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5th Gen Move/Ability/Item Updates Project - Read Post #265
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Jul 23rd, 2011, 11:55:17 AM
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Romeert
Join Date: Mar 2011
Posts: 368
I'd like to reserve Chip Away to Close Combat, please!
Chip Away
[SHORT DESC]
Not affected by opponent's stat changes.
[LONG DESC]
<h2>Description</h2>
<p> This move is unaffected by the opponent’s Defense and Evasion boosts. It does not bypass Reflect.</p>
<h2>Analysis</h2>
<p> Since Defense boosting moves are not that common, and Evasion boosts are banned, Return is usually a better option, as it’s more powerful. It can be used for more damage against Bulk Up and Curse users, however, such as Conkeldurr. </p>
<h2>Related Moves</h2>
<p> Return is a more powerful option, but it doesn't ignore Defense or Evasion boosts.</p>
<p> Frustration is a more powerful option, but it doesn't ignore Defense or Evasion boosts.</p>
Circle Throw
[SHORT DESC]
Forces the target to switch to a random Pokémon.
[LONG DESC]
<h2>Description</h2>
<p> This move deals damage and then forces the target out, dragging out another random Pokemon on the opponent's team. This effect will not work if the opponent's Pokemon is the last one on their team. Circle Throw has a move priority of -6. </p>
<h2>Analysis</h2>
<p>Circle Throw acts like Roar and a damaging move mixed together. Its main advantage over other phazing move is that it is able to work even under Taunt. It's a good option for mono-attacking sets, to avoid being phazed out. Keep in mind, however, that has negative priority like Roar and Whirlwind.</p>
<h2>Related Moves</h2>
<p>Dragon Tail is a Dragon-type equivalent.</p>
<p>Roar is a Normal-type equivalent, but does not deal damage.</p>
<p>Whirlwind is a Normal-type equivalent, but does not deal damage.</p>
Clamp
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
<h2>Description</h2>
<p> This move traps the opponent for 4-5 turns, dealing 1/16 of the target’s health at the end of each of those turns and preventing the target from switching If the user is holding a Grip Claw, it traps the opponent for 5 turns all the time. If a trapped Pokémon uses Rapid Spin, it will be freed. </p>
<h2>Analysis</h2>
<p> It can be used with Toxic to slowly stall opponents, and to keep them from switching and resetting the Toxic damage, although the Pokémon that learn it are much better offensively than defensively. </p>
<h2>Related Moves</h2>
<p> Sand Tomb is a Ground –type equivalent </p>
<p> Whirlpool is a Special equivalent </p>
<p> Fire Spin is a Special Fire-type equivalent </p>
Clear Smog
[SHORT DESC]
Eliminates all stat changes.
[LONG DESC]
<h2>Description</h2>
<p> This move resets all stat changes to 0. This effect will not work if the target is unaffected by the attack or if the opponent is behind a Substitute.
</p>
<h2>Analysis</h2>
<p> This move can be very useful at stopping Baton Pass Chains, since it cannot be taunted, unlike Haze or Taunt. It can’t, however, go through Substitutes, which should be taken into consideration. Another thing is that it doesn’t affect Poison or Steel types. That isn’t a big deal for the most part, but it stops you from getting rid of Scizor’s Swords Dance boosts. Clear Smog also helps against Conkeldurrs and Reunicluses that try to boost their stats. </p>
<h2>Related Moves</h2>
<p> Haze is a non-damage dealing, Ice-type equivalent. </p>
Close Combat
[SHORT DESC]
Lowers user's Defense and Special Defense by 1 stage.
[LONG DESC]
<h2>Description</h2>
<p> This move lowers the user’s Defense and Special Defense by one Stage. </p>
<h2>Analysis</h2>
<p> Close Combat is used quite a bit, since it has a very powerful 120 base attack and it's amazing Fighting type coverage. It does lower both of the user’s defense stats by one stage, but most users of it are frail anyway, along with being fast. </p>
<h2>Related Moves</h2>
<p> Super Power is an equivalent move that lowers the users Attack instead of the user’s Special Defense. </p>
If anything has to be changed, please let me know!
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Last edited by Romeert; Jul 23rd, 2011 at
4:04:59 PM
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