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Change your preferences here. Dive
DescriptionUser dives underwater on the first turn, where it dodges every move except Surf and Whirlpool, which will do double damage, and attacks on the next turn. It will also take damage if it was previously targeted by Mind Reader or Lock-On, or if the opponent has No Guard. If the move is prevented from being used after the user has charged up, then the entire move is cancelled, but PP is still deducted. If the user holds the item Power Herb, the move will not require a turn to charge; however, Power Herb is a one-time use item. It's worth saying that the user does not take sandstorm or hail damage while underwater. It also has an overworld effect that lets you dive deeper on black patched water parts. Competitive UseTwo-turn moves are almost unheard of in competitive battling because it is just so easy for your opponent to simply switch out to a Pokemon that either resists the move or is immune to it; in other words, you gave him a free turn. In this fast and more offensive metagame, that's exactly what you don't want to do. Dive has only an average Base Power, and does not have an outstanding effect that would make it usable, like Shadow Force. When choosing a Water-type move, there are far more reliable options. Related MovesWaterfall is a valid alternative, with the same Base Power, perfect accuracy, a 20% flinch chance, and does not require two turns. Aqua Tail is a more powerful option with 90% accuracy, and also does not need two turns to take effect. Dig is a Ground-type equivalent. Fly is a more powerful Flying-type equivalent. Bounce is a more powerful Flying-type equivalent. Shadow Force is a more powerful Ghost-type equivalent. |