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Change your preferences here. Fly
DescriptionUser enters "Fly" status for the round it is used, becoming invincible to basically everything. The next turn, the user flies down, hitting the opponent. 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. Note that the Pokemon is still hit by Sky Uppercut, Hurricane, Thunder, Gust, Whirlwind, and Twister while in the “invulnerable” state, or if it was previously targeted by Mind Reader or Lock-On, or if the opponent has No Guard. Gust and Twister strike with double their usual Base Power when the target is in the “invulnerable” state. The Pokemon will still take sandstorm and hail damage on the “invulnerable” turn. It also has an overworld effect that lets the user fly to any town or facility with a Pokemon Center already visited. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user. This move cannot be used while Gravity is active. Competitive UseOne of those moves that sounds great in theory but more or less collapses in practice, especially competitively. It's basically Protect for the first round, and then an attack on the second. The main downfall of the move is the protecting part, as if you try to use it against something weak to it, nothing stops your opponent for simply switching out to a counter safely. The lower accuracy can also present a problem. Related MovesBrave Bird is a much more powerful move, with recoil. Aerial Ace is a perfectly accurate move with lower power. Bounce is a equivalent and albeit it has less power and accuracy, it comes with a 30% chance of paralysis. Dig is a less powerful Ground-type equivalent. Dive is a less powerful Water-type equivalent. Shadow Force is a more powerful Ghost-type equivalent. |