2>Competitive Use</h2>
<p>The one-stage reduction of your opponent's Defense isn't anything special when a simple switch rids them of any stat drops. Nearly every Pokemon with access to Tail Whip has a better use for the moveslot it would occupy.</p>

Tailwind
<h2>Competitive Use</h2>
<p>Though not very practical in singles, Tailwind is a phenomenal attack in doubles. Tailwind's boost to your Pokemon's Speed for a few turns can lead to swift and painful deaths for your opponent's Pokemon. Unlike with Trick Room, where you usually need to dedicate all of your team to taking advantage of it, any team can pick up a Tailwind user for a convenient Speed boost. Good Tailwind inducers include the omnipresent Zapdos, who can forgo Heat Wave, Hidden Power, or Protect to support the team. If you're interested in a more dedicated Tailwind user, Whimsicott and Tornadus can work, as with Prankster, they will almost always manage to set up Tailwind.</p>

ThunderShock
<h2>Competitive Use</h2>
<p>While this move is great for defeating Misty's Starmie, it isn't useful for much else. Ditch ThunderShock as soon as you have access to Thunderbolt or any other Electric-type move that deals decent damage.</p>

Tickle
<h2>Competitive Use</h2>
<p>Moves that deal no damage and lower the opponent's stats have never been very popular, but Tickle finds itself with one distinct niche: Wobbuffet and Wynaut can use it to great effect to soften up opponents. After several uses of Tickle, you can switch in a Pursuit user for a virtually guaranteed KO, or send in a setup sweeper while the foe helplessly switches out.</p>

Torment
<h2>Competitive Use</h2>
<p>When combined with Substitute and Protect, Torment can be an effective and agonizingly annoying attack. Torment is best used on a Pokemon whose substitutes aren't easily broken, be it through natural bulk or thanks to a nice array of resistances. Ideally, set up a Substitute on a switch and use Torment on your opponent as it breaks the Substitute. From there, replace your Substitute or attack on the turns your opponent can't damage your Pokemon efficiently, and use Protect on their more powerful attack. The strategy's poster child and founding father is TormentTran, namely Heatran the moves Torment, Substitute, Protect, and Lava Plume. A few other Pokemon can use the strategy effectively, but none have found as much success as Heatran has, thanks to its stellar array of resistances.</p>

Toxic
<h2>Competitive Use</h2>
<p>Toxic is a great attack and has quite a number of competitive uses. For starters, Toxic stalling is a simple but deadly strategy that has made a handful of Pokemon, notably Gliscor, dreaded to no end. Nearly all defensive Pokemon with low offensive stats can make use of Toxic, possibly alongside Seismic Toss, to deal effective damage to targets and discourage foes from setting up on them. Conversely, some sweepers with a spare moveslot can pack Toxic to surprise walls and slowly wear them down, which might pave the way for an eventual sweep.</p>

Toxic Spikes
<h2>Competitive Use</h2>
<p>Softening up your opponent with residual damage is always a great idea. Of the three types of entry hazards, Toxic Spikes—which can be laid by Tentacruel, Forretress, and Roserade— presents the biggest threat to defensively oriented teams, as Toxic poison wears down their Pokemon in no time. If you need a bit of extra damage against grounded threats, consider adding Toxic Spikes to further pressure your opponent. Just be warned that most dedicated stall teams will pack a grounded Poison-type or spinner to remove the Toxic Spikes.</p>

Transform
<h2>Competitive Use</h2>
<p>Transform is terribly gimmicky, but has a bit of competitive merit on Mew in UU; it can adapt each match to copy one of your opponent's Pokemon and give the team extra support for that specific match-up. However, it's far from the most effective Mew set; only use it if you're up for a few losses with laughs along the way.</p>

Trick
<h2>Competitive Use</h2>
<p>Trick is an excellent way to cripple all sorts of Pokemon. Slap Trick onto any Choice user that can learn it and you have an ace up your sleeve against troublesome walls; Eviolite users, especially defensive ones such as Chansey and Dusclops, will hate having their precious defense boosts snatched away. Pokemon with Prankster or Klutz can also Trick inconvenient items, such as Lagging Tail and Iron Ball, onto your foe's Pokemon to provide very useful support. This is particularly useful in doubles, where your partner Pokemon can immediately take advantage of what the Trick user has crippled.</p>

Wrap
<h2>Competitive Use</h2>
<p>The trapping effect is kind of neat, but Wrap lost almost all of its competitive merit after RBY. Try some other support move in its place instead.</p>

Wring Out
<h2>Competitive Use</h2>
<p>Normal-type coverage and the horrible side effect of reduced power after every use holds Wring Out back. Any other special STAB attack will serve you better than Wring Out ever will.</p>


Lagging Tail
[SHORT DESC]
Makes the holder move last in their priority bracket.
[LONG DESC]
<h2>Description</h2>
<p>Makes the holder move last in their priority bracket. The holder will still move last in their priority bracket even under the effects of Trick Room.</p>

<h2>Competitive Use</h2>
<p>The only use of an item with such a terrible effect is, of course, to switch it onto your opponent. In doubles play, Lagging Tail Sableye and Whimsicott can pose huge headaches, as Lagging Tail forces slow opponents to move last even under Trick Room. Furthermore, on the turn Lagging Tail is Trickedaway, Sableye and Whimsicott can still attack swiftly thanks to Prankster.</p>

<h2>Location</h2>
<p>Held by wild Slowpoke and Lickitung.</p>


 

Oglemi

Borf
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Thank you TheMantyke and everyone that helped out with that last post, you guys are amazing. Moves should then be done, bar figuring out what to do with Related Moves.

Onto the next thing. The following abilities either need full entries and/or CU sections:

Color Change
Cute Charm
Effect Spore
Filter
Flame Body
Flare Boost
Flower Gift
Forecast
Forewarn
Gluttony
Guts
Heatproof
Honey Gather
Huge Power
Hustle
Hydration
Hyper Cutter
Ice Body
Illuminate
Intimidate
Iron Fist
Justified
Keen Eye
Klutz

EDIT: also the following items need full entries (note: I need a lot of this cross-checked to see if they're even available in the games, no site is definitive if they are even obtainable):

Blk Apricorn
Blu Apricorn
Blue Scarf
Bluk Berry
Damp Mulch
Fast Ball
Friend Ball
Gooey Mulch
Green Scarf
Grn Apricorn
Growth Mulch
Heavy Ball
Honey
Level Ball
Love Ball
Lure Ball
Moon Ball
Odd Keystone
Park Ball
Pink Scarf
Pnk Apricorn
Red Apricorn
Red Scarf
Sacred Ash
Sport Ball
Stable Mulch
Wht Apricorn
Yellow Scarf
Ylw Apricorn
 
EDIT: also the following items need full entries (note: I need a lot of this cross-checked to see if they're even available in the games, no site is definitive if they are even obtainable):

[stuff]
after looking into it some i'm pretty sure (like 90% confident) that everything on this list is unobtainable except Honey, which has a 100% chance to be found on wild Combee. a second look would probably be good though, especially for the contest scarves (there doesn't seem to be a way to get them and there would be no point to them in BW, but apparently they have official dream world art? idk)
 
after looking into it some i'm pretty sure (like 90% confident) that everything on this list is unobtainable except Honey, which has a 100% chance to be found on wild Combee. a second look would probably be good though, especially for the contest scarves (there doesn't seem to be a way to get them and there would be no point to them in BW, but apparently they have official dream world art? idk)
The Bluk Berry can be obtained from the Dream World and be sold in game, but you're right about everything else. All of those items are in the game, just not obtainable beyond Honey and the Bluk Berry. Do they still get entries if they're unobtainable in the game?

Also, I'll get to writing entries / CU sections for these:

Color Change
Cute Charm
Effect Spore
Filter
Flame Body
Flare Boost
Flower Gift
Forecast
Forewarn
Gluttony
Guts
Edit: I'll slowly start adding these into this post.
Edit #2: Finally done! I actually got bored at work and wrote most of these down irl on a notepad before copying them here.
<h2>Competitive Use</h2>
<p>Color Change is more trouble than it's worth. Changing type to hopefully resist your opponent's next attack sounds nifty on paper, but nearly every Pokemon out there carries some form of coverage that can hit you for neutral damage. What's worse is that common coverage combos like Dark and Fighting and Rock and Ground can line you up to take super-effective damage. Color Change is a major thorn in Kecleon's side and one of the many reasons you'll almost never see it, even in NU.</p>

<h2>Competitive Use</h2>
<p>Cute Charm is unreliable, but it certainly has its uses. Having an opponent struck by a timely bout of infatuation can turn the game around, so why isn't Cute Charm seen more often? Well, most Pokemon that get Cute Charm have a better ability on hand, like Magic Guard for Clefable, Frisk for Wigglytuff, or Limber for Lopunny. Cute Charm should be tossed aside for a better ability unless there are no other options or legality issues.</p>

<h2>Competitive Use</h2>
<p>Effect Spore's random effects can be handy, but they can be undesirable on Pokemon that rely on selective status conditions to deal with opponents, primarily Sleep. Unfortunately, that encompasses every Pokemon with Effect Spore out there. Use another ability if you can.</p>

<h2>Competitive Use</h2>
<p>Filter is a simple Solid Rock clone, although it's limited distribution holds it back. Feel free to use Filter on one of Mr.Mime's offensive or Baton Pass sets if you dislike Technician or Soundproof respectively.</p>

<h2>Competitive Use</h2>
<p>Flame Body is a strange cushion against physical assaults. Pokemon like Volcarona can use Fighting-type assaults normally as an opportunity to switch in and a lucky Flame Body activation can cripple the opponent (should they lack Guts), giving you a golden opportunity to set up. It should not be chosen on Pokemon like Heatran and Magmortar who have better abilities like Flash Fire or Vital Spirit respectively, but it's not too bad on things stuck with it. It should also be noted that burning a Fake Out user with the aid of Flame Body is absolutely hilarious</p>

<h2>Competitive Use</h2>
<p>While Drifblim usually prefers using one of its Baton Pass or Acrobatics sets, both of which rely on Unburden, Flare Boost can give Drifblim some much needed extra firepower. A simple moveset consisting of three attacks and Protect with a status orb could surprise your opponents and put a substantial dent in their defenses.</p>

<h2>Competitive Use</h2>
<p>Flower Gift is the sole reason you'd ever want to bother with Cherrim. The 50% boost to Attack and Special Defense when most doubles sun teams will be firing off Special Attacks, but there are a few uses for it. Arcanine becomes much more threatening with a Flower Gift boost at the ready and Explosion becomes a competent option for Heatran. Should you be playing in a doubles ruleset that permits the 600+ base stat legendary club, Groudon adores the boost Flower Gift provides and even brings his own sun.</p>

<h2>Competitive Use</h2>
<p>Castforms everywhere can breath a sigh of relief as endless, gamebreaking transformations due to forecast are gone for good with the acid rain glitch finally removed. Forecast is an interesting ability, but its sole possessor is outclassed by almost any other weather abuser. It's hard to keep up with base 135 Special Attack juggernauts when you only posses base 70. Overall, Forecast is another interesting ability ruined by being stuck on such a lousy Pokemon.</p>

<h2>Competitive Use</h2>
<p>Forewarn is a useful scouting tool, but most Pokemon that receive it have better option. Hypno receives Insomnia, Jynx has Dry Skin, and Musharna can use either Synchronize in singles or Telepathy in doubles. Opt for one of those options over Forewarn and you'll usually find yourself with a greater deal of success.</p>

<h2>Competitive Use</h2>
<p>Gluttony's early activation of pinch berries can be immensely helpful for sweepers reliant on such berries. In the fourth generation, Linoone loved to use Gluttony to activate its Salac Berry right after a Belly Drum to line up a possible Belly Drum sweep. However, there's one major issue with that strategy in the fifth generation: pinch berries have yet to be released! Until that happens, stick with some other ability, Gluttony isn't useful at all without those handy berries.</p>

<h2>Competitive Use</h2>
<p>There isn't a single Pokemon out there that doesn't welcome Guts to its arsenal. The boost in power and immunity to burn's attack reducing side effect make Guts a boon for physical attackers and one of the best abilities in the game. Feel free to slap it on whatever you can for a greater array of switch in opportunities on enemy Toxics, Will-o-wisps, and Thunder Waves. For a more aggressive approach, you can even give your Guts Pokemon a status orb and have it firing off superbly destructive attacks every game.</p>
 

Oglemi

Borf
is a Top Contributoris a Tournament Director Alumnusis a Site Content Manager Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Top Dedicated Tournament Host Alumnus
I'm taking these myself I guess

<h2>Competitive Use</h2>
<p>Taking half damage from Fire-type attacks is a situational ability, but could be a real life-saver for Pokemon that are normally weak to Fire. As it is, the only Pokemon that have access to Heatproof are Bronzor and Bronzong, both of which would much rather make use of their other ability, Levitate, which gives them an immunity to the more common and arguably more dangerous Ground-type moves and Spikes. Though, Heatproof could allow them to get a surprise KO on Fire-type Pokemon that'd normally easily take them out, such as Infernape or Darmanitan.</p>


<h2>Competitive Use</h2>
<p>Has no use in link or Wi-Fi battles.</p>


<h2>Competitive Use</h2>
<p>Huge Power is an absolutely amazing ability. It is the sole reason that Azumarill is usable in any competitive environment, as it takes its normally meager Attack and doubles it to become some of the highest Attack stats in the game. Huge Power will normally be the only ability worth considering on any Pokemon that's lucky enough to get it.</p>


<h2>Competitive Use</h2>
<p>Hustle is a great ability, but its side effect is a total bummer. Hustle gives the user an Attack boost to all of the Pokemon's physical attacking moves, at the cost of an accuracy drop. This Attack boost is what turns Durant and Zweilous into absolute monsters. However, the accuracy drop can easily lead to an untimely miss and cost the user the battle, especially if the attack already has low accuracy, such as Stone Edge. For this reason, Hone Claws, if available, is usually used in conjunction with the ability Hustle. Overall, this ability will usually be the main choice of any Pokemon that gets the Pokemon also gets an equally great Special Attack stat and boosting moves, such as Togekiss.</p>


<h2>Competitive Use</h2>
<p>Hydration is an absolutely amazing ability in the OU environment where Drizzle Politoed is available. Being basically immune to status due to the permanent rain is an absolute godsend to any defensive Pokemon that gets it, particularly Vaporeon. Hydration is also what arguably pushed Manaphy over the edge, as inflicting it with status in order to outstall or cripple it as it set up was simply out of the question, and even if it got to low health it could use Rest to reach full health and then rid itself of its sleep on the same turn. However, in any metagame where permanent rain is unavailable, Hydration will usually be left out in favor of more useful abilities in common battle conditions. Especially since having only 8 turns of status immunity is far less useful than having something like the double Speed that Swift Swim brings under the same conditions.</p>


<h2>Competitive Use</h2>
<p>Hyper Cutter is a great ability for physical attacking Pokemon that want an immunity from having their precious Attack being dropped, which could potentially be the difference between a successful and an unsuccessful sweep. However, its use is exceedingly situational, as Intimidate is not as popular as it used to be, so the residual Attack drops are not as common as they used to be in past generations. What's more, no Pokemon, outside Prankster Murkrow, uses Attack-lowering moves intentionally, such as Growl and FeatherDance, and instead favor the Attack-lowering side effect of burns, which Hyper Cutter does not bypass. Still, Kingler makes use of it, since Shell Armor is even more situational and not as useful.</p>


<h2>Competitive Use</h2>
<p>Having an extra Leftovers-esque healing in permanent hail is fantastic for bulky Pokemon that get it, particularly Walrein. In fact, Walrein is such a fantastic user of Ice Body that it has developed into one of the most dreaded sets, if set up properly, in competitive history: Stallrein. However, Ice Body is only useful on extremely bulky Pokemon that can make use of the extra recovery like Walrein, and it has to be used on teams with permanent hail, which requires either Abomasnow or Snover as a teammate. Therefore, Walrein is really the only Pokemon that Ice Body is seen on in competitive play; the other Pokemon that receive it simply aren't bulky enough to make use of it or are in a tier where permanent hail is unavailable.</p>


<h2>Competitive Use</h2>
<p>Has no use in link or Wi-Fi battles.</p>


<h2>Competitive Use</h2>
<p>Intimidate is one of the best abilities in the game. It allows Pokemon such as Gyarados to switch in on normally threatening physical attackers and proceed to set up itself thanks to the buffer. The best part of the effects of Intimidate is that it works immediately as the Pokemon switches in, and doesn't require the use of a turn. This makes it so that the user can bring a +1 Attack sweeping Pokemon back down to +0, and then react in the same turn. However, Intimidate is now less common in today's metagame due to the fact that most of the users have either fallen out of favor or have received better abilities. The metagame has also become more balanced in terms of attacking prowess from the physical and special side, meaning that there are less Pokemon significantly effected by Intimidate. Finally, the opponent can remove the effects of Intimidate by simply switching.</p>


<h2>Competitive Use</h2>
<p>Iron Fist is a good ability for Pokemon that rely a lot on punching moves, particularly Hitmonchan and Golurk, as it boosts the power of Focus Punch to obscene levels. It also gives the elemental punches and Mach Punch some neat utility as coverage moves. However, if a better ability is available, or if the Pokemon does not have to or cannot rely on punching moves, Iron Fist serves little purpose, such as on Ledian and Conkeldurr. All in all, Iron Fist is a decent ability, but relies heavily on the Pokemon's movepool.</p>


<h2>Competitive Use</h2>
<p>Getting a free Attack boost by simply switching into a Dark-type attack seems like an awesome ability to have at first glance. However, the conditions are extremely situational, not to mention the fact that Dark-type attacks are relatively rare in most of the tiers (with the exception of Pursuit, but your Pokemon with Justified can't switch into that). Luckily, most of the Pokemon that receive Justified can make good use of a free Attack boost and have little problem switching in on most Dark-type attacks. Justified should really only be used if no better or consistent ability is available.</p>


<h2>Competitive Use</h2>
<p>Keen Eye is a poor ability as nobody uses accuracy reducing moves competitively. Therefore, the times that Keen Eye would even see use are very few. Always use a more consistent or reliable ability over Keen Eye.</p>


<h2>Competitive Use</h2>
<p>Klutz is a pretty poor ability with only a few gimmicky strategies that can be used alongside it. The only Pokemon that receives Klutz that can really make use of it is Lopunny, as it has no other useful ability available to it. What's more, Lopunny has access to one major move that makes Klutz somewhat usable: Switcheroo. With Switcheroo, Lopunny is able to keep whatever normally crippling item hidden, such as Flame Orb or Lagging Tail, until it's ready to Switcheroo it onto the opponent.</p>
 

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