Join Date: Mar 2010
Posts: 475
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Before we start; bmb, on the Brave Bird related move’s part, it’s saying that Brave Bird is an equivalent move of itself. ;)
Dark Pulse
[SHORT DESC]
20% chance to flinch the opponent.
[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 20% chance to flinch the target. No other effect.</p>
<h2>Competitive Use</h2>
<p>One of the best special Dark moves available, with good Base Power, perfect accuracy, 20% chance to flinch and great distribution. It's the main option for many special inclined Dark Pokemon, and thanks to the great distribution is used as a coverage move on lots of other ones. Note that if paired with a Fighting-type move, most times Focus Blast, it gains almost perfect neutral coverage only resisted by Heracross and Toxicroak. In last generation, it was used in mono attacking Spiritomb’s set since nothing is immune to Dark moves, however is right now, a lesser option thanks to the new introduced ability Justified, and more powerful Fighting-types. Still, it's worth using on most special inclined Pokemon that enjoy the good neutral coverage that it provides like in Zoroark’s and Nasty Plot Lucario’s case.</p>
<h2>Related Moves</h2>
<p>Night Daze is an more powerful alternative, however it has 95% accuracy, while lowering opponent's accuracy one stage 40% of time. </p>
Defog
[SHORT DESC]
Lowers target's evasion 1 stage. Removes various field effects.
[LONG DESC]
<h2>Description</h2>
<p>This move lowers target's evasion 1 stage. It will also remove Reflect, Light Screen, Safeguard, and Mist set up on the user's field and will remove Spikes, Stealth Rock, and Toxic Spikes on the target's field. Has an overworld effect that clears deep fog from an area. </p>
<h2>Competitive Use</h2>
<p>Defog is a really interesting move that works similar to Rapid Spin removing several field effects. However it's application on singles in undesirable, since if used it will remove your own entry hazard from your opponent's side, while at the same time getting rid of screens that you may have set up. By that reasons it's often forgotten as a move. </p>
</p>In theory, it could be used in doubles and triples battles where it’s possible to target your own Pokemon, but entry hazards aren’t used much in that competitive scene, and removing them from your own field would be the major reason to use this move.
</p>
<h2>Related Moves</h2>
<p>No related moves.</p>
Destiny Bond
[SHORT DESC]
If the user faints, the foe faints.
[LONG DESC]
<h2>Description</h2>
<p>If the user faints before the user makes a different move, the foe that fainted the user will also faint. If the damage occurs in the end of the turn by hail, sandstorm, Leech Seed, status, Doom Desire, or Future Sight, Destiny Bond won't work. If a Pokemon uses Destiny Bond, switches next turn, and faints to Pursuit as it switches, the Pursuit user faints as well. It will also work if the target is behind Substitute. It will bypass Focus Sash and Sturdy. </p> (copied the pursuit part from on-page)
</p>In a double battle both opponents are targeted, but only the one that was responsible for knocking out the user is affected. In a triple battle if the opponent uses a move that hit non-adjacent Pokemon and that move is responsible for knocking out the user it will faint as well.</p>
<h2>Competitive Use</h2>
<p>Destiny Bond is a move that will faint the user that deal the last damage, the one responsible for fainting the user. It's a hard move to use in competitive battles since it needs good prediction and the surprise value to work. Regardless, is a good move that may score a surprise KO if played right. Good users are Mismagius and Gengar, thanks to useful immunities and a high Speed stat, they will outspeed most Pokemon and KO them if predicted right. Wobbuffet is also a infamous user that goes the opposite way, it’s terrifically bulky, slow and has a trapping ability, when it can no longer abuse the “Countercoat” strategy, but still retain some bulk it can use the Destiny Bond to KO walls, that usually don’t hit that hard. <p>
<p>Finally, Banette is a noteworthy user, she is frail and slow, but if used in the lead position, with Trick Room and Focus Sash, she can survive one hit and set up Trick Room, making her move first in most cases, since she will probably be at slow health she can use the now “faster” Destiny Bond to KO the opponent while sacrificing herself at the same time and supporting the rest of the team with the field effect. This strategy is easily stopped by Taunt or a priority user, though. <p>
<h2>Related Moves</h2>
<p>Grudge also involves the user fainting. </p>
Detect
[SHORT DESC]
Prevents most moves from working on the user that turn.
[LONG DESC]
<h2>Description</h2>
<p>This move prevents most moves from working on the user that turn. It will fail to 50% chance if used consecutively. Some moves bypass Detect protection and deal damage anyways, like in Feint's and Shadow Force's case. It won't protect the user from status like Poison, Burn or the Curse damage if it was previously afflicted, as well from weather damage. The user cannot protect itself if Lock-on, Mind Reader or No guard are in effect. However, OHKO moves will never work if Detect was used, even if Lock-on, Mind reader or No Guard are in effect. Thunder has a 30% chance to hit in the rain, same for Blizzard in hail.
Detect does not protect the user from:
· Acupressure
· Curse (used by a Ghost-type)
· Doom Desire
· Future Sight
· Imprison
· Perish Song
· Psych Up
· Role Play
· Transform </p> (copy list from on-page)
<h2>Competitive Use</h2>
<p>Detect is a stalling and more defensive inclined move. Like Protect, should be used on defensive Pokemon, as a scouting move or for a free turn to gather leftovers recover. However is outclassed by Protect which has a superior distribution and much more PP. </p>
<h2>Related Moves</h2>
<p>Protect is an equivalent move with different distribution. </p>
Dig
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.
[LONG DESC]
<h2>Description</h2>
<p>User digs underground on the first turn, where it dodges every move except Earthquake and Magnitude, which will do double damage, and attacks on the next turn. Even on the charge-up turn, it won't work if the user is immune to Ground-type moves. It will also take damage if it was previously locked by Mind Reader or Lock-on. It's worth saying that the user does not take Sandstorm or Hail damage while underground. It also has an overworld effect that lets you transport to the entrance of caves that you are in.</p>
<h2>Competitive Use</h2>
<p>Dig is a two turn move that is not seen in competitive scene for several reasons; first is Earthquake existence, a 100 Base Power move with perfect accuracy and no drawbacks. Combined this with the fact that Dig, as already said, takes two turns to work. While on the charge-up turn, nothing stops your opponent to simply switch out to a Pokemon that either resist the move or is even immune to it, on a competitive environment giving your opponent free turns should be avoided at all costs. For everything stated, there are better options for a Ground-type moveslot. </p>
<h2>Related Moves</h2>
<p>Earthquake is a more powerful Ground move with perfect accuracy. </p>
<p>Earth Power is a special type alternative. <p>
Doom Desire
[SHORT DESC]
Hits two turns after being used. Uses the Special Defense of the opponent when the move was used in calculation.
[LONG DESC]
<h2>Description</h2>
<p>This move deals damage at the end of the turn after three turns. Since it hits at the end of the turn it's not blocked by Protect or Detect, won't bypass the Focus Sash or Sturdy protection. Differently from previous Generations it’s no longer technically typeless, so it not only does get STAB but the weakness and resistances chart are applied on the Pokemon it hits. Can be boosted by Gems which activate the turn Doom Desire does damage. Life Orb boost Doom Desire's damage now, and the user does receive recoil damage. Also, it was boosted to 140 Base Power and gained perfect accuracy in Gen V. Since it's a Steel-type move it no longer hits through Wonder Guard. <p>
<p>Finally, the damage is calculated based on the Special Defense of the hit Pokemon and no longer from the one that was originally targeted. The damage is based on the Special Attack and Special Defense at the time of striking, not at the time it was used on the original target. This means that if you use Doom Desire on a Pokémon with 100 Special Defense, and then your opponent switches to a Pokémon with 300 Special Defense, the damage calculations will be done as though the target has 300 Special Defense. Both Doom Desire and Future Sight can't be active at the same time. </p> (last paragraph taken from analysis on-site, I just rearrange it to this Generation differences)
<h2>Competitive Use</h2>
<p>The signature move for Jirachi, for that reason only two Pokemon are able to use it. That said none of them would have any reason to do so, even though it's the most powerful Steel-type move in the game, the mechanics just make it an undesirable option. Hitting three turns later, while at the same time giving the opponent enough room to simply switch to a resist or a Pokemon with higher Special Defense, which thanks to the new mechanics is now calculated at the time it strikes, makes Doom Desire less appealing. Finally, the Steel type isn't very prominent offensively speaking and the existence of Flash Cannon make Doom Desire a useless option from a competitive point of view. </p>
<h2>Related Moves</h2>
<p>Future Sight is a Psychic-type equivalent. </p>
Double Team
[SHORT DESC]
Boosts user’s evasion one stage.
[LONG DESC]
<h2>Description</h2>
<p>This move boosts the target evasion one stage per use. Note that the “one stage” from evasion boost works differently from the normal stats boost (like Attack, Speed, etc), the first will raise your evasion 33% after one turn, while the latter will raise 50% after usage. </p>
<h2>Competitive Use</h2>
<p>Double Team is a banned move from the competitive scene. It breaks the Evasion clause that is generically applied to all Smogon battles. It was considered unhealthy for a skill based metagame, since it rewards luck instead of skill, while taking the battle from both players control and making the game (even more) luck based. It often created situations where the crucial miss changed the outcome of a match. For that reasons it is never seen in this competitive environment. </p>
</p>Nevertheless, it can still be used on Random-matchups, where the Evasion clause is not applied. There, you can use something like Sand Veil Gliscor, with Brightpowder, in a sandstorm and try to annoy your opponent to death. </p>
<h2>Related Moves</h2>
<p>Minimize is an alternative move, that raises evasion two stages instead of one, but has much poorer distribution. </p>
Last edited by black_cotton; Aug 27th, 2011 at 11:03:25 AM.
Reason: jiggs16's nitpick.
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