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

hamiltonion

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[SHORT DESC]
Power doubles if used after Fusion Flare.

[LONG DESC]
<h2>Description</h2>
<p>Fusion Bolt's base power will double if it is executed after the user has been hit by the target's Fusion Flare. </p>

<h2>Competitive Use</h2>
<p>Fusion Bolt is powerful and accurate. Only two Pokemon—Victini and Zekrom—learn this move, and it is an excellent choice on both. While Fusion Bolt is weaker than Bolt Strike for Zekrom, it's still extremely powerful when backed by Zekrom's incredible base 150 Attack. Fusion Bolt makes a nice option for the last slot on a Choice set as it offers perfect accuracy, and Bolt Strike may run out of PP later in the match due to the amount of Pokemon with Pressure in Ubers. Fusion Bolt has more utility on Victini, where it is the pixie's best option to remove the bulky Water-types that run rampant in UU, particularly Slowbro and Milotic. When Fusion Bolt is used together with Victini's insanely powerful V-create, almost nothing can stand in the way of its Choice set.</p>

<h2>Related Moves</h2>
<p>Wild Charge is a weaker equivalent that deals recoil damage.</p>

<p>Fusion Flare is a special Fire-type equivalent. </p>


[SHORT DESC]
Power doubles if used after Fusion Bolt.

[LONG DESC]
<h2>Description</h2>
<p>Fusion Flare's base power will double if it is executed after the user has been hit by the target's Fusion Bolt. </p>

<h2>Competitive Use</h2>
<p>Fusion Flare is an acceptable substitute for Flamethrower. It is slightly stronger, but does not carry the 10% burn chance. Reshiram is the only Pokemon with access to this move, and it will rarely, if ever, use it. This is due to Reshiram also having access to the more powerful Blue Flare. However, it can be used as a substitute to Blue Flare or Flamethrower on Choice sets, though Flamethrower's higher PP is usually more desired in Ubers where many Pokemon have Pressure as an ability.</p>

<h2>Related Moves</h2>
<p>Fusion Bolt is a physical Electric-type equivalent. </p>


[SHORT DESC]
Cures status on the user's team.

[LONG DESC]
<h2>Description</h2>
<p>Heal Bell will cure the user's team of status. In Generation V, Heal Bell will cure Pokemon with the Soundproof ability. </p>

<h2>Competitive Use</h2>
<p>Heal Bell is an excellent supporting move. It can restore otherwise useless Pokemon, such as a paralyzed Alakazam, to top condition, and is worth the moveslot is almost all cases. Heal Bell is one of the best supporting moves in the entire game. Being able to cure the whole team of debilitating status can give a team new hopes of setting up another sweep or outstall a certain threat. The term used to describe a user of Heal Bell is cleric, and they are an important part of nearly every successful stall team. Clerics are almost the sole reason why a stall team cannot be easily defeated by the opponent throwing around Toxic. Clerics also serve an important role on balanced teams by ensuring that the team's sweeper or wallbreaker won't be crippled by a burn or paralysis. In BW clerics serve another interesting role as a sleep-remover as well, curing the sleep of BW Rest users or those inflicted by an opponent's Spore or Sleep Powder, thus rejuvenating an otherwise useless team member.</p>

<p>The only real downside to Heal Bell is its limited distribution, with only a few usable Pokemon having access to the move. These Pokemon also limit the types of teams a cleric can be used on, making them predictable. And to top it all off, making room for Heal Bell on a moveset limits the offensive options that the Pokemon could have used instead to decrease the amount they are affected by Taunt or enemy set up sweepers.</p>

<h2>Related Moves</h2>
<p>Aromatherapy is a Grass-type equivalent. </p>


<h2>Competitive Use</h2>
<p>Heavy Slam has little to no competitive use. Unless used by exceptionally heavy Pokemon on extremely light targets, the move will often be outdamaged by more reliable choices, such as Iron Head or Meteor Mash. The exception to this is Choice Band Aggron in RU, where Heavy Slam gets a stronger hit on many of the Pokemon that threaten Aggron more than Iron Head.</p>

<h2>Related Moves</h2>
<p>Heat Crash is a Fire-type equivalent. </p>


[SHORT DESC]
If it misses, user loses HP equal to 1/2 the user's max HP.

[LONG DESC]
<h2>Description</h2>
<p>If Hi Jump Kick misses, is used on a Ghost-type Pokemon, or is blocked by Protect or Detect, the user receives recoil damage equal to half of its maximum HP, rounded down. </p>

<h2>Competitive Use</h2>
<p>Hi Jump Kick is absurdly powerful and highly accurate., and a However, it is a potent double edged sword. The move has extreme power and few drawbacks, but must be used carefully. If you suspect that the target will use Protect, or a Ghost will switch in, you must preempt accordingly. </p>

<h2>Related Moves</h2>
<p>Jump Kick is a weaker, more accurate equivalent. </p>


<h2>Competitive Use</h2>
<p>As Hidden Power can be any type, (bar Normal) it is a fundamental move for special attackers, providing a decently powered coverage move of a type that the user may otherwise lack. Almost every Pokemon in the game has access to this move, and it's everywhere. Latios, for example, does not learn any Fire-type moves to cover the Steel-type Pokemon that wall its STAB, so uses Hidden Power Fire to patch up this problem. The potential for this move is nearly endless, and can be a nasty surprise for otherwise solid counters. Some general rules of thumb are: most Dragon-types will carry Hidden Power Fire, Water-types will have Hidden Power Grass, Grass- and Electric-types will have Hidden Power Ice, and Ghost-types will have Hidden Power Fighting. Always expect the unexpected, and just remember that the presence of Hidden Power is largely a case-by-case basis.</p>

<h2>Related Moves</h2>
<p>No related moves. </p>


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Limewire

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With permission from Oglemi, I'm going to beef up/amateur gp-check capefeather's post (Retaliate to Rock Wrecker).


[SHORT DESC]
Base Power doubles if an ally fainted in the previous turn.


[LONG DESC]
<h2>Description</h2>
<p>Deals damage. If an ally fainted in the previous turn, this move's Base Power is doubled.</p>


<h2>Competitive Use</h2>
<p>Stoutland is the only bearer of this move that gets STAB on it. It can be decent on the Choice Band set for greater revenge killing power, but consideringRetaliate is marginally useful on Normal-type revenge-killers such as Ambipom, Cincinno, and Stoutland. However, even though it can reach a sky-high base power of 140, the fact that an ally has to have fainted in the previous turn, it is makes it a rather inconsistent move, so Return is preferred. It is better to use more reliable Normal-type moves such as Return and Double-Edge instead. Additionally, even with Stoutland's shallow movepool, it needs all the moves it can get to combat Steel-types, Water-types, and Ghost-types.</p>



<h2>Competitive Use</h2>
<p>This move's power, reliability, and availabilty for any Pokémon capable of learning a TM make it the bread-and-butter physical STAB for the vast majority of Normal-types. Water-types occasionally use this move for its decent neutral coverage.</p>


<p>Return is indubitably Game Freak's greatest gift to Normal-types; its massive 102 base power and lack of drawbacks makes it a widely popular choice for Normal-type physical attackers such as Snorlax and Staraptor. Return is also used by a few non-Normal Pokemon with shallow movepools, such as Kingler in NU. The biggest problem with Return, though, is that there are quite a few Rock-, Steel-, and Ghost-type Pokemon that can safely switch into it. Thus, Return is an uncommonly seen move in OU, which is overstocked with these three types. One way to overcome this weakness is to use coverage moves along with Return. An offensive Snorlax set in UU, for example, always runs Earthquake and Pursuit to deal with threats such as Rhyperior and Mismagius.</p>


<h2>Related Moves</h2>
<p>Frustration is an equivalent move, but its Base Power is calculated as the inverse of Return's Base Power.</p>



<h2>Competitive Use</h2>
<p>Revenge is very rarely used, mostly because of the existence of Close Combat, Brick Break, and Hi Jump Kick, both of which are at least as powerful as Revenge. The negative priority and the necessity of moving second prevent this move from being very helpful for most Pokemon. However, a slow Fighting type using Bulk Up, such as Hitmontop, can use it to avoid the Defense drops of Close Combat and the possible crash damage of Hi Jump Kick.</p>


<h2>Related Moves</h2>
<p>Avalanche is an Ice-type equivalent.</p>
<p>Payback is a weaker Dark-type equivalent. However, it does not have negative priority.<p>



<h2>Competitive Use</h2>
<p>Reversal is mostly famous for its use on cheesy Substitute + Salac Berry combos from past generations, which were easily foiled by residual damage. In a generation that lacks this combo, it is barely known to be on any Pokemon, but some occasionally find success in the strategy. Strangely enough, perhaps the most prominent and successful user of Reversal by far is Dugtrio. At full power, Reversal gives Dugtrio the power it needs to OHKO the likes of Blissey, Chansey, and Tyranitar, as well as deal serious damage to Ferrothorn and Politoed. Arena Trap works very well with this move, since there is little that the opponent can do about Dugtrio once it has initiated its strategy.</p>


<h2>Related Moves</h2>
<p>Flail is a Normal-type equivalent.</p>



<h2>Competitive Use</h2>
<p>Forcing the opponent to switch has several advantages. Firstly, the opponent has no control over what is switched in, which makes it likely that the opponent will be forced to switch again. Secondly, the switch-in is forced to take entry hazard damage, which is especially advantageous for defensive teams for which this is that rely on it as one of their primary damaging methods. Lastly, it can save the team from an opposing setup sweeper that has gone out of control, even if it has a Substitute up. Since the move Roar has negative priority, this move it is commonly seen on slow, bulky Pokemon, such as Giratina in Ubers, Heatran in OU, and Blastoise in UU.</p>


<p>Many defensive Pokemon have the luxury of choosing between Roar and Dragon Tail. The advantage of Roar is that it works even if the opponent has a Substitute up, whereas Dragon Tail may merely break the Substitute. This can especially be a problem in matchups such as a Bold or Calm Blastoise vs Kingdra in UU, where Blastoise's Dragon Tail may not even break Kingdra's the Substitute because the Blastoise has a Bold or Calm nature. On the other hand, Taunt disables this move Roar, and Magic Coat and Magic Bounce reflect it. These situations factors cause many Pokemon to choose Dragon Tail over Roar.</p>


<h2>Related Moves</h2>
<p>Circle Throw is a Fighting-type equivalent that deals damage.</p>
<p>Dragon Tail is a Dragon-type equivalent that deals damage.</p>
<p>Whirlwind is a Normal-type equivalent that affects Pokemon that have Soundproof.</p>



<h2>Competitive Use</h2>
<p>The main advantage of Rock Slide Blast over other Rock-type moves is that it can bypass Focus Sash and partially bypass Substitute. This can be especially helpful against Substitute stallers such as SubToxic Zapdos. However, this move has a very low distribution, and it is weaker than Stone Edge on average. Consequently, few Pokemon use it in OU and UU.</p>


<p>Cloyster is the main user of Rock Blast in OU, and with its Skill Link ability, it can use all five hits of the move, causing massive damage to Water- and Ice-types that would otherwise switch in to resist its STABs. In UU, Rhyperior enjoys STAB from Rock Blast, which makes it a nice choice for dealing with Substitute users. In the lower tiers, Cincinno uses Rock Blast because, like Cloyster, it can land all five hits with Skill Link. Powerful Rock-type Pokemon in NU / RU such as Gigalith also occasionally use Rock Blast to destroy Substitutes. Although a bit risky, Octillery can also use Rock Blast in conjunction with its Sniper ability to increase the chance of landing a critical hit.</p>


<h2>Related Moves</h2>
<p>Bone Rush is a Ground-type equivalent.


Bullet Seed is a 100% accurate Grass-type equivalent.


Icicle Spear is a 100% accurate Ice-type equivalent.


Tail Slap is an 85% accurate Normal-type equivalent.</p>



<h2>Competitive Use</h2>
<p>There is virtually no reason to use this move. The 17% overall confusion probability is not worth the 85% accuracy or the power drop compared to Return, Frustration, or Double-Edge. Tauros can occasionally use this move Tauros is a noticable exception, due to Sheer Force boosting its Base Power to 117.</p>


<h2>Related Moves</h2>
<p>See <a href=http://www.smogon.com/bw/articles/bw_status#Confusion>this section</a> for a list of moves that can cause confusion.</p>



<h2>Competitive Use</h2>
<p>As far as boosting moves go, Rock Polish is not as universally neglected as moves that solely raise Defense or Special Defense, but it is far less popular than offensive boosting moves. The main reason for this is that the turn spent setting up necessitates the need to OHKO the opposition and try for a sweep, and yet Rock Polish does not boost attacking power at all Rock Polish wastes a valuable turn increasing Speed instead of increasing an offensive stat. (that's how I interpreted this sentence) In spite of all this, Rock Polish is typically distributed to Rock-, Ground-, and Steel-types, most of which are very slow and desperately need a Speed increase to function well offensively, or just to outrun everything and its mother. The power that many of these Pokemon have also plays into the use of Rock Polish.</p>


<p>There are a few interesting combinations for this move. One very common way to use Rock Polish is in a "Double Dancer" set paired with Swords Dance, where the user can use either Rock Polish to outrun and demolish offensive teams, or Swords Dance to break through defensive teams. The most prominent user of this strategy in OU is Terrakion, whose awesome coverage with its STABs really help the set to work. Groudon can use a similar set in Ubers. Some Pokemon may forgo Swords Dance and solely use Rock Polish, such as Landorus in OU and Rampardos in NU. The advantage in doing so is that the user has an extra moveslot for coverage in exchange for a weaker Attack. Another use is on a Rock Polish is also used by Baton Pass users, such as Mew.</p>


<h2>Related Moves</h2>
<p>Agility is a Psychic-type equivalent.


Autotomize is a Steel-type equivalent that also halves the weight of the user.</p>



<h2>Competitive Use</h2>
<p>In singles, Rock Slide is typically only used on Pokemon that do not have Stone Edge (i.e. Excadrill in Ubers). The main problem with Rock Slide is that its imperfect 90% accuracy, while better than Stone Edge's 80% accuracy, is not very attractive, which makes the power loss compared to Stone Edge hardly worth it. The flinching possibility and higher PP are worth noting, though; the latter is primarily the reason for Curse Regirock using it in NU.With that being said, Rock Slide is frequently used by physical attackers with the Sheer Force ability, such as Braviary. Sheer Force boosts Rock Slide's measly 70 Base Power to an impressive 98 Base Power. This makes Rock Slide almost as powerful as Stone Edge with a greater accuracy. In fact, Pokemon such as Sheer Force Darmanitan use Rock Slide over Stone Edge for this sole reason.</p>


<p>In VGC, Rock Slide is quite a bit more important. The main reason for this is that it is a spread attack with no immunities that pairs well with Earthquake. The flinching possibility is the icing on the cake, since flinches are not only can be critical in VGC, but also can affect both opposing Pokemon. Many Pokemon who typically use Stone Edge in singles (such as Garchomp and Terrakion) switch to Rock Slide in VGC for these reasons.</p>


<h2>Related Moves</h2>
<p>See <a href=http://www.smogon.com/bw/articles/bw_status#Flinch>this section</a> for a list of moves that can cause flinching.</p>


<p>Discharge is a special Electric-type equivalent, in that it hits both enemies.</p>



<h2>Competitive Use</h2>
<p>This move has too little power and a secondary effect that is not reliable enough to be remotely competitive.</p>



<h2>Competitive Use</h2>
<p>This move is strictly inferior to Rock Slide, which has more power and a secondary effect.</p>



<h2>Competitive Use</h2>
<p>Decreasing the Speed of the opponent with a damaging move can be a slightly compelling reason to use a move as weak as Rock Tomb. However, like all moves that temporarily reduce the opponent's stats, it is rather unreliable and the payoff is not worth the reduced power.</p>


<h2>Related Moves</h2>
<p>Icy Wind is a 55 Base Power Ice-type equivalent.</p>



<h2>Competitive Use</h2>
<p>Maybe if this If Rock Wrecker existed in RBY, it might have been good. Alas, being forced into one turn of doing absolutely nothing is an extremely dangerous risk, giving the opponent one precious extra turn to execute his or her general strategy. The fact that its two users are both slow with crippling type weaknesses makes it absolutely suicidal for either of them to use it. In fact, there are more powerful, far less risky moves than this. To put things into perspective, Rhyperior's Rock Wrecker is slightly weaker than Medicham's High Jump Kick. There are stronger moves in all the tiers above RU (mostly due to weather boosts), and there are certainly similarly powerful moves even in RU and NU that are much safer than Rock Wrecker. Rhydon and Rhyperior should stick to using Stone Edge or Rock Blast instead.<p>


<h2>Related Moves</h2>
<p>Blast Burn is a special Fire-type equivalent.


Frenzy Plant is a special Grass-type equivalent.


Giga Impact is a physical Normal-type equivalent.


Hydro Cannon is a special Water-type equivalent.


Hyper Beam is a special Normal-type equivalent.</p>
 

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<h2>Competitive Use</h2>
<p>Howl is outclassed by Swords Dance, and should only be used when the latter is unavailable. There are a few Pokemon that find use in this move, such as Arcanine and Stoutland, who can sweep reasonably well with it. However, most players opt for the power of a Choice Band instead of Howl, due to the fact that use of a Choice Band means that the player doesn't have to waste a time setting up and can attack right off the bat. What's more, Howl takes up a moveslot, which could be used instead for another coverage move.</p>

<h2>Related Moves</h2>
<p>Swords Dance is an equivalent that raises Attack by +2. </p>
<p>Dragon Dance is a Dragon-type equivalent that raises Attack and Speed. </p>


<h2>Competitive Use</h2>
<p>Hydro Pump is the most widely-distributed, most powerful attack with the least drawbacks for many special attacking Water-types. When boosted by the rain provided by Drizzle Politoed in OU, one of the most defining characteristics of the metagame is to be sure that at least a couple of your Pokemon can take a STAB Hydro Pump from the likes of Choice Specs Politoed, Life Orb Starmie, and Choice Scarf Rotom-W. To say that Hydro Pump is one of the best attacks in the game wouldn't be an overstatement. Hydro Pump is also the sweeping attack of choice for many special Swift Swim sweepers in the lower tiers, including Kingdra, Ludicolo, Omastar, and Gorebyss. However, Hydro Pump does come with one major drawback: 80% accuracy. This means that it can, and will on occasion, miss at the most inopportune times. Therefore, many players will opt to use the perfectly accurate Scald or Surf instead of Hydro Pump to ensure that their attack will always hit.</p>

<h2>Related Moves</h2>
<p>Scald is a weaker equivalent that may burn.</p>
<p>Fire Blast is a Fire-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Hypnosis has little competitive use. While the sleep status is powerful, Hypnosis' accuracy is too low, and too unreliable in most situations. However, there are times when the risk of missing with Hypnosis is worth it. The best example is with Substitute Gengar; behind a Substitute, Gengar has a "free turn" with which to try and put the opponent to sleep with Hypnosis, very quickly turning the tides of the battle to its favor. Gengar is also so fast that, even if it misses the first Hypnosis from behind the Substitute, Gengar will usually have a chance to try hitting the opponent with Hypnosis again with statistically higher odds.</p>

<h2>Related Moves</h2>
<p>Spore is a 100% accurate Grass-type equivalent. </p>
<p>Sleep Powder is a 75% accurate Grass-type equivalent. </p>


<h2>Competitive Use</h2>
<p>While rarely seen, Magnet Rise can be used on Pokemon that are weak to Ground-type moves, providing a useful immunity. This can foil some checks or counters, and is useful on Pokemon with several resistances, such as Magnezone. This is proven even more useful considering many of the Steel-types that Magnezone is capable of trapping and eliminating carry Earthquake, particularly Bronzong and Metagross. A tactic to make the most of Magnet Rise is to combine it with Substitute, since rarely will the opposing Steel-type have another attack that will be able to break the Substitute. Once floating with Magnet Rise and behind a Substitute, Magnezone is free to KO the Steel-type and have basically a free hit on whatever your opponent chooses to switch in next. However, the move's effectiveness is hampered by the fact that it is negated when the user switches and that it only lasts for five turns.</p>


<h2>Competitive Use</h2>
<p>Meditate is outclassed by Swords Dance, and should only be used when the latter is unavailable. However, even then most players opt for the power of a Choice Band instead of Meditate, due to the fact that use of a Choice Band means that the player doesn't have to waste a time setting up and can attack right off the bat. What's more, Meditate takes up a moveslot, which could be used instead for another coverage move.</p>

<h2>Related Moves</h2>
<p>Swords Dance is an equivalent that raises Attack by +2. </p>
<p>Dragon Dance is a Dragon-type equivalent that raises Attack and Speed. </p>


 

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<h2>Competitive Use</h2>
<p>Howl is outclassed by Swords Dance, and should only be used when the latter is unavailable. There are a few Pokemon that find use in this move, such as Arcanine and Stoutland, who can sweep reasonably well with it. However, most players opt for the power of a Choice Band instead of Howl, due to the fact that use of a Choice Band means that the player doesn't have to waste a time setting up and can attack right off the bat. What's more, Howl takes up a moveslot, which could be used instead for another coverage move.</p>

<h2>Related Moves</h2>
<p>Swords Dance is an equivalent that raises Attack by +2. </p>
<p>Dragon Dance is a Dragon-type equivalent that raises Attack and Speed. </p>


<h2>Competitive Use</h2>
<p>Hydro Pump is the most widely-distributed, most powerful attack with the least drawbacks for many special attacking Water-types. When boosted by the rain provided by Drizzle Politoed in OU, one of the most defining characteristics of the metagame is to be sure that at least a couple of your Pokemon can take a STAB Hydro Pump from the likes of Choice Specs Politoed, Life Orb Starmie, and Choice Scarf Rotom-W. To say that Hydro Pump is one of the best attacks in the game wouldn't be an overstatement. Hydro Pump is also the sweeping attack of choice for many special Swift Swim sweepers in the lower tiers, including Kingdra, Ludicolo, Omastar, and Gorebyss. However, Hydro Pump does come with one major drawback: 80% accuracy. This means that it can, and will on occasion, miss at the most inopportune times. Therefore, many players will opt to use the perfectly accurate Scald or Surf instead of Hydro Pump to ensure that their attack will always hit.</p>

<h2>Related Moves</h2>
<p>Scald is a weaker equivalent that may burn.</p>
<p>Fire Blast is a Fire-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Hypnosis has little competitive use. While the sleep status is powerful, Hypnosis' accuracy is too low, and too unreliable in most situations. However, there are times when the risk of missing with Hypnosis is worth it. The best example is with Substitute Gengar; behind a Substitute, Gengar has a "free turn" with which to try and put the opponent to sleep with Hypnosis, very quickly turning the tides of the battle to its favor. Gengar is also so fast that, even if it misses the first Hypnosis from behind the Substitute, Gengar will usually have a chance to try hitting the opponent with Hypnosis again with statistically higher odds.</p>

<h2>Related Moves</h2>
<p>Spore is a 100% accurate Grass-type equivalent. </p>
<p>Sleep Powder is a 75% accurate Grass-type equivalent. </p>


<h2>Competitive Use</h2>
<p>While rarely seen, Magnet Rise can be used on Pokemon that are weak to Ground-type moves, providing a useful immunity. This can foil some checks or counters, and is useful on Pokemon with several resistances, such as Magnezone. This is proven even more useful considering many of the Steel-types that Magnezone is capable of trapping and eliminating carry Earthquake, particularly Bronzong and Metagross. A tactic to make the most of Magnet Rise is to combine it with Substitute, since rarely will the opposing Steel-type have another attack that will be able to break the Substitute. Once floating with Magnet Rise and behind a Substitute, Magnezone is free to KO the Steel-type and have basically a free hit on whatever your opponent chooses to switch in next. However, the move's effectiveness is hampered by the fact that it is negated when the user switches and that it only lasts for five turns.</p>


<h2>Competitive Use</h2>
<p>Meditate is outclassed by Swords Dance, and should only be used when the latter is unavailable. However, even then most players opt for the power of a Choice Band instead of Meditate, due to the fact that use of a Choice Band means that the player doesn't have to waste a time setting up and can attack right off the bat. What's more, Meditate takes up a moveslot, which could be used instead for another coverage move.</p>

<h2>Related Moves</h2>
<p>Swords Dance is an equivalent that raises Attack by +2. </p>
<p>Dragon Dance is a Dragon-type equivalent that raises Attack and Speed. </p>


Revisions made.
 

Oglemi

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<h2>Competitive Use</h2>
<p>Miltank's signature move is quite useful for the cow, providing recovery for both offensive and defensive sets, and augmenting its notable bulk. Milk Drink is one of the best moves in the game, and it, or one of its equivalents (Recover, Heal Order, Roost, and Slack Off), are almost mandatory for any successful defensive Pokemon. Milk Drink is Miltank's signature move, and almost solely what makes Miltank even somewhat usable. HP recovery is a crucial gameplay element and having instant recovery to tank threats in the metagame, such as Moltres in RU, is a godsend to many teams. It's such an important move that even offensive sets of Miltank are recommended to use Milk Drink so that it can both dish out damage and tank hits for the team.</p>

<h2>Related Moves</h2>
<p>Recover is an exact equivalent.</p>
<p>Roost is a Flying-type equivalent.</p>
<p>Slack Off is an equivalent.</p>
<p>Heal Order is a Bug-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Rage should not be used competitively. Its Base Power is far too low, and it is completely outclassed by stronger Normal-type moves, such as Return and Double-Edge.</p>

<h2>Related Moves</h2>
<p>Return is a stronger option.</p>


<h2>Competitive Use</h2>
<p>Rage Powder is useless in single battles. In doubles however, it is extremely useful for giving one Pokemon a free turn, where it cannot be targeted by any of the opposing side's attacks. This allows strategies such as Trick Room to be more easily employed, as well as possibly saving a sweeping teammate from an otherwise fatal attack. Common users of the move include Amoonguss and Volcarona, both of which sport fantastic bulk, as well as wide movepools.</p>

<h2>Related Moves</h2>
<p>Follow Me is a Normal-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Every competitive battler will agree that Rapid Spin is probably the best move in the entire game. Why you may ask? The answer is simple: Rapid Spin removes all of the entry hazards from the user's side of the field. In a metagame where Stealth Rock, Spikes, Toxic Spikes, and Leech Seed run rampant, being able to remove them all in a single turn is an extreme gamebreaker. Removing entry hazards from your side of the field ensures that low health Pokemon can enter the battlefield without fainting immediately, ensures that Pokemon that are weak to Stealth Rock, Volcarona in particular, aren't crippled almost irreparably upon entry, and ensures that Toxic poison won't be spread around your team from Toxic Spikes. The utility and possibilities of the move are almost endless, and you'll find Rapid Spin user on nearly every competitive Pokemon team.</p>

<p>The use of Rapid Spin is so widespread in fact, that a whole strategy has evolved to counter it. The term is called spinblocking, and the only Pokemon that are capable of doing so are Ghost-types. In fact, spinblocking is almost the sole reason why you'll even see Ghost-types on the opposing team. This is especially true of stall teams, which rely on passive and entry hazard damage to deal the majority of its damage against an opposing team, and therefore they must keep entry hazards down at all times.
a bloody awful move. Why must hazard removal be restricted to a weak Normal-type move? On the whole, however, Rapid Spin is amazingly useful. Its low distribution is disappointing, but for the few Pokemon blessed with this move, it's an invaluable tool.</p>


<h2>Competitive Use</h2>
<p>Razor Leaf should not be used competitively. Its Base Power and distribution are both too low, plus it is outclassed by stronger moves, such as Giga Drain and Leaf Blade.</p>

<h2>Related Moves</h2>
<p>Giga Drain is a stronger option.</p>
<p>Energy Ball is a stronger option.</p>
<p>Leaf Blade is a stronger option.</p>


<h2>Competitive Use</h2>
<p>This move is only learned by the Cloyster and Samurott lines. It is a useful option on both Water-types, as it is only slightly weaker than Waterfall, and the strongest physical STAB move Cloyster has access to, making it the default Water-type move for Shell Smash variants. However, the imperfect accuracy makes Waterfall more desirable on Samurott, and Hydro Pump is usually chosen over Razor Shell on Cloyster for its ability to break through physical walls.</p>

<h2>Related Moves</h2>
<p>Waterfall is a slightly stronger option.</p>


<h2>Competitive Use</h2>
<p>Razor Wind should not be used competitively, because it is a two-turn charge up Normal-type move. Return or Double-Edge should always be chosen over Razor Wind in a competitive battle.</p>


<h2>Competitive Use</h2>
<p>Recover is one of the best moves in the game, and it, or one of its equivalents (Roost, Heal Order, Milk Drink, or Slack Off), are almost mandatory for any defensive Pokemon. The move is somewhat native to Psychic-types, but has been spread over a broad range of types throughout the generations. Almost every wall worth its salt will need this move, as HP recovery is a crucial gameplay element. Defensive Pokemon, such as Gastrodon, Jellicent, and Latias, partially owe their success and use to this move; seemingly excellent or useful Pokemon, such as Claydol or Bronzong, find themselves down the lower end of the tiering spectrum simply because they lack a recovery move.</p>

<h2>Related Moves</h2>
<p>Roost is a Flying-type equivalent.</p>
<p>Slack Off is a Normal-type equivalent.</p>
<p>Heal Order is a Bug-type equivalent.</p>
<p>Milk Drink is a Normal-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Recycle is an interesting move that has potential uses with single-use items, such as a Berry or Focus Sash. However, this move has low distribution, and the use of the move is usually nothing more than a gimmick in most situations.</p>


 
[milk drink + some r moves]
uploadin'

edit: done. random notes:


  • milk drink related moves: the onsite version explained roost in more detail (grounds the user for a turn), so i left that
  • razor leaf: i'm iffy about listing giga drain and energy ball as related moves since they're special and razor leaf is physical, but i left them in since we haven't really come to a conclusion in the other thread
 

sandshrewz

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Working on these

<h2>Competitive Use</h2>
<p>Wake-Up Slap has almost no competitive use. Sleep is one of, if not the, most valuable status in the game. Wake-Up Slap, however, gets rid of that status. It is further solidified as a useless move with the fact that there is only one Pokemon capable of reliably sleeping the opponent then using Wake-Up Slap, Breloom, who has much better moves at its disposal, like Drain Punch or Focus Punch. Furthermore, the only Pokemon, Breloom, that can put the opponent to sleep and also use Wake-Up Slap have other better moves to use such as Focus Punch. Even when used on a sleeping target, Wake-Up Slap has only 120 Base Power, making it outclassed by other Fighting-type attacks such as Close Combat, which has a consistent 120 Base Power already. Wake-Up Slap should never be used unless there are no better alternatives. Cinccino is the only good user of Wake-Up Slap due to Technician and it gives Cincinno a way to break through Steel-types in NU.</p>

<h2>Related Moves</h2>
<p>SmellingSalt is a Normal-type equivalent which that cures paralysis for a boost in power. instead.</p>

<h2>Competitive Use</h2>
<p>Whirlpool is an incredibly gimmicky move. It does have an interesting ability to allow a Pokemon like Manaphy or Cloyster to trap something that can not harm it and set up Tail Glows and Shell Smashes respectively. can be used to trap harmless foes and allow some Pokemon to set up. Some users of Whirlpool such as Manaphy and Cloyster and trap a Pokemon with Whirlpool and set up with Tail Glow and Shell Smash, respectively. However, deciding to run Whirlpool limits the amount of coverage the user can have, and will possibly end up facing something it can not hurt because it lacks said coverage move. coverage options of the user which can be costly as it might not be able to defeat some Pokemon it would otherwise be able to.</p>

<h2>Related Moves</h2>
<p>Clamp is an equivalent move with 20 more Base Power physical equivalent.</p> it has the same BP on-site??
<p>Fire Spin is a Fire-type equivalent.</p>
<p>Magma Storm is a Fire-type equivalent, but with much greater Base Power but lower accuracy and PP.</p>
<p>Sand Tomb is a physical Ground-type equivalent.</p>
<p>Bind is a physical Normal-type equivalent with lower Base Power.</p>
<p>Wrap is a physical Normal-type equivalent with lower Base Power but higher accuracy.</p>

<h2>Competitive Use</h2>
<p>Whirlwind is an excellent move on almost any Pokemon who gets it. Since setting up on a Pokemon with Whirlwind, like Skarmory, is almost impossible without perfect prediction, it makes the user able to survive for a much longer time. The ability to get rid of Substitute is another amazing bonus to this move. It is nearly impossible to set up against a Pokemon with Whirlwind, such as Skarmory. Whirlwind is able to phaze through Substitutes and is not blocked by Soundproof. Whirlwind, like all phazing moves, is at its best when used with entry hazards, as it forces any Pokemon who is hit by Whirlwind to take damage from the hazards once again upon coming back. best used with plenty of entry hazard support as it can gradually wear out opponents by forcing them to take entry harzard damage with every switchin. Whirlwind is also a useful move for phazing out set-up sweepers and halting sweeps. It can also break Baton Pass chains in the lower tiers that rely on Soundproof Mr. Mime to block Roar.</p>

<h2>Related Moves</h2>
<p>Roar is an equivalent move, but is blocked by Soundproof.</p>
<p>Dragon Tail has the same effect is a Dragon-type equivalent, but causes damage and will not force the opponent out if Substitute is in effect it does not cause direct damage, such as when used against a Substitute.</p>
<p>Circle Throw has the same effect is a Fighting-type equivalent, but causes damage and will not force the opponent out if Substitute is in effect it does not cause direct damage, such as when used against a Substitute.</p> probably more accurate because Circle Throw can't phaze Ghost-types...

<h2>Competitive Use</h2>
<p>Wide Guard has absolutely no use in Singles battles., and should never be considered over Protect. In Doubles and Triples battles, however, it can stop moves protect teammates from multi-target and spread moves such as Earthquake and Surf. A common misconception with this move is that it serves as a Protect for every team member. However, it will only protect against moves that target more than one Pokemon, and will not protect against moves that only target one opponent. Wide Guard can be used in VGC to protect teammates from common multi-target and spread moves. For example, Wide Guard can protect Scizor from the common Heat Waves and Flying-types from Rock Slides.</p> ty Eraddd :)

<h2>Related Moves</h2>
<p>Protect is a move that guards one Pokemon the user from any attack bar Feint and Shadow Force.</p>
<p>Detect is a move that guards one Pokemon the user from any attack bar Feint and Shadow Force.</p>
<p>Quick Guard will protects one the user's side of the field from any priority attack.</p>

<h2>Competitive Use</h2>
<p>Since As Wild Charge is the most powerful physical Electric-type move that isn't a signature move, it is a great boon to Pokemon like such as Arcanine and Electivire who previously had to resort to weaker attacks like alternatives such as ThunderPunch or Thunder Fang. While some players prefer to stick with the less powerful moves to avoid recoil, it is usually a safe bet to go with Wild Charge for the large boost in power. Wild Charge's higher Base Power is usually worth the recoil damage.</p>

<h2>Related Moves</h2>
<p>Take Down is a Normal-type equivalent with lower accuracy.</p>

<h2>Competitive Use</h2>
<p>Will-O-Wisp is a great move for any support Pokemon to have in its movepool. The ability to completely cripple any physical attacker, bar Guts abusers, as well as gain residual damage on special attackers and walls with Burn is a welcome thing. It also has a wide distribution and it's not hard to fit a Pokemon with Will-O-Wisp. Will-O-Wisp easily cripples physical attackers bar Fire-types and Guts users or those already statused such as Toxic Orb Breloom. Will-O-Wisp also helps some physically frail users, such as Gallade, sponge physical attacks from burned opponents. As majority of the Fighting-types are physically oriented, Ghost-types can often switch in easily and burn them with Will-O-Wisp. Will-O-Wisp is useful on any team as burns can quickly disable physical threats while also wearing down burned opponents. </p>

<h2>Competitive Use</h2>
<p>Wing Attack should never be considered for competitive play. While lacking power compared to moves like Brave Bird and Drill Peck, it is outclassed by other moves with the same base power as it, like Aerial Ace and Pluck. It is outclassed by several other Flying-types in many aspects; Brave Bird and Drill Peck posses higher Base Power, while some other moves that have the same such as Aerial Ace and Pluck are more useful than Wing Attack.</p>

<h2>Related Moves</h2>
<p>Aerial Ace is an equivalent move, but ignores all accuracy and evasion modifiers.</p>
<p>Pluck is an equivalent move, with the ability to but it can steal an opposing Pokemon's Berry.</p>

[SHORT DESC]Heals 1/2 the user's HP the next turn

[LONG DESC]The turn after this move is used, the Pokemon on the user's side of the field will restore 50% of the user's HP stat. This move will fail if the would-be recipient faints the turn they would have healed.

<h2>Competitive Use</h2>
<p>Wish is not the move it used to be in previous generations, and must be looked at from a different perspective when choosing who should use it. In previous generations, anyone with access to Wish could be used as a Wish-passer. With the BW mechanics, however, it requires a high base HP, so Pokemon like Chansey and Blissey are even better Wish-passers than they used to be, while others like Espeon no longer are useful for Wish-passing. BW's Wish mechanics made Wish passing different from previous generations. Wish users with gigantic base HP, such as Blissey and Chansey, are even more appreciated as they can now heal more than half of the teammate's HP. However, those with smaller HP stat, such as Espeon, are no longer as useful as they were previously. Wish is one of the best support moves available though its limited distribution means that fitting a Wish user onto a team might not be easy. Wish provides recovery to the user and its teammates. It can give teammates that do not have other means of recovery a second life or even more. This can also save a moveslot on a teammate if it can opt not to use a recovery move it already has access to. However, Wish can be intercepted if the supposed recipient faints before Wish activates on the second turn, making Wish rather hard or impossible to use at times. The two turns required for Wish to take effect can also be made use of by the opponent; the opponent can make use of these two turns to knock out the Wish user or the recipient, or even set up. Wish is helpful in offsetting entry hazard damage as well in a scenario whereby the receiver switches in to heal with Wish but takes entry hazard damage in the process of doing so. Wish is an invaluable support move despite it not being completely reliable occasionally.</p>

<h2>Related Moves</h2>
<p>Milk Drink is an equivalent move but it can only heal the user.</p>
<p>Slack Off is an equivalent move but it can only heal the user.</p>
<p>Recover is an equivalent move but it can only heal the user.</p>
<p>Heal Order is an equivalent move but it can only heal the user.</p>
<p>Roost is an equivalent move, but it temporarily removes the Flying typing of the user and can only heal the user.</p>
<p>Moonlight is an equivalent move, but is affected by the weather and can only heal the user.</p>
<p>Synthesis is an equivalent move, but is affected by the weather and can only heal the user.</p>
<p>Softboiled is an equivalent move but it can only heal the user.</p></p>

<h2>Competitive Use</h2>
<p>Withdraw should never be considered on any competitive team. The only reason for ever using this move instead of anything else is purely for laughs. Withdraw has no competitive use as raising the user's Defense by only one level does not help much. Iron Defense, Acid Armor, and Stockpile all outclasses Withdraw. Withdraw should never be used even when there are no better alternatives available.</p>

<h2>Related Moves</h2>
<p>Harden is a Normal-type equivalent.</p>
<p>Defense Curl is a Normal-type equivalent.</p>
<p>Acid Armor raises Defense by two stages.</p>
<p>Iron Defense raises Defense by two stages.</p>
<p>Stockpile raises Defense and Special Defense by one stage each.</p>

<h2>Competitive Use</h2>
<p>Wonder Room has one of the most interesting effects in the game, but it should never be used competitively. Ignoring its horrid distribution, the fact that almost every Pokemon with access to it has at least average bulk makes it an even worse option. Granted, it could be used to support a glass cannon like Gengar, but the only viable user of this move is Solosis in LC, who has much better things to do with its moveslots. However, there isn't much use for Wonder Room as it is far too gimmicky and there are better options to use. Reuniclus, for example, can use it to swap a Blissey's high Special Defense with its horrid Defense stat and then proceed to defeat it with Psychic. However, with Psyshock already available to it, there's no reason to waste a moveslot to accomodate Wonder Room.</p>

<h2>Competitive Use</h2>
<p>Wood Hammer, while having awful distribution, is a welcome addition to the movepool of Abomasnow, Torterra, and Sudowoodo, being a high-powered STAB move for them (except for Sudowoodo) to abuse with any offensive set. though limited to only a few Pokemon, is a useful move for Abomasnow, Torterra, and Sudowoodo. Wood Hammer stands as the strongest physical Grass-type attack and acts as a reliable STAB move for both Abomasnow and Torterra. It is notable on Abamasnow for being able to OHKO Tyranitar with Wood Hammer. If recoil is not of a concern, Wood Hammer is a fine choice for a STAB attack for the aforementioned two Pokemon.</p>

<h2>Related Moves</h2>
<p>Brave Bird is a Flying-type equivalent.</p>
<p>Double-Edge is a Normal-type equivalent.</p>
<p>Flare Blitz is a Fire-type equivalent.</p>
<p>Volt Tackle is an Electric-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Work Up is an interesting move. Being the only move to boost both Atk and SpA at the same time, it is a great addition for mixed attackers. Work Up is a fine boosting move for some mixed attackers as it boosts both Attack and Special Attack. However, many of the best users of Work Up, like such as Infernape, lose crucial coverage in order to use the move, and the move is generally ignored. Growth outclasses Work Up when used under sun as it raises both stats by two stages. More oftenly, Swords Dance and Nasty Plot are chosen over Work Up as mixed sweepers are sometimes easier to wall. Some +1 sweepers might be too weak to muscle their way through certain walls despite being a mixed attacker. However, one notable user of Work Up is Virizion. Virizion's good bulk and typing allows it to grab multiple boosts from Work Up, turning it into a great mixed sweeper.</p>

<h2>Related Moves</h2>
<p>Growth is a Grass-type equivalent but raises stats by two stages under sun.</p>


<h2>Competitive Use</h2>
<p>Worry Seed has a very interesting ability to change an opponent's ability to Insomnia, robbing Pokemon like Dragonite of their Multiscale, but is way too much of a gimmick to work the majority of the time, and should not be considered. Worry Seed can be handy at robbing some Pokemon of their valuable abilities. It can cripple Pokemon that are reliant on their abilities, such as Multiscale Dragonite. Nonetheless, Worry Seed can only work as a gimmick and does not have much competitive value. The foe afflicted with Worry Seed can just switch out and come back later, making efforts to swap its ability futile. Furthermore, many Pokemon can still function well without their abilities, which makes using Worry Seed a waste of moveslot most of the time.</p>



Made quite a lot of changes... Whoever is uploading this might want to careful >.>
 

Oglemi

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<h2>Competitive Use</h2>
<p>Reflect is an excellent move that gives your entire team extra protection from physical moves. Halving damage is quite a potent effect, and can protect frail sweepers from KOs, and give them a window to set up. It is often paired with Light Screen to form the dual screens strategy, which involves a bulky Pokemon setting up both screens, which are then passed to a sweeper (commonly by switching, sometimes by other methods, such as U-turn and Explosion). Light Clay is a useful hold item that extends the duration of Reflect to 8 turns, and rarely will the strategy of dual screens be used without it.</p>

<h2>Related Moves</h2>
<p>Light Screen is an equivalent that buffs Special Defense.</p>


<h2>Competitive Use</h2>
<p>Reflect Type is an obscure move with low distribution that is really only featured on a specialized, and somewhat gimmicky, Latias set. This set consists of Reflect Type with Calm Mind and Recover to boost up and attempt a bulky sweep that is augmented by the Steel typing Latias copies from common switch-ins, namely Ferrothorn and Jirachi. With the superior Steel typing, a couple of Calm Minds under its belt, and Levitate as an ability, Latias becomes nigh impenetrable. However, the set is a bit gimmicky because it's dependent on your opponent carrying a Steel-type that Latias can set up against, and Reflect Type takes up a moveslot that could be used instead for another coverage move.</p>


<h2>Competitive Use</h2>
<p>Refresh is a rare move that is kinda useful for dealing with status. It is most often found on Arceus and Latias. It is usually most useful on a last-Pokemon late-game sweeper, where Toxic poison and other status can be the one thing standing in between a loss and a clean sweep. A great example of Refresh at work can be found in <a href="/forums/showthread.php?t=3464979">this warstory</a> by user shrang.</p>


<h2>Competitive Use</h2>
<p>Relic Song is currently unreleased; however when released, it will be the only way for Meloetta to change to the theoretically superior Pirouette forme.</p>


<h2>Competitive Use</h2>
<p>Though Rest's effects are phenomenal, the two-turn sleep it requires is usually far too long for competitive use when used alone. To remedy this, the move is often paired with elements such as Sleep Talk, Chesto Berry, or the ability Hydration. Rest is quite a potent recovery move in these cases, but should never be used on its own. When combined with the aforementioned elements, the strategy is usually referred to as RestTalk and ChestoRest for the former two, and sometimes HydroRest for the latter.</p>

<p>Even though the downturns of sleep is somewhat debilitating, Rest is still one of the best moves in the game, and it, or one of its equivalents (Roost, Recover, Heal Order, Milk Drink, or Slack Off), is almost mandatory for any defensive Pokemon. The move is somewhat worse than in past generations because of the BW sleep mechanics resetting the sleep counter when the user switches out. Therefore, Rest users are most commonly paired with a cleric to heal the user of sleep as they switch out. While Rest is one of the best moves in the game for very bulky Pokemon, it is still highly outclassed by the aforementioned equivalents since they offer instant recovery without the downturns of sleep. They should always be used over Rest when available, and Rest will only be seen on Pokemon without said equivalents.</p>


 
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<h2>Competitive Use</h2>
<p>Reflect is an excellent move that gives your entire team extra protection from physical moves. Halving damage is quite a potent effect, and can protect frail sweepers from KOs, and give them a window to set up. It is often paired with Light Screen to form the dual screens strategy, which involves a bulky Pokemon setting up both screens, which are then passed to a sweeper (commonly by switching, sometimes by other methods, such as U-turn and Explosion). Light Clay is a useful hold item that extends the duration of Reflect to 8 turns, and rarely will the strategy of dual screens be used without it.</p>

<h2>Related Moves</h2>
<p>Light Screen is an equivalent that buffs Special Defense.</p>


<h2>Competitive Use</h2>
<p>Reflect Type is an obscure move with low distribution that is really only featured on a specialized, and somewhat gimmicky, Latias set. This set consists of Reflect Type with Calm Mind and Recover to boost up and attempt a bulky sweep that is augmented by the Steel typing Latias copies from common switch-ins, namely Ferrothorn and Jirachi. With the superior Steel typing, a couple of Calm Minds under its belt, and Levitate as an ability, Latias becomes nigh impenetrable. However, the set is a bit gimmicky because it's dependent on your opponent carrying a Steel-type that Latias can set up against, and Reflect Type takes up a moveslot that could be used instead for another coverage move.</p>


<h2>Competitive Use</h2>
<p>Refresh is a rare move that is kinda useful for dealing with status. It is most often found on Arceus and Latias. It is usually most useful on a last-Pokemon late-game sweeper, where Toxic poison and other status can be the one thing standing in between a loss and a clean sweep. A great example of Refresh at work can be found in <a href="/forums/showthread.php?t=3464979">this warstory</a> by user shrang.</p>


<h2>Competitive Use</h2>
<p>Relic Song is currently unreleased; however when released, it will be the only way for Meloetta to change to the theoretically superior Pirouette forme.</p>


<h2>Competitive Use</h2>
<p>Though Rest's effects are phenomenal, the two-turn sleep it requires is usually far too long for competitive use when used alone. To remedy this, the move is often paired with elements such as Sleep Talk, Chesto Berry, or the ability Hydration. Rest is quite a potent recovery move in these cases, but should never be used on its own. When combined with the aforementioned elements, the strategy is usually referred to as RestTalk and ChestoRest for the former two, and sometimes HydroRest for the latter.</p>

<p>Even though the downturns of sleep is somewhat debilitating, Rest is still one of the best moves in the game, and it, or one of its equivalents (Roost, Recover, Heal Order, Milk Drink, or Slack Off), is almost mandatory for any defensive Pokemon. The move is somewhat worse than in past generations because of the BW sleep mechanics resetting the sleep counter when the user switches out. Therefore, Rest users are most commonly paired with a cleric to heal the user of sleep as they switch out. While Rest is one of the best moves in the game for very bulky Pokemon, it is still highly outclassed by the aforementioned equivalents since they offer instant recovery without the downturns of sleep. They should always be used over Rest when available, and Rest will only be seen on Pokemon without said equivalents.</p>


I'll get these on site!

Edit: Done. No concerns this time around.
 

bugmaniacbob

Was fun while it lasted
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Right I promised an administrative post, and as I really ought not to be putting this much work into the project a week before exams, I need to outline where I hope to be taking this project once my final exams are finally over, and so that people know what needs to be done when I do inevitably disappear for a bit.

First of all, as to where I've been for the past few weeks and indeed the past few months - I have been neglecting this project for the most part since late December, when I managed to complete most of the move descriptions on-site. I won't make any excuses for this - schoolwork and revision being the devils that they are, a vague assertion that the GP team needed to check entries as I couldn't check them by myself, yada yada. I still maintain that I was doing my level best to keep the project going, if only on an scms level. Anyway, what I am saying in my customary roundabout way is that I am sorry it has taken this long to get moving. Also many thanks to Oglemi for coming to the rescue, multiple times.

As for what I've been doing for the last week or so... I have put a rather large amount of time and effort into finishing what I had been doing on-and-off since January, which is finish up the items list that is currently appearing on the dex. Some of the descriptions and indeed competitive sections that appeared previously were, not to put too fine a point on it, somewhat dire, and I won't hide from you that I lost the will to check more than a few of them when it came to grammar checking, nearly half a year ago. Anyway, long story short, all items that are currently appearing in the dex should have all of their sections completed. Note that this does not include two important things, which need addressing from a programming standpoint:

1. Lagging Tail has no entry on the scms, despite having an entry in the dex. If somebody could create an entry for Lagging Tail then that would be great
2. About 80% of all items are not showing up in the dex, including some items with moderate competitive use, such as Ring Target. This needs addressing, but do take your time with it - after all, as far as I'm concerned items are currently finished, but there'll be a lot more work to do when they all appear on the dex. In any case, it gives us time to work on abilities, heh.

So, here's what needs doing, roughly speaking:

Moves:
- All descriptions are currently done
- Most Competitive Use sections are either done and on-site or waiting to be checked and uploaded
- Most Related Move sections are, for want of a better word, utter bilge.

Abilities:
- Nearly all of them are completely done, but it's been about a year, so they need updating
- Some of them were never completed, but I'm fairly sure this is a minority

Items
- All items that currently appear on the dex (most relevant competitive items) are done
- All items that do not appear on the dex are not done, but since these aren't really relevant to the competitive scene, with the exception of Wonder Launcher items (and somebody else is going to have to write those as I have absolutely no idea what the best strategies are for that, heh) they shouldn't require too much work

That's all well and good, but going about fixing all of this is a bit harder. With that in mind, here is my plan for how I personally will be going about working around this, and how I encourage everybody else to apply their own resources - I find that it will be easier to make progress (certainly for me) if we all concentrate on the same area to start with. Thus:

#1: Abilities and Moves
- This is where I feel we need to start off. Abilities were completed first, heavily OU-biased, and mostly done by the same person. Hence, these are the ones I want to be targeting first. I feel that given enough time I can probably run through these on my own, as there are not that many of them - however, given that I am likely to be leaving long before I can finish them, here's how those of you with scms access can help. If you know any other metagame (I'm looking at RU, NU, and VGC in particular here), do feel free to add your knowledge in. Quite a few of the Competitive Use sections, I feel, could use beefing up a bit. Also, these are the only section that currently has entries on-site without any Description section - this needs fixing, as this is the single most important section.
- Also, Moves. The Competitive Use sections need to be grammar checked, added to, beefed up, sorted out. Descriptions are already fine. If you know any other tier, and it's different to OU, put your input in. It's appreciated, even if it doesn't seem like it (the scms is a pretty thankless system, I know).

#2: Moves
- Once the Competitive sections are grammar checked, I intend to go through and review every entry, not just for grammar but also for professional quality. You lot don't have to do that, of course - and naturally you won't - but what I would like help with are the related move sections, as very few of these actually conform to the guidelines that I set out for them at the beginning of this project:

bmb said:
The Related Moves section is designed to house all of equivalents, variants, and alternatives.

Equivalents are those moves that are exactly the same save for a typing change. Examples are Seed Bomb and Strength.

Variants are those moves that have similar mechanics but have slightly different properties anywhere, for example in effect, Base Power, or accuracy. Examples include Flamethrower and Thunderbolt, or maybe Seed Bomb and Iron Head. These should be kept quite strict, however.

Alternatives are those moves that, were the Pokemon to happen to have both of them, then they would be able to consider one over the other for competitive reasons. This does not include "physical variants" - it ought to be assumed that said Pokemon is using a physical/special move for a reason. This also should not include "legendary exclusives". Examples include Seed Bomb and Leaf Blade. You also ought to include Power Whip and Bullet Seed in here.
These sections need to conform to this standard, otherwise we end up with positively ridiculous scenarios where moves that have no competitive value are mentioned as alternatives. Also, get rid of this section if it has no related moves. If you disagree with this, that's fine. In that case, just change the Related Moves section to the following:

<h2>Contentless Section</h2>
<p>This section has no content.</p>

#3: Items
- Finally, once all the new items turn up on the dex, we'll need to add/check/write descriptions for all of them. There are a heck of a lot of them, but in general I think that the uploading will be a lot more painful than the writing - so it's a good thing we've got you lot on board. In any case, once this is done, as with all the other sections, the entire Items list will need to be reviewed for any mistakes before being passed on to completion.

---------

Once the above is done, the Project should essentially be complete, and we should have one of the most comprehensive competitive game element sections available. Even so, I do not intend to stop there, as there are a few more things that need doing first.

Thus, my overall plan for the future is:

1. Finish up all entries for all the game elements - essentially, complete the Project (see above).
2. Go through the BW Research thread and find every last bit of information pertinent to competitive battling in any tier and add it in.
3. Only once this is done, I will set up a new thread titled "BW Move/Item/Ability mechanics" or something along those lines, where anyone can suggest a mechanic that has been omitted from any of the descriptions but is still needed (for example, "If I use Lunar Dance, does the Pokemon switching in receive entry hazard damage before or after the healing?"), and this will be added.
4. The Competitive Use sections will likely all need revamps to tie in with any tier changes, released items, or what not that may occur - it's such a shame that most of the higher metagames are balanced now, really.
5. Finally, add hyperlinks a la the DPP pages, as eric stated above.

------

OTHER JOBS THAT NEED DOING

- Make a list of everything that is done and everything that isn't done (I would do this myself but... if I find something that isn't there, I have a tendency to automatically just add it in anyway)
- Grammar checking
- Uploading
- Writing
- ...I'll think of something else at some point and add it in here

------

It's been roughly a year since I posted the OP, and I'll admit that this Project has had me stressed out more than once. Regardless, I think that we are somewhere close to finishing - it's rather hard to tell at the moment, of course, as I don't actually have a list of what is and isn't done, as quite a lot of very dubious stuff was uploaded without my knowing (I do have a habit of harping on about that, don't I) - but to reuse a tired old analogy, it took my DPP Anorith analysis a year and a half to upload. Not sure what the moral is, but there you go.

Regardless, I feel as though I personally will have to take my foot off the pedal for at least the next three weeks now - until my exams are finally over. I really can't afford to mess these up, and I've been toeing the line quite a bit now, working this hard on the project in lieu of revision. I'll still be here and there, working away at odd moments - but don't expect me to dedicate entire days to revising what's on-site. At least, not for the next few weeks. I have full confidence in Oglemi to keep the show running until then - so good luck, one and all.

Well I'm truly terrible at encouraging speeches aren't I... not to mention brevity
 

Oglemi

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<h2>Competitive Use</h2>
<p>Tackle has no competitive use. It is far too weak, and completely outclassed by stronger Normal-type moves, such as Return.</p>

<h2>Related Moves</h2>
<p>Return is a stronger option.</p>


<h2>Competitive Use</h2>
<p>Take Down has no competitive use. It is poorly distributed, has terrible accuracy, and is weaker than Return, which doesn't inflict recoil damage.</p>

<h2>Related Moves</h2>
<p>Return is a stronger option that does not inflict recoil.</p>
<p>Double-Edge is a stronger option.</p>


<h2>Competitive Use</h2>
<p>Taunt is an incredible move, and finds use on all types of Pokemon. It can be used to disrupt foes that utilize support moves, protect a fast Pokemon from status moves, or even prevent a setup sweeper from destroying your team. Taunt has a notable influence on the competitive Pokemon metagame, and will rarely fail to impress. Taunt is one of the best moves in the game, and one of the most important tools for offensive teams in taking down opposing stall teams. With Taunt, the enemy is incapable of using any non-attacking move, ensuring that the user is protected from status and phazing from Roar and Whirlwind, the opponent cannot heal or lay down entry hazards, and the enemy cannot set up. The utility of Taunt is incredible and nearly endless. Taunt is most commonly paired with a boosting move such as Swords Dance and Dragon Dance. This is because Taunt will normally be used against an offensively weak Pokemon that normally relies on status to deal with dangerous threats. With the opponent unable to cripple the Taunt user with burn or paralysis, the user of Taunt is free to start boosting as the opponent either switches or feebly attacks the user with a weak attack. This strategy is most commonly seen on Taunt + Dragon Dance Gyarados. With Taunt, Gyarados is able to set up on Pokemon it's normally not able to, such as Blissey and Skarmory.</p>


<h2>Competitive Use</h2>
<p>Techno Blast is currently unreleased. When released, it will still not see any competitive use, as it is Genesect's signature move who has far better moves to be using than the relatively weak Techno Blast. Not to mention that Techno Blast also requires the use of an item, taking up a precious item slot in lieu of something more useful like Life Orb.</p>


<h2>Competitive Use</h2>
<p>This is the best non-damaging confusion move in the game (though admittedly that's not saying much). Teeter Dance is a 100% accuracy move that induces confusion to any Pokemon, unless they have the ability Own Tempo or are protected by Safeguard. Very few battlers will use it, since it's not appealing for trainers to bet on a 50% chance for the target not to attack. In this fast and offensive metagame, there is simply not enough time for it to provide a return on the turns taken to use it, especially as the target can always just switch out. Generally, it is preferably to use something like Machamp's DynamicPunch, which not only does damage but also keeps offensive momentum.</p>

<p>In most cases, the only trainers who will use Teeter Dance competitively are those who are trying to annoy you to death, such as on the infamous Teeter Dance / Substitute / Attract Cacturne with Sand Veil in sandstorm. More commonly, it is used on bulky Pokemon in conjunction with a paralysis move to create the annoying "parafusion" condition, in which case the target has only a 25% chance to successfully pull off a move on average, though this is far less common with Teeter Dance than with Confuse Ray due to the lower distribution of the former.
</p>

<h2>Related Moves</h2>
<p>Confuse Ray is an equivalent.</p>


<h2>Competitive Use</h2>
<p>Telekinesis has little to no competitive use. Its effect offers no solid benefits that would justify its use, and any uses this move does have are somewhat gimmicky. Though, being able to hit with any move for 3 turns could theoretically be useful on Pokemon that rely on mostly inaccurate moves, such as Alakazam's Focus Blast. Though, the turn that it takes to use Telekinesis could be used instead for a more useful move such as Substitute or Calm Mind.</p>


<h2>Competitive Use</h2>
<p>The only competitiveness this move sees is its constant rivalry with Splash as the most useless move in the game.</p>


<h2>Competitive Use</h2>
<p>Thief has little competitive use. Its Base Power is rather low, and its secondary effect requires the user to forgo a hold item. This move is outclassed by Knock Off, Trick, and Switcheroo.</p>


<h2>Competitive Use</h2>
<p>Thrash should not be used competitively. Though the Base Power of the move is very high and sports perfect accuracy, Normal has a number of resistances and immunities, and does not hit any type super effectively. Locking the user into this move is rarely a good idea. Its distribution is also quite low.</p>


 
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<h2>Competitive Use</h2>
<p>Tackle has no competitive use. It is far too weak, and completely outclassed by stronger Normal-type moves, such as Return.</p>

<h2>Related Moves</h2>
<p>Return is a stronger option.</p>


<h2>Competitive Use</h2>
<p>Take Down has no competitive use. It is poorly distributed, has terrible accuracy, and is weaker than Return, which doesn't inflict recoil damage.</p>

<h2>Related Moves</h2>
<p>Return is a stronger option that does not inflict recoil.</p>
<p>Double-Edge is a stronger option.</p>


<h2>Competitive Use</h2>
<p>Taunt is an incredible move, and finds use on all types of Pokemon. It can be used to disrupt foes that utilize support moves, protect a fast Pokemon from status moves, or even prevent a setup sweeper from destroying your team. Taunt has a notable influence on the competitive Pokemon metagame, and will rarely fail to impress. Taunt is one of the best moves in the game, and one of the most important tools for offensive teams in taking down opposing stall teams. With Taunt, the enemy is incapable of using any non-attacking move, ensuring that the user is protected from status and phazing from Roar and Whirlwind, the opponent cannot heal or lay down entry hazards, and the enemy cannot set up. The utility of Taunt is incredible and nearly endless. Taunt is most commonly paired with a boosting move such as Swords Dance and Dragon Dance. This is because Taunt will normally be used against an offensively weak Pokemon that normally relies on status to deal with dangerous threats. With the opponent unable to cripple the Taunt user with burn or paralysis, the user of Taunt is free to start boosting as the opponent either switches or feebly attacks the user with a weak attack. This strategy is most commonly seen on Taunt + Dragon Dance Gyarados. With Taunt, Gyarados is able to set up on Pokemon it's normally not able to, such as Blissey and Skarmory.</p>


<h2>Competitive Use</h2>
<p>Techno Blast is currently unreleased. When released, it will still not see any competitive use, as it is Genesect's signature move who has far better moves to be using than the relatively weak Techno Blast. Not to mention that Techno Blast also requires the use of an item, taking up a precious item slot in lieu of something more useful like Life Orb.</p>


<h2>Competitive Use</h2>
<p>This is the best non-damaging confusion move in the game (though admittedly that's not saying much). Teeter Dance is a 100% accuracy move that induces confusion to any Pokemon, unless they have the ability Own Tempo or are protected by Safeguard. Very few battlers will use it, since it's not appealing for trainers to bet on a 50% chance for the target not to attack. In this fast and offensive metagame, there is simply not enough time for it to provide a return on the turns taken to use it, especially as the target can always just switch out. Generally, it is preferably to use something like Machamp's DynamicPunch, which not only does damage but also keeps offensive momentum.</p>

<p>In most cases, the only trainers who will use Teeter Dance competitively are those who are trying to annoy you to death, such as on the infamous Teeter Dance / Substitute / Attract Cacturne with Sand Veil in sandstorm. More commonly, it is used on bulky Pokemon in conjunction with a paralysis move to create the annoying "parafusion" condition, in which case the target has only a 25% chance to successfully pull off a move on average, though this is far less common with Teeter Dance than with Confuse Ray due to the lower distribution of the former.
</p>

<h2>Related Moves</h2>
<p>Confuse Ray is an equivalent.</p>


<h2>Competitive Use</h2>
<p>Telekinesis has little to no competitive use. Its effect offers no solid benefits that would justify its use, and any uses this move does have are somewhat gimmicky. Though, being able to hit with any move for 3 turns could theoretically be useful on Pokemon that rely on mostly inaccurate moves, such as Alakazam's Focus Blast. Though, the turn that it takes to use Telekinesis could be used instead for a more useful move such as Substitute or Calm Mind.</p>


<h2>Competitive Use</h2>
<p>The only competitiveness this move sees is its constant rivalry with Splash as the most useless move in the game.</p>


<h2>Competitive Use</h2>
<p>Thief has little competitive use. Its Base Power is rather low, and its secondary effect requires the user to forgo a hold item. This move is outclassed by Knock Off, Trick, and Switcheroo.</p>


<h2>Competitive Use</h2>
<p>Thrash should not be used competitively. Though the Base Power of the move is very high and sports perfect accuracy, Normal has a number of resistances and immunities, and does not hit any type super effectively. Locking the user into this move is rarely a good idea. Its distribution is also quite low.</p>


I'll get these!

Edit: Done. My only concern is that there's a gap of about four moves from after Tackle from Tail Glow to Tailwind that still don't have competitive use sections, although I suppose they're probably just in another post here.
 

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<h2>Competitive Use</h2>
<p>Thunder is an extremely powerful move with a fairly good paralysis chance, but poor accuracy. Under rain, however, Thunder becomes 100% accurate, and has zero drawbacks, which makes it a fearsome attack for rain abusers, such as Rotom-W and Kyogre. An honorable mention goes to Galvantula, whose Conmoundeyes ability boosts this move's accuracy to 91%. In past generations Thunder lived in relative obscurity due to its poor accuracy, with nearly all players opting to choose the more reliable, and still powerful, Thunderbolt instead. However, everything has changed in BW with the prominence of Drizzle in the OU metagame. Thanks to the constant rain available to players, Thunder is seen much more in the metagame than in the past, due to Thunder having perfect accuracy, leaving little reason to drop it in favor of Thunderbolt. A Nasty Plot-boosted Thunder is even one of the main reasons why Thundurus was banned from OU (of course other factors were involved). Thunder even sees more use in the lower tiers, RU in particular, due to Galvantula being able to take advantage of the move thanks to Compoundeyes boosting the accuracy of Thunder up to 91%.</p>

<p>Of course, Thunder still sees a ton of use in Ubers, as it did in DPP, thanks in large part to the near omnipresence of Drizzle Kyogre. Thunder is one of the most dangerous weapons a Pokemon can wield in Ubers to take down the titan, as well as many of the other Ubers that sport a weakness to Electricity, such as Lugia and Ho-Oh.</p>


<h2>Competitive Use</h2>
<p>Thunder Fang is too weak to use in most situations. It is outclassed by ThunderPunch. Even as a coverage move, it sees little use. The major exception to this rule is Durant, who's movepool leaves much to be desired, and Thunder Fang offers Durant a viable weapon to maim those that resist its STAB combination.</p>


<h2>Competitive Use</h2>
<p>Thunder Wave is an extremely useful move, and possibly the best and most widely distributed status-inducing move in the game. It provides 100% accurate paralysis, and with high distribution, can be used by a ton of Pokemon, such as Ferrothorn and Slowbro. Although Ground-types are immune, this move is almost always a safe bet, and will rarely disappoint. While paralysis isn't as useful as sleep, and some would argue burn, it is still extremely useful for a variety of reasons and can be used for many different strategies. As paralysis cuts the Speed of the inflicted almost down to nothing, it makes it suddenly plausible for normally slow Pokemon to outspeed the enemy's team and take them out one by one. Paralysis also tends to fully incapacitate the opponent in the most useful of times, and this can be further abused with the use of flinching moves and confusion. When combined with confusion, the condition is normally referred to as parafusion. Throw in a flinching move to confusion, and suddenly the opponent has a very low chance of moving successfully. This strategy is most commonly abused by Jirachi and Togekiss, who also sport the Serene Grace ability to make their flinching moves a higher chance to cause the opponent to flinch. A very annoying, and powerful, strategy indeed.</p>


<h2>Competitive Use</h2>
<p>Triple Kick should not be used competitively. Each individual hit has an independent chance to miss, and the move is no stronger than other, better Fighting-type moves. The move is unique to Hitmontop, who prefers to use Mach Punch and Close Combat.</p>


<h2>Competitive Use</h2>
<p>Trump Card has no competitive use. The conditions that must be met to use this move, let alone at a reasonable Base Power, make it far too unwieldy.</p>


<h2>Competitive Use</h2>
<p>Twineedle is far too weak to use competitively, and is outclassed by stronger Bug-type moves, such as Megahorn and U-turn.</p>


<h2>Competitive Use</h2>
<p>Twister is far too weak to use competitively, and is outclassed by stronger Dragon-type moves, such as Draco Meteor and Dragon Pulse.</p>


 

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<h2>Competitive Use</h2>
<p>Powder Snow's low Base Power makes it a really bad choice when looking for a good special Ice-type move. There are better choices available, such as Ice Beam and Blizzard, both of which have much higher Base Powers than Powder Snow.</p>

<h2>Related Moves</h2>
<p>Ice Beam is a more powerful option.</p>
<p>Blizzard is a more powerful option that has a lower accuracy.</p>
<p>Acid is Poison-type equivalent.</p>
<p>Gust is a Flying-type equivalent.</p>
<p>Ember is a Fire-type equivalent.</p>
<p>Mega Drain is a Grass-type equivalent.</p>
<p>ThunderShock is an Electric-type equivalent.</p>
<p>Water Gun is a Water-type equivalent.</p>
<p>Twister is a Dragon-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Power Gem is a rather interesting move, as it is one of the two only special Rock-type moves in the game, the other being AncientPower. Unfortunately, the Pokemon who have access to this move usually can make better use of physical Rock-type moves, mostly due to their higher Attack stat in comparison to their Special Attack stat. Thus, Power Gem is a relatively useless move when there are better, more powerful Rock-type moves available that can be used to great effect by physically oriented Pokemon, such as Stone Edge and Rock Slide. The main exception to this being Probopass, who sports a higher Special Attack stat.</p>


 

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<h2>Competitive Use</h2>
<p>Role Play is an incredibly gimmicky move without much use. When you look at the list of competitively viable Pokemon with Role Play, you realize that most of them have great abilities. The list of OU Pokemon with access to this move is Jirachi, Celebi, Magnezone, and Alakazam, all which have amazing abilities, and would never want to give that ability to the opponent.</p>

<h2>Related Moves</h2>
<p>Entrainment gives both Pokemon the user's ability instead of the target's ability.</p>
<p>Skill Swap is an equivalent move, but trades abilities with the target instead of copying it.</p>


<h2>Competitive Use</h2>
<p>Rolling Kick should never be considered for competitive play because all the Pokemon who can use Rolling Kick have much better options. The Elekid line has access to Cross Chop, the Machop line has access to a 100% accurate DynamicPunch, and Hitmonlee and Hitmontop have access to Close Combat. These are all superior options due to higher Base Power, as well as better accuracy for two out of the three listed moves.</p>


<h2>Competitive Use</h2>
<p>Rollout really does not have any use on anything except for, on occasion, Shuckle, a Pokemon who is already incredibly gimmcky. While Rollout can become a very powerful attack, it requires multiple turns to actually bring the Base Power of the attack up to a respectable level. The fact that Rollout can miss, sending it back to a 30 Base Power attack, makes it all the less worthwhile to actually use this move.</p>

<h2>Related Moves</h2>
<p>Ice Ball is an Ice-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Roost is a great competitive addition to any Pokemon's movepool. The ability to instantly recover 50% of the user's HP is always an amazing ability to have in compatible battling, and allows many walls, such as Skarmory, Lugia, and many others, to easily keep themselves alive. Roost's secondary effect, negating the user's Flying typing, is a mixed bag dependent on a few things. For example, if Skarmory is against a Conkeldurr, using Roost would make Skarmory weak to Drain Punch, and a player should be wary of using Roost over Brave Bird or Taunt in that scenario. On the other hand, if a fast wall like Lugia is against a bulky Zekrom, Roost can be used to allow Lugia to survive the incoming Bolt Strike.</p>


<h2>Competitive Use</h2>
<p>Round, the new universal TM, is a giant slouch in the effectiveness department. While it does have the chance to hit incredibly hard in doubles and triples, it serves no use at all over many more powerful attacks in singles battles, with a constantly low 60 Base Power.</p>


<h2>Competitive Use</h2>
<p>Sacred Fire, Ho-Oh's signature move, should never be forgotten, and is one of the reasons Ho-Oh remains a threatening force in Ubers. Even with the prevalence of rain summoned by Drizzle Kyogre weakening Sacred Fire's power, it is sure to deal major damage to almost anything, and Brave Bird will hit what Sacred Fire does not for a ton of damage. Sacred Fire's amazing secondary effect in burning the opponent 50% of the time is something you could not possibly overlook, as it means that a physical attacker can almost never switch in, or it will easily become severely crippled for the rest of the game. Of course, the residual damage from burn is a great thing to have on any Pokemon in Ubers, even Palkia, who otherwise absorbs Sacred Fire due to its 4x resistance.</p>


<h2>Competitive Use</h2>
<p>Sacred Sword, the signature move of the Musketeer trio (and the unreleased Keldeo, who should never run a physical set anyways), is by no means a bad move, having a respectable 90 Base Power and perfect accuracy. However, Sacred Sword will always be outclassed on offensive versions of the Musketeers by Close Combat, a move with significantly more Base Power. On defensive variants, however, Sacred Sword is a great STAB move to abuse, as it will not lower the user's defensive stats.</p>


<h2>Competitive Use</h2>
<p>Safeguard has a very interesting effect in protecting the team from status, but there are so few usable Pokemon with access to Safeguard that can afford the moveslot it takes up to use it when there are more important moves that can be used instead. Not to mention the fact that protecting the team for only 5 turns is much harder to do than to heal an already statused team with Heal Bell or Aromatherapy. However, there is one Pokemon, Wobbuffet, that has both a small enough movepool and enough bulk to set up and abuse Safeguard successfully. Even then, Wobbuffet rarely has time to use it, though it can be used to protect a stat boosting teammate from status as they switch in on a recent KO by Wobbuffet.</p>


<h2>Competitive Use</h2>
<p>Sand Tomb, like all the other trapping moves, is incredibly gimmicky. Sand Tomb can, on occasion, allow a Pokemon to easily set up, but it also requires that it traps the right Pokemon, which takes a lot of luck, skill, and prediction to actually accomplish. It might allow a Pokemon such as Garchomp to capture a Pokemon that does not pose any sort of threat to it, like Forretress, and set up Substitutes and Swords Dances (provided the Forretress is running Volt Switch or Toxic over Gyro Ball), but that really is the extent of what Sand Tomb can do.</p>

<h2>Related Moves</h2>
<p>Clamp is a Water-type equivalent.</p>
<p>Fire Spin is a Fire-type equivalent.</p>
<p>Magma Storm is a Fire-type equivalent, but with much greater Base Power.</p>
<p>Whirlpool is a Water-type equivalent.</p>
<p>Bind is a Normal-type equivalent.</p>
<p>Wrap is a Normal-type equivalent.</p>


<h2>Competitive Use</h2>
<p>The effect of Sand-Attack is not particularly useful in most competitive matches because reducing the foe's accuracy is not a reliable strategy, as the opponent can simply switch out to negate the effect. The majority of players would prefer to incapacitate a foe completely (inducing sleep, for example) or simply use a set-up move.</p>

<h2>Related Moves</h2>
<p>Flash is a Normal-type equivalent.</p>
<p>Kinesis is a Psychic-type equivalent.</p>
<p>SmokeScreen is a Normal-type equivalent.</p>
<p>Mud-Slap deals damage along with lowering the opponent's accuracy one stage.</p>


 

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<h2>Competitive Use</h2>
<p>Scald is an excellent new tool for any bulky Water-type in today's metagame. While Scald may not be quite as powerful as Surf, it still packs a punch especially in the rain. So why use Scald at all when Surf is available? The reason for this Scald's secondary effect: a 30% to burn the opponent. This allows many walls that are lacking in physical Defense, like Jellicent and Tentacruel, to wall physical attackers almost indefinitely. This is made even more helpful to keep some of the most powerful Pokemon in the metagame at bay, including Haxorus, Dragonite, Lucario, and Gyarados, who would normally have an easy time setting up against the aforementioned walls. While Scald does shine against physical attackers, it still deals important residual damage to special attackers or walls, allowing the Scald user to eventually stall out the target.</p>


<h2>Competitive Use</h2>
<p>Speed is an important stat, to be sure, but lowering an opponent's Speed with Scary Face isn't the best idea. The opponent can simply switch out to remove the effects of Scary Face, unlike the permanent effects of paralysis. Not to mention that Scary Face would probably need to be used as the opponent switches in, lest the user face a powerful hit in return.</p>

<h2>Related Moves</h2>
<p>Cotton Spore is a Grass-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Have you beaten Lenora in-game yet? If not, go ahead and use Scratch. If you have, stop using Scratch before you make a fool out of yourself.</p>


<h2>Competitive Use</h2>
<p>Like all other stat-lowering moves, Screech's effect is nullified by the simple act of switching out, which usually pushes Screech into relative obscurity on the competitive scene. However, it does have an interesting, though somewhat gimmicky, use when paired with a Pursuit user. As the opponent is likely to switch out after getting hit by Screech lest they face a powerful hit, your Pokemon is free to nail them with Pursuit as they try to flee, smacking them in their still-lowered Defense stat.</p>


<h2>Competitive Use</h2>
<p>Searing Shot, one of Victini's signature moves, is a more powerful version of Flamethrower. While it is a usable move on special attacking variants of Victini, the reason Searing Shot does not get much usage is because of Victini's ability, Victory Star. Victory Star brings Fire Blast's shaky accuracy to a rather reasonable level, and the large boost in power from Searing Shot to Fire Blast is enough reason to risk the small chance of Fire Blast missing. Not to mention that Victini also has access to V-create, pushing most special attacking variants of Victini out of the competitive scene.</p>


<h2>Competitive Use</h2>
<p>The only reason to use Secret Power over Return is the 30% paralysis chance, but even then Body Slam is a more powerful choice and Secret Power would only be used if Body Slam were not available. Not to mention that if the paralysis chance is what you most desire, you should just run Thunder Wave to bring the chance of paralysis to 100% and use Return to attack.</p>


<h2>Competitive Use</h2>
<p>Secret Sword, the signature move of Keldeo, is a great addition to the little pony's movepool. Secret Sword's effect of hitting the opponent's physical defense means that the premier special walls, Chansey and Blissey, have no chance whatsoever of walling Keldeo, despite its somewhat middling Base Power.</p>


<h2>Competitive Use</h2>
<p>Seed Bomb, as a relatively high powered Grass-type physical attack, allows physical attacking Grass-types like Breloom and Cacturne to have a hard-hitting STAB move.However, the most common use of Seed Bomb is on Belly Drum Linoone, where it is used to hit the Rock- and Ground-types that stand in the way of its STAB ExtremeSpeed, as well as Quagsire who otherwise nullifies Linoone's Belly Drum Attack boost.</p>

<h2>Related Moves</h2>
<p>Crunch is a Dark-type equivalent, but has a chance to lower Defense.</p>
<p>Dragon Claw is a Dragon-type equivalent.</p>
<p>Drill Peck is a Flying-type equivalent.</p>
<p>Poison Jab is a Poison-type equivalent, but has a chance to inflict toxic.</p>
<p>Iron Head is a Steel-type equivalent, but has a chance to flinch the target.</p>
<p>Strength is a Normal-type equivalent.</p>
<p>X-Scissor is a Bug-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Seed Flare, the signature move of Shaymin and Shaymin-S, is a great move in their arsenals. While unfortunately having imperfect accuracy, the high power and great chance to lower Special Defense more than makes up for it. In the case of Shaymin-S, Seed Flare has a jaw-dropping 67% chance to lower the opponent's Special Defense, factoring in accuracy. This can easily lead to walls like Lugia or Blissey being easily dealt with either by Shaymin-S or other special attackers, as they no longer have mammoth Special Defense stats to help them take hits.</p>


 
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<h2>Competitive Use</h2>
<p>Scald is an excellent new tool for any bulky Water-type in today's metagame. While Scald may not be quite as powerful as Surf, it still packs a punch especially in the rain. So why use Scald at all when Surf is available? The reason for this Scald's secondary effect: a 30% to burn the opponent. This allows many walls that are lacking in physical Defense, like Jellicent and Tentacruel, to wall physical attackers almost indefinitely. This is made even more helpful to keep some of the most powerful Pokemon in the metagame at bay, including Haxorus, Dragonite, Lucario, and Gyarados, who would normally have an easy time setting up against the aforementioned walls. While Scald does shine against physical attackers, it still deals important residual damage to special attackers or walls, allowing the Scald user to eventually stall out the target.</p>


<h2>Competitive Use</h2>
<p>Speed is an important stat, to be sure, but lowering an opponent's Speed with Scary Face isn't the best idea. The opponent can simply switch out to remove the effects of Scary Face, unlike the permanent effects of paralysis. Not to mention that Scary Face would probably need to be used as the opponent switches in, lest the user face a powerful hit in return.</p>

<h2>Related Moves</h2>
<p>Cotton Spore is a Grass-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Have you beaten Lenora in-game yet? If not, go ahead and use Scratch. If you have, stop using Scratch before you make a fool out of yourself.</p>


<h2>Competitive Use</h2>
<p>Like all other stat-lowering moves, Screech's effect is nullified by the simple act of switching out, which usually pushes Screech into relative obscurity on the competitive scene. However, it does have an interesting, though somewhat gimmicky, use when paired with a Pursuit user. As the opponent is likely to switch out after getting hit by Screech lest they face a powerful hit, your Pokemon is free to nail them with Pursuit as they try to flee, smacking them in their still-lowered Defense stat.</p>


<h2>Competitive Use</h2>
<p>Searing Shot, one of Victini's signature moves, is a more powerful version of Flamethrower. While it is a usable move on special attacking variants of Victini, the reason Searing Shot does not get much usage is because of Victini's ability, Victory Star. Victory Star brings Fire Blast's shaky accuracy to a rather reasonable level, and the large boost in power from Searing Shot to Fire Blast is enough reason to risk the small chance of Fire Blast missing. Not to mention that Victini also has access to V-create, pushing most special attacking variants of Victini out of the competitive scene.</p>


<h2>Competitive Use</h2>
<p>The only reason to use Secret Power over Return is the 30% paralysis chance, but even then Body Slam is a more powerful choice and Secret Power would only be used if Body Slam were not available. Not to mention that if the paralysis chance is what you most desire, you should just run Thunder Wave to bring the chance of paralysis to 100% and use Return to attack.</p>


<h2>Competitive Use</h2>
<p>Secret Sword, the signature move of Keldeo, is a great addition to the little pony's movepool. Secret Sword's effect of hitting the opponent's physical defense means that the premier special walls, Chansey and Blissey, have no chance whatsoever of walling Keldeo, despite its somewhat middling Base Power.</p>


<h2>Competitive Use</h2>
<p>Seed Bomb, as a relatively high powered Grass-type physical attack, allows physical attacking Grass-types like Breloom and Cacturne to have a hard-hitting STAB move.However, the most common use of Seed Bomb is on Belly Drum Linoone, where it is used to hit the Rock- and Ground-types that stand in the way of its STAB ExtremeSpeed, as well as Quagsire who otherwise nullifies Linoone's Belly Drum Attack boost.</p>

<h2>Related Moves</h2>
<p>Crunch is a Dark-type equivalent, but has a chance to lower Defense.</p>
<p>Dragon Claw is a Dragon-type equivalent.</p>
<p>Drill Peck is a Flying-type equivalent.</p>
<p>Poison Jab is a Poison-type equivalent, but has a chance to inflict toxic.</p>
<p>Iron Head is a Steel-type equivalent, but has a chance to flinch the target.</p>
<p>Strength is a Normal-type equivalent.</p>
<p>X-Scissor is a Bug-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Seed Flare, the signature move of Shaymin and Shaymin-S, is a great move in their arsenals. While unfortunately having imperfect accuracy, the high power and great chance to lower Special Defense more than makes up for it. In the case of Shaymin-S, Seed Flare has a jaw-dropping 67% chance to lower the opponent's Special Defense, factoring in accuracy. This can easily lead to walls like Lugia or Blissey being easily dealt with either by Shaymin-S or other special attackers, as they no longer have mammoth Special Defense stats to help them take hits.</p>


I'll take these on!

Edit: Done, with only one concern. It is currently impossible to RNG manipulate any 3rd Gen Jirachi, meaning getting a perfect one with Body Slam is quite the feat. I mentioned that Secret Power can be used as a replacement attack for Body Slam if you're playing on a cartridge as a perfect 4th gen Jirachi is worlds easier to obtain.
 

Oglemi

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<h2>Competitive Use</h2>
<p>At first it looks like Seismic Toss just doesn't hit hard enough, considering most competitive matches are played at level 100. However, a closer look shows that it has a specific niche, the fact that it does fixed damage means that it will bypass any defensive boost that the opponent may have garnered and will hit for the same amount of damage regardless of resistances (it won't bypass immunities, though). All of these perks are great news for most walls since they usually don't have the necessary power to break through defensive cores. The 100 fixed damage also means that said walls will be able to break the majority of the Substitutes, thus they will not become an invitation for set-up sweepers or Taunt users that are looking for a free turn. With all that in mind the most prominent users are Chansey and Registeel as they have pitiful offenses and can't make use of any other offensive move option to deal damage.</p>

<h2>Related Moves</h2>
<p>Night Shade is a Ghost type equivalent.</p>


<h2>Competitive Use</h2>
<p>Selfdestruct never was a good move due to the sheer existence of Explosion. In fact, the only Pokemon that have access to Selfdestruct but not Explosion are Snorlax and Munchlax. To make things worse for Selfdestruct, BW mechanics makes Selfdestruct and Explosion almost laughable moves due to the severe drop in power. So in short, don't use Selfdestruct in BW, even with Snorlax or Munchlax.</p>

<h2>Related Moves</h2>
<p>Explosion is an equivalent with much higher Base Power.</p>


<h2>Competitive Use</h2>
<p>Shadow Ball is the most powerful special Ghost-type attack, and is a great move in its own right. It serves as the primary STAB attack of offensive Ghost-types like Gengar and Mismagius, and has great coverage alongside Psychic and Fighting attacks, becoming a great move on Psychic-types like Alakazam or Reuniclus as well. The oft-neglected side effect of Shadow Ball, the ability to lower the Special Defense of the opponent, can easily turn the tide in the attacker's favor when faced with a special wall. Definitely a fantastic move choice whenever available for special attacking Ghost-types.</p>


<h2>Competitive Use</h2>
<p>Shadow Claw is normally an inferior option on quite a few physical attackers due to its limited coverage, but is a useful coverage move on a select few physical sweepers like Excadrill and Blaziken. On these few Pokemon, Shadow Claw is able to easily dish out a lot of damage to bulky Psychic- and Ghost-types like Giratina who would otherwise laugh at any of their attacks. Outside of Ubers, don't expect to see it much as physical attacking Ghost-types are rare, and most other Pokemon would rather make use of the more powerful Crunch or Pursuit when available to them (both of which achieve much of the same coverage as Shadow Claw). In fact, the only Pokemon that will really ever use Shadow Claw as their main STAB attack is Banette, who doesn't even see much use in NU.</p>

<h2>Related Moves</h2>
<p>Cross Poison is a Poison-type equivalent, but with an additional 10% chance of poisoning the target.</p>
<p>Psycho Cut is a Psychic-type equivalent.</p>
<p>Night Slash is a Dark-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Shadow Force, the signature move of the Giratina formes (and Arceus), is unfortunately not a great move. While it does have high Base Power and the ability to avoid any attack, the fact that the opponent can easily switch to a Normal-type like Blissey or a Steel-type like Ferrothorn to absorb the attack on the charge up turn generally makes Shadow Force a bad choice.</p>


<h2>Competitive Use</h2>
<p>Shadow Punch is an outclassed move. It is almost never used as a coverage move due to the existence of Shadow Claw, which has higher Base Power and a higher critical hit ratio. Another detriment to Shadow Punch is the fact that most of the Pokemon who receive Shadow Punch are either specially-based attackers, like the Gengar family, or rarely have an attacking move outside of Night Shade, like Dusclops. However, Shadow Punch does find use, almost ironically, on more Pokemon as a physical Ghost STAB move than Shadow Claw does. Thanks to Iron Fist, Golurk can make great use of Shadow Punch as a reliable STAB move alongside Earthquake and Focus Punch for coverage. Dusknoir, who lacks Shadow Claw in its movepool, also enjoys Shadow Punch in its arsenal, particularly in RU, where with some Attack investment ensures the 2HKO on Cryogonal, one of the most dangerous spinners in the tier.</p>

<h2>Related Moves</h2>
<p>Magnet Bomb is a Steel-type equivalent.</p>
<p>Magical Leaf is a Grass-type equivalent.</p>
<p>Shock Wave is an Electric-type equivalent.</p>
<p>Aerial Ace is a Flying-type equivalent.</p>
<p>Faint Attack is a Dark-type equivalent.</p>
<p>Swift is a Normal-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Shadow Sneak, even with low distribution, is a great move on the majority of Pokemon with access to it. While not a very powerful move, it gives much-needed priority to attackers like mixed Giratina-O or physical sweepers like Gallade. Without the priority from Shadow Sneak, the Shadow Sneak user is much easier to revenge kill, as all the Pokemon who have access to Shadow Sneak have low or average Speed. Revenge killers, who otherwise would switch in and take the Shadow Sneak user out without taking a hit, are then forced to take a hit, and the majority of them will take major damage from Shadow Sneak. However, it should be remembered that Shadow Sneak faces some competition as far as priority moves go; it is both weaker and of lower priority than ExtremeSpeed, and it has a poor distribution.</p>

<h2>Related Moves</h2>
<p>Aqua Jet is a Water-type equivalent.</p>
<p>Bullet Punch is a Steel-type equivalent.</p>
<p>Fake Out is a Normal-type equivalent, but causes a flinch, and can only be used on the user's first turn out.</p>
<p>Ice Shard is an Ice-type equivalent.</p>
<p>Mach Punch is a Fighting-type equivalent.</p>
<p>Quick Attack is a Normal-type equivalent.</p>
<p>Vacuum Wave is a special Fighting-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Sharpen is a horrible move. It has incredibly limited distribution, being only known by the Porygon line and Cryogonal. None of the four Pokemon with access to Sharpen should ever bother with a physical attacking set, as they all have low Attack stats. Porygon2 should stick with being an offensive wall, Porygon-Z should stick with being a special sweeper, and Cryogonal should stick with being a specially defensive Rapid Spin user.</p>

<h2>Related Moves</h2>
<p>Howl is an equivalent.</p>
<p>Meditate is a Psychic-type equivalent.</p>


<h2>Competitive Use</h2>
<p>While Sheer Cold has massive potential, especially when paired with Mind Reader or the No Guard ability, use of the move is frowned upon in a competitive setting. Furthermore, it is banned under the OHKO Clause, which is in effect on the Smogon server.</p>

<h2>Related Moves</h2>
<p>Guillotine and Horn Drill are Normal-type equivalents.</p>
<p>Fissure is a Ground type equivalent.</p>


<h2>Competitive Use</h2>
<p>Shell Smash is, quite arguably, the best boosting move in the entire game. The ability to essentially give the user a Swords Dance, Nasty Plot, and Agility boost in one turn can turn almost any Pokemon into a fearsome sweeper. This is especially true in the case of Cloyster who, with the addition of Shell Smash to its movepool, instantly changed from a UU hazard setter and Rapid Spin user into a fearsome OU sweeper who can even sweep Ubers teams with ease. The combination of Shell Smash and Baton Pass from Pokemon like Gorebyss and Smeargle (commonly referred to as SmashPass) can give these boosts to even more fearsome sweepers such as Dragonite, who can already rip apart teams. The side effects of Shell Smash, the lowered defenses, is commonly remedied by having the user hold a White Herb, which essentially gives the user +2/+2/+2 offenses with no drawbacks, at the cost of being unable to hold another item.</p>


 

Oglemi

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<h2>Competitive Use</h2>
<p>Shift Gear is one of the best boosting moves in the game; +2 Speed and +1 Attack with no drawbacks is a godsend to any physical sweeper. Unfortunately, Shift Gear is limited to only the Klinklang family and Smeargle. Shift Gear is about the only reason why Klinklang is even usable. Otherwise, Klinklang would not hit nearly hard enough with Gear Grind, Return would do pitiful damage, and it would be much easier to revenge kill due to its middling Speed. However, with Shift Gear, Klinklang is a fearsome sweeper in RU. Smeargle can also take advantage of Shift Gear in RU, as it is unable to pass Shell Smash, and can use Shift Gear to effectively help a physical sweeper like Gallade or Entei sweep through teams.</p>


<h2>Competitive Use</h2>
<p>Shock Wave is useless move competitively. Due to the Evasion Clause, you will almost never see a Pokemon who can avoid 100% accurate attacks like Thunderbolt, which is always superior to Shock Wave. Nearly every Pokemon with access to Shock Wave also has access to Thunderbolt.</p>


<h2>Competitive Use</h2>
<p>Signal Beam is a generally outclassed move. As a specially-based Bug-type move, it is completely outclassed by Bug Buzz due to Bug Buzz's higher Base Power. As a coverage move for the many Psychic-types who receive Signal Beam, Shadow Ball is normally a better choice, as many of these Psychic-types will also have Focus Blast or Hidden Power Fighting to cover Dark-types alongside their STAB and Shadow Ball.</p>


<h2>Competitive Use</h2>
<p>Silver Wind is an incredibly gimmicky move. Due to its low Base Power, it does not serve very well as a main STAB move or a coverage move, especially when there are many more powerful options. Silver Wind's only use is in its secondary effect, but the fact that the chance to raise the user's stats is very low, aided by the fact that Silver Wind itself will not do much damage, means that Silver Wind should never be used, even on Serene Grace Togekiss.</p>

<h2>Related Moves</h2>
<p>AncientPower is a Rock-type equivalent.</p>
<p>Ominous Wind is a Ghost-type equivalent.</p>


<h2>Competitive Use</h2>
<p>Simple Beam should never be considered for competitive singles play. There are very few Pokemon who receive this move, and not all of them are viable in any tier, including NU. The worst part of this move is that you are giving the opponent what is actually a usable ability. If a Pokemon uses Simple Beam on a Pokemon that can set up, the target can now set up twice as fast, and the ability it loses will usually not be necessary after it gains the ability to be able to sweep the Simple Beam user's team easily. In singles, Simple Beam is always outclassed by Worry Seed and Gastro Acid.</p>

<p>It's a different story completely in doubles and triples though. While finding the time to set up in the fast paced metagames of doubles and triples is usually impossible, should your team be based around setting up a sweeper, having a Pokemon with Simple Beam on your team is an awesome, and unexpected, tool. The best part is that it can act double as an ability remover like Gastro Acid and Worry Seed.</p>


<h2>Competitive Use</h2>
<p>Sing has little competitive use. While the sleep status is powerful, Sing's accuracy is awful, and too unreliable in most situations. However, there are times when the risk of missing with Sing is worth it. The best example is with an extremely bulky Pokemon like Blissey; Blissey forces nearly every special attacker out, meaning Blissey will have a lot of chances to hit the incoming Pokemon with Sing and usually permanently cripple it thanks to BW's sleep mechanics.</p>

<h2>Related Moves</h2>
<p>Sleep Powder is a Grass-type equivalent, but with 75% accuracy.</p>
<p>Hypnosis is a Psychic-type equivalent, but with 60% accuracy.</p>
<p>Lovely Kiss is an equivalent move, but with 75% accuracy.</p>
<p>GrassWhistle is a Grass-type equivalent.</p>
<p>Spore is a Grass-type equivalent, but with perfect accuracy.</p>


<h2>Competitive Use</h2>
<p>Sketch, in itself, is absolutely atrocious, as Smeargle can rarely control what move Sketch will copy from the opponent, and the move Smeargle does copy will be, an overwhelming majority of the time, absolutely useless on Smeargle. However, Sketch is also the reason Smeargle could ever be used, as it turns a Pokemon with absolutely miserable stats into a very reliable Baton Pass user, with access to literally every boosting move in the entire game, or a nice hazard setter, with access to Stealth Rock, Spikes, and Toxic Spikes. Another move that has lead to the competitive success of Sketch is Spore, allowing Smeargle to incapacitate the opponent's lead and have some free turns to either set up boosts or lay down hazards.</p>


<h2>Competitive Use</h2>
<p>Skill Swap has next to no use in single battles, as giving up your Pokemon's ability for the enemy's can backfire extremely badly. Not to mention that most Pokemon with Skill Swap have great abilities in the first place. However, in doubles and triples, it allows Pokemon with awful abilities like Slaking and Regigigas to sweep teams after they swap their terrible abilities with their teammates great ones. Skill Swap also has the benefit of only taking one turn to set up, and can even give the user of Skill Swap another weapon to use against the opponent should they acquire an ability like Truant from their teammate.</p>


<h2>Competitive Use</h2>
<p>Like all moves that take a turn to charge up, Skull Bash is not a good competitive move. Unlike other charge-up moves like Shadow Force, Skull Bash does not allow the user to avoid attacks, but it does provide a temporary boost to Defense. Like all other charge-up moves, during the charge-up turn, the opponent can easily switch to a counter who can easily absorb the Skull Bash like Ferrothorn, giving the opponent momentum.</p>


<h2>Competitive Use</h2>
<p>Like all moves that take a turn to charge up, Sky Attack is not a good competitive move. In fact, Sky Attack is probably the worst of the charge-up moves, due to the fact that, unlike other charge-up moves like Bounce and Shadow Force, Sky Attack does not allow the user to avoid most attacks, meaning it will most likely take a large hit while Sky Attack is charging. Sky Attack's imperfect accuracy also presents a problem, as it will sometimes give the opponent two free turns instead of one. While it does have a useful secondary effect of flinching the opponent, the chance of this happening is unreliable. Like all charge-up moves, Sky Attack allows the opponent to easily switch to a counter that can easily absorb the Sky Attack, giving the opponent momentum.</p>


 

Limewire

PRESS R TO WIN
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Stop hogging all the moves Oglemi :<

<h2>Competitive Use</h2>
<p>Sky Drop is a very gimmicky move that might actually see results, on occasion. Unlike other moves that need to charge up, Sky Drop does not allow the opponent to get a free switch off of the use of Sky Drop when used. The only way Sky Drop can actually see results, however, is when combined with Toxic, as it allows the user to Toxic-stall the opponent, saying as the opponent can not switch out and Sky Drop is best used with Toxic; since the target cannot switch or attack, it is forced to take two extra turns of Toxic damage, as well as the damage from Sky Drop itself. It is important to note, however, that Sky Drop is currently banned from Smogon's VGC 2012 and most Wi-fi matches due to a glitch.</p>


<h2>Competitive Use</h2>
<p>Since Fly and Bounce see next to no competitive use, the ability to hit a Pokemon in the invulnerable stage of those moves can be ignored. Sky Uppercut is also nearly outclassed on almost all Pokemon that receive it. Blaziken has access to Hi Jump Kick, Breloom has access to Drain Punch and Mach Punch, Lucario has access to both Close Combat an Hi Jump Kick (while Riolu only has access to Hi Jump Kick), Hitmonchan has access to Close Combat, Drain Punch, an Mach Punch, and so on.Lopunny / Buneary have access to Circle Throw, all superior moves to Sky Uppercut. Combusken is the only Pokemon who does not have access to a better Fighting-type move, and is the only Pokemon who should ever use Sky Uppercut. Combusken and Blaziken are two notable exceptions. Combsuken's movepool is quite shallow, so Sky Uppercut is a huge blessing for it. Blaziken usually uses Hi Jump Kick over Sky Uppercut in OU; however, VGC is a different story. Protect is common in VGC 2012, which makes Hi Jump Kick extremely dangerous to use. Therefore, most trainers decide to use Sky Uppercut instead.</p>

<h2>Related Moves</h2>
<p>Close Combat is a more powerful Fighting-type move with perfect accuracy.</p>
<p>Drain Punch is slightly less powerful Fighting-type move, but it has perfect accuracy and heals the user.</p>
<p>Hi Jump Kick is more powerful Fighting-type move, but it damages the user if it misses.</p>


<h2>Competitive Use</h2>

<p>Slack Off is an excellent move, but not all of the Pokemon with access to it Slack Off can use it effectively. The Chimchar family, with their little bulk, can rarely afford to take a turn to heal, and should spend the turn attacking or setting up. Slaking and Slakoth can not afford to use this move due to his their awful ability in Truant. Every other Pokemon who receives Slack Off is primarily used as a wall, and can utilize Slack Off to keep themselves alive and occasionally stall out the opponent with ease. This is especially true on Slowbro and Slowking, as the combined healing effects of Regenerator and Slack Off can allow the two to recover health incredibly easily, and can heal themselves back to full HP several times during the match using this method.</p>

<h2>Related Moves</h2>
<p>Milk Drink is identical move.</p>
<p>Recover is identical move.</p>
<p>Softboiled is identical move.</p>
<p>Heal Order is identical move.</p>
<p>Roost is almost identical move, but removes any Ground-type immunities.</p>
<p>Moonlight is an equivalent move, but is affected by the weather.</p>
<p>Morning Sun is an equivalent move, but is affected by the weather.</p>
<p>Synthesis is a Grass-type equivalent, but is affected by the weather.</p>
<p>Wish is an equivalent move, but HP is recovered at the end of the second turn.</p>


<h2>Competitive Use</h2>
<p>There is absolutely no reason to ever run Slam in competitive play. Slam is majorly outclassed by Return and Body Slam in terms of both power and accuracy. Slam also does not have a secondary effect to make it stand out, making it even more outclassed by Return the two.</p>

<h2>Related Moves</h2>
<p>Return has much higher Base Power and Accuracy than Slam.</p>
<p>Body Slam has a higher accuracy and slightly higher Base Power, with an additional 30% chance to paralyze the foe.</p>


<h2>Competitive Use</h2>
<p>Slash is not a very good move. Even with a higher critical hit ratio than normal, Return outdamages Slash an overwhelming majority of the time, so Return should always be used over Slash.</p>

<h2>Related Moves</h2>
<p>Return does not have the increased critical hit ratio, but is a more powerful physical Normal-type move.</p>
<p>Cross Poison is a Poison-type equivalent, but with an additional 10% chance of poisoning the target.</p>
<p>Night Slash is a Dark-type equivalent.</p>
<p>Psycho Cut is a Psychic-type equivalent.</p>
<p>Shadow Claw is a Ghost-type equivalent.</p>
<p>Leaf Blade is a Grass-type equivalent with higher base power.</p>


<h2>Competitive Use</h2>
<p>Sleep Powder, despite its imperfect accuracy, is a great competitive move. Sleep is arguably the best status in the game, especially with Generation V's Sleep mechanics, practically eliminating a Pokemon from the match. Once Sleep Powder hits, sweepers like Venusaur or Venomoth can easily set up on the sleeping opponent and prepare to sweep the opponent's team, as well as allowing teammates like Dragonite set up Dragon Dances and prepare to sweep. Sleep Powder is also easily abused on Roserade, who which can easily use the sleep from Sleep Powder use it to set up Spikes or Toxic Spikes.</p>

<h2>Related Moves</h2>
<p>Sing is a Normal-type equivalent, but with 55% accuracy.</p>
<p>Hypnosis is a Psychic-type equivalent, but with 60% accuracy.</p>
<p>Lovely Kiss is a Normal-type equivalent.</p>
<p>GrassWhistle is an equivalent move, but with 55% accuracy.</p>
<p>Spore is an equivalent move, but with perfect accuracy.</p>
<p>Yawn is a Normal-type equivalent, but puts the target to sleep at the end of the second turn.</p>
<p>Stun Spore is a related move that paralyzes.</p>
<p>Poison Powder is a related move that poisons.</p>


<h2>Competitive Use</h2>
<p>Sleep Talk is not a bad move, but its usefulness has dipped because of Generation V's sleep mechanics. Due to the decreased reliability of the RestTalk combination, Sleep Talk has seen a lot less use. However, Pokemon who can still effectively run RestTalk, like such as Giratina-O or Suicune, can still reap the full benefits of Sleep Talk, allowing them to still be able to attack or set up Calm Mind while healing with Rest.</p>


<h2>Competitive Use</h2>
<p>Sludge is an awful competitive move, with much powerful options like such as Sludge Bomb and Sludge Wave available. To make matters worse, Poison is not a very good attacking type, only hitting the Grass-type for super-effective damage.</p>

<h2>Related Moves</h2>
<p>Sludge Bomb is a more powerful special Poison-type move.</p>
<p>Sludge Wave is a more powerful special Poison-type move, with only a 10% chance of poisoning the opponent.</p>
<p>Aurora Beam is an Ice-type equivalent, but has a chance to lower the opponent's Attack instead of poisoning it.</p>
<p>Brine is a Water-type equivalent, but doubles power when the foe is under 50% of its max HP instead of poisoning the opponent.</p>
<p>BubbleBeam is a Water-type equivalent, but has a chance to lower the opponent's Speed instead of poisoning it.</p>
<p>Psybeam is a Psychic-type equivalent, but has a chance to confuse the opponent instead of poisoning it.</p>


<h2>Competitive Use</h2>
<p>While Sludge Bomb does have a respectable Base Power and a nice secondary effect, it is an often neglected move for a few reasons. Since Poison only hits Grass-types super effectively, Poison Sludge Bomb is rarely used as a coverage type on any special attacker, and is only useful with the exception as a STAB move. Since many Poison-types are not special attackers, it is not a useful move on many Poison-types. In addition, most Poison-type Pokemon are not geared to be special attackers. However, there are some Pokemon, like Gengar, who can use Sludge Bomb as a STAB move. Unfortunately for Sludge Bomb, other moves, such as Shadow Ball, Focus Blast, Disable, and Substitute, leave Gengar hard-pressed to actually fit Sludge Bomb onto any moveset.</p>

<h2>Related Moves</h2>
<p>Sludge Wave is a slightly more powerful special Poison-type move, but with only a 10% chance of poisoning the opponent.</p>
<p>Attack Order is a Bug-type equivalent, but has a critical hit rate one stage higher than normal instead of a chance to poison the target.</p>
<p>Bug Buzz is a Bug-type equivalent, but has a chance to lower the target's Special Defense instead of a chance to poison.</p>
<p>Dragon Pulse is a Dragon-type equivalent, but has no additional effect.</p>
<p>Earth Power is a Ground-type equivalent, but has a chance to lower the target's Special Defense instead of a chance to poison.</p>
<p>Hyper Voice is a Normal-type equivalent, but has no additional effect.</p>
<p>Psychic is a Psychic-type equivalent, but has a chance to lower the target's Special Defense instead of a chance to poison.</p>


<h2>Competitive Use</h2>
<p>Sludge Wave, at first glance, seems to be a good move, with high Base Power, even though Poison is a somewhat poor offensive type Despite being a Poison-type attack, Sludge Wave initially appears to be a good move with a high Base Power. However, when you look at the list of Pokemon who receive Sludge Wave, an overwhelming majority of them can not use Sludge Wave it effectively. Sludge Wave can be used on a few variants of Nidoking and Nidoqueen, but most of the time the two Pokemon need all four moveslots for support options or coverage attacks. Nidoking and Nidoqueen are two exceptions. With STAB and Sheer Force, Sludge Wave reaches a massive Base Power of 185, enough to plow through any Pokemon that does not resist it. Sludge Wave is also useful in Double and Triple battles, as it can hit all enemy Pokemon with a slight damage reduction.</p>

<h2>Related Moves</h2>
<p>Thunderbolt is an Electric-type equivalent with the chance to paralyze the opponent instead of poison.</p>
<p>Flamethrower is a Fire-type equivalent with the chance to burn the opponent instead of poison.</p>
<p>Ice Beam is an Ice-type equivalent with the chance to freeze instead of poison.</p>
<p>Surf is a Water-type equivalent with no secondary effect.</p>
 
I won't be able to upload them until I get to a real computer in about 30 minutes but I'd like to upload Limewire's stuff!

Edit: Done!
 

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