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

bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
[a]top[/a]Read post #212! The OP is NOT up to date as of right now.

EDIT: You now ONLY have to write "Competitive Use" and "Related [Element]" sections for your submissions.

Approved by Setsuna

Quick-Navi
[jump=move1]Moves A-B[/jump] COMPLETE
[jump=move2]Moves C-Z[/jump]
[jump=abil1]Abilities A-N[/jump]
[jump=abil2]Abilities O-Z[/jump] COMPLETE
[jump=item]Items[/jump]

[jump=bott]Page End[/jump]
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5th Gen Move/Ability/Item Updates Project

This project is designed to begin work on the less-documented areas of work, namely the moves, abilities, and items. Descriptions for all the newly introduced elements from the 5th Generation need to be written, as well as updating all of those elements from past generations that have seen mechanics changes. That's a lot of work to do, so I'm hoping you'll all try to help out.

The first thing to do is to start writing descriptions as follows. All element pages require three parts, with additional parts for specific elements. The [SHORT DESC] part is the part that will go in the organisation table, and is a simple, short half-sentence that summarises the element. For organisational purposes they are collected here:

Code:
Move    Description
Absorb    Leeches 50% of the damage dealt.
Acid    10% chance to lower opponent's Special Defense by 1 stage.
Acid Armor    Boosts user's Defense by 2 stages.
Acid Spray    Lowers target's Special Defense by 2 stages.
Acrobatics    Doubles in power if user has no held item.
Acupressure    Boosts a random stat of the user by 2 stages.
Aerial Ace    Ignores accuracy modifiers.
Aeroblast    Has a high critical hit rate.
After You    The target will attack immediately after the user in the same turn.
Agility    Boosts user's Speed by 2 stages.
Air Cutter    Has a high critical hit rate.
Air Slash    30% chance to flinch opponent.
Ally Switch    Switches position with another Pokemon on user's side of the field.
Amnesia    Boosts user's Special Defense by 2 stages.
AncientPower    10% chance to boost all of the user's stats by 1 stage.
Aqua Jet    The user always attacks first.
Aqua Ring    User recovers 1/16th max HP each turn.
Aqua Tail    No additional effect.
Arm Thrust    Hits 2-5 times in one turn.
Aromatherapy    Cures status on the user's team.
Assist    Uses a random move from the user's team.
Assurance    Base Power doubles if the foe takes damage in the same turn, before the attack hits.
Astonish    30% chance to flinch opponent.
Attack Order    Has a high critical hit rate.
Attract    Targets of the opposite gender are infatuated and have a 50% chance to do nothing.
Aura Sphere    Ignores accuracy modifiers.
Aurora Beam    10% chance to lower opponent's Attack by 1 stage.
Autotomize    Boosts user's Speed by 2 stages. Halves user's weight.
Avalanche    Doubles in power if user is damaged by opponent first.
Barrage    Hits 2-5 times in one turn.
Barrier    Boosts user's Defense by 2 stages.
Baton Pass    User switches, but passes on all stat changes and some special conditions.
Beat Up    All healthy Pokemon aid in damaging the target.
Belly Drum    User loses 50% max HP. Maximizes Attack.
Bestow    User passes its held item to the target.
Bide    Charges for 2 turns; returns double the damage received in those turns.
Bind    Traps and damages over multiple turns.
Bite    30% chance to flinch opponent.
Blast Burn    User cannot move next turn.
Blaze Kick    Has a high critical hit rate. 10% chance to burn the target.
Blizzard    10% chance to freeze opponent.
Block    The target cannot switch out.
Blue Flare    20% chance to burn opponent.
Body Slam    30% chance to paralyze opponent.
Bolt Strike    20% chance to paralyze opponent.
Bone Club    10% chance to flinch opponent.
Bone Rush    Hits 2-5 times in one turn.
Bonemerang    Hits 2 times in one turn.
Bounce    User is made invulnerable for one turn, then hits the next turn. 30% chance to paralyze opponent.
Brave Bird    Has 1/3 recoil damage.
Brick Break    Destroys Light Screen and Reflect, then hits. Does not break screens if target is immune.
Brine    Base Power doubles if foe's HP is 50% or less.
Bubble    10% chance to lower opponent's Speed by 1 stage.
BubbleBeam    10% chance to lower opponent's Speed by 1 stage.
Bug Bite    User steals the effect of the foe's Berry.
Bug Buzz    10% chance to lower opponent's Special Defense by 1 stage.
Bulk Up    Boosts user's Attack and Defense by 1 stage.
Bulldoze    Lower's target's Speed by 1 stage.
Bullet Punch    The user always attacks first.
Bullet Seed    Hits 2-5 times in one turn.
Calm Mind    Boosts user's Special Attack and Special Defense by 1 stage.
Camouflage    Changes user's type based on terrain.
Captivate    Lowers an opposite gender foe's Special Attack by 2 stages.
Charge    Doubles power of an Electric-type move used next turn. Boosts user's Special Defense by 1 stage.
Charge Beam    70% chance to boost user's Special Attack by 1 stage.
Charm    Lowers target's Attack by 2 stages.
Chatter    Confuses the target.
Chip Away    Not affected by opponent's stat changes.
Circle Throw    Forces the target to switch to a random Pokemon.
Clamp    Traps and damages over multiple turns.
Clear Smog    Eliminates all stat changes.
Close Combat    Lowers user's Defense and Special Defense by 1 stage.
Coil    Boosts user's Attack, Defense, and accuracy by 1 stage.
Comet Punch    Hits 2-5 times in one turn.
Confuse Ray    Confuses the target.
Confusion    10% chance to confuse opponent.
Constrict    10% chance to lower opponent's Speed by 1 stage.
Conversion    Changes user into a new type based on the user's moves.
Conversion2    Changes user into a new type that resists the last attack to hit the user.
Copycat    Uses the last move used in the battle.
Cosmic Power    Boosts user's Defense and Special Defense by 1 stage.
Cotton Guard    Boosts user's Defense by 3 stages.
Cotton Spore    Lowers target's Speed by 2 stages.
Counter    If hit by a physical attack, returns double the damage.
Covet    Steals target's item.
Crabhammer    Has a high critical hit rate.
Cross Chop    Has a high critical hit rate.
Cross Poison    Has a high critical hit rate. 10% chance to poison foe.
Crunch    20% chance to lower opponent's Defense by 1 stage.
Crush Claw    50% chance to lower opponent's Defense by 1 stage.
Crush Grip    Base Power depends on the foe's remaining HP.
Curse    Does 1/4 damage per turn at the cost of half the user's max HP if the user is a Ghost. Boosts user's Attack and Defense and lowers Speed 1 stage otherwise.
Cut    No additional effect.
Dark Pulse    20% chance to flinch opponent.
Dark Void    Induces sleep to the opponent.
Defend Order    Boosts user's Defense and Special Defense by 1 stage.
Defense Curl    Boosts user's Defense by 1 stage.
Defog    Lowers target's evasion 1 stage. Removes various field effects.
Destiny Bond    If the user faints, the foe faints.
Detect    Prevents most moves from working on the user that turn.
Dig    User is made invulnerable for one turn, then hits the next turn.
Disable    Prevents the last move used from being used again for 4-7 turns.
Discharge    30% chance to paralyze opponent.
Dive    User is made invulnerable for one turn, then hits the next turn.
Dizzy Punch    20% chance to confuse opponent.
Doom Desire    Hits two turns after being used.
Double Hit    Hits 2 times in one turn.
Double Kick    Hits 2 times in one turn.
Double Team    Boosts user's evasion by 1 stage.
Double-Edge    Has 1/3 recoil.
DoubleSlap    Hits 2-5 times in one turn.
Draco Meteor    Lowers user's Special Attack by 2 stages.
Dragon Claw    No additional effect.
Dragon Dance    Boosts user's Attack and Speed by 1 stage.
Dragon Pulse    No additional effect.
Dragon Rage    Always does 40 HP damage.
Dragon Rush    20% chance to flinch opponent.
Dragon Tail    Forces the target to switch to a random Pokemon.
DragonBreath    30% chance to paralyze opponent.
Drain Punch    Leeches 50% of the damage dealt.
Dream Eater    Leeches 50% of the damage dealt. Only works on a sleeping Pokemon.
Drill Peck    No additional effect.
Drill Run    Has a high critical hit rate.
Dual Chop    Hits 2 times in one turn.
DynamicPunch    Confuses the target.
Earth Power    10% chance to lower opponent's Special Defense by 1 stage.
Earthquake    Hits Pokemon using Dig with double Base Power.
Echoed Voice    Power increases when used consecutively
Egg Bomb    No additional effect.
Electro Ball    Does damage based on the foe's Speed and the user's Speed.
Electroweb    Lowers target's Speed stat by 1 stage.
Embargo    Item use is prevented for five turns.
Ember    10% chance to burn.
Encore    Causes the target to repeat its last move for 3 turns.
Endeavor    Lowers target's HP to the user's HP.
Endure    The user always survives with at least 1 HP.
Energy Ball    10% chance to lower opponent's Special Defense by 1 stage.
Entrainment    Target's ability becomes the same as the user's.
Eruption    Does less damage as the user's HP decreases.
Explosion    Faints the user.
Extrasensory    10% chance to flinch opponent.
ExtremeSpeed    The user always attacks first.
Facade    Has 140 power when user is burned, paralyzed, or poisoned.
Faint Attack    Ignores accuracy modifiers.
Fake Out    The user always attacks first, and flinches the foe. Can only be used on the first turn out.
Fake Tears    Lowers target's Special Defense by 2 stages.
False Swipe    Always leaves the foe with at least 1 HP.
FeatherDance    Lowers target's Attack by 2 stages.
Feint    Nullifies effect of Detect and Protect.
Fiery Dance    Boosts user's Special Attack by 1 stage.
Final Gambit    Faints the user. Target takes damage equal to the user's HP.
Fire Blast    10% chance to burn opponent.
Fire Fang    10% chance to flinch opponent. 10% chance to burn opponent.
Fire Pledge    Can combine with Water Pledge and Grass Pledge.
Fire Punch    10% chance to burn opponent.
Fire Spin    Traps and damages over multiple turns.
Fissure    Will OHKO the target.
Flail    Does more damage as user's HP decreases.
Flame Burst    Damages Pokemon next to the target as well.
Flame Charge    Boosts user's Speed by 1 stage.
Flame Wheel    10% chance to burn opponent. Thaws the user.
Flamethrower    10% chance to burn opponent.
Flare Blitz    Has 1/3 recoil. 10% chance to burn opponent.
Flash    Lowers target's accuracy 1 stage.
Flash Cannon    10% chance to lower Special Defense by 1 stage.
Flatter    Confuses the target. Boosts the target's Special Attack by 1 stage.
Fling    Throws the user's hold item at the foe. Power and effect depend on the item.
Fly    User is made invulnerable for one turn, then hits the next turn.
Focus Blast    10% chance to lower opponent's Special Defense by 1 stage.
Focus Energy    Boosts critical hit rate by two stages.
Focus Punch    Fails if the user takes damage before it hits.
Follow Me    All moves target the user.
Force Palm    30% chance to paralyze opponent.
Foresight    Blocks evasion modifiers. Allows user's Fighting- and Normal-type moves to hit Ghosts.
Foul Play    Uses the target's Attack stat in damage calculation.
Freeze Shock    Hits the turn after being used. 30% chance to paralyze opponent.
Frenzy Plant    User cannot move next turn.
Frost Breath    Always results in a critical hit.
Frustration    No additional effect.
Fury Attack    Hits 2-5 times in one turn.
Fury Cutter    Power doubles with each hit.
Fury Swipes    Hits 2-5 times in one turn.
Fusion Bolt    Power doubles if used after Fusion Flare.
Fusion Flare    Power doubles if used after Fusion Bolt.
Future Sight    Deals damage at the end of the turn after three turns.
Gastro Acid    Nullifies the foe's ability.
Gear Grind    Hits 2 times in one turn.
Giga Drain    Leeches 50% of the damage dealt.
Giga Impact    User cannot move next turn.
Glaciate    Lowers target's Speed by 1 stage.
Glare    Paralyzes the target.
Grass Knot    Deals damage based on the foe's weight.
Grass Pledge    Can combine with Water Pledge and Fire Pledge.
GrassWhistle    Puts the target to sleep.
Gravity    For 5 turns, prevents flying or jumping; also disables Ground immunities.
Growl    Lowers target's Attack by 1 stage.
Growth    Boosts user's Attack and Special Attack by 1 stage.
Grudge    If the user faints, the foe's attack loses all of its PP.
Guard Split    Averages Defense and Special Defense stats of the user with the target.
Guard Swap    Swaps user's Defense and Special Defense boosts and drops with opponent.
Guillotine    Will OHKO the target.
Gunk Shot    30% chance to poison opponent.
Gust    Hits Pokemon using Bounce or Fly for double Base Power.
Gyro Ball    Does damage based on the foe's Speed and the user's Speed.
Hail    Summons hail for 5 turns.
Hammer Arm    Lowers user's Speed by 1 stage.
Harden    Boosts user's Defense by 1 stage.
Haze    Eliminates all stat changes.
Head Charge     Has 1/4 recoil.
Head Smash    Has 1/2 recoil.
Headbutt    30% chance to flinch opponent.
Heal Bell    Cures status on the user's team.
Heal Block    Prevents the foes from using healing moves for 5 turns.
Heal Order    Heals the user by 50% max HP.
Heal Pulse    Heals the target by 50% max HP.
Healing Wish    KOs the user and heals the next Pokemon in.
Heart Stamp    30% chance to flinch opponent.
Heart Swap    Swaps user's stat boosts and drops with opponent.
Heat Crash    Deals damage based on both the user's and the foe's weight.
Heat Wave    10% chance to burn opponent.
Heavy Slam    Deals damage based on both the user's and the foe's weight.
Helping Hand    Increases Base Power of ally's moves 50%.
Hex    Power doubles if target is afflicted with a status condition.
Hi Jump Kick    If it misses, user loses HP equal to 1/2 the user's max HP.
Hidden Power    Has 30-70 power and can be any type but Normal, based on the user's IVs.
Hone Claws    Boosts user's Attack and accuracy by 1 stage.
Horn Attack    No additional effect.
Horn Drill    Will OHKO the target.
Horn Leech    Leeches 50% of the damage dealt.
Howl    Boosts user's Attack by 1 stage.
Hurricane    30% chance to confuse opponent.
Hydro Cannon    User cannot move next turn.
Hydro Pump    No additional effect.
Hyper Beam    User cannot move next turn.
Hyper Fang    10% chance to flinch opponent.
Hyper Voice    No additional effect.
Hypnosis    Puts the target to sleep.
Ice Ball    Doubles in power with each hit. Repeats for five turns.
Ice Beam    10% chance to freeze opponent.
Ice Burn    Hits the turn after being used. 30% chance to burn opponent.
Ice Fang    10% chance to flinch opponent. 10% chance to freeze opponent.
Ice Punch    10% chance to freeze opponent.
Ice Shard    The user always attacks first.
Icicle Crash    30% chance to flinch opponent.
Icicle Spear    Hits 2-5 times in one turn.
Icy Wind    Lowers target's Speed by 1 stage.
Imprison    No foe can use any of the user's moves.
Incinerate    Removes target's held Berry.
Inferno    Burns the foe.
Ingrain    Heals the user 1/16 its max HP each turn. Prevents the user from switching.
Iron Defense    Boosts user's Defense by 2 stages.
Iron Head    30% chance to flinch opponent.
Iron Tail    30% chance to lower opponent's Defense by 1 stage.
Judgment    Type is dependent on the user's held Plate item.
Jump Kick    If it misses, user loses HP equal to 1/2 the user's max HP.
Karate Chop    Has a high critical hit rate.
Kinesis    Lowers target's accuracy by 1 stage.
Knock Off    Removes the target's item.
Last Resort    Can only be used if all other moves have been used once.
Lava Plume    30% chance to burn opponent.
Leaf Blade    Has a high critical hit rate.
Leaf Storm    Lowers user's Special Attack by 2 stages.
Leaf Tornado    30% chance to lower target's accuracy by 1 stage.
Leech Life    Leeches 50% of the damage dealt.
Leech Seed    Leeches 1/8 of the target's HP each turn.
Leer    Lowers target's Defense by 1 stage.
Lick    30% chance to paralyze opponent.
Light Screen    Lowers damage from special attacks to the user's team for 5 turns.
Lock-On    The next move used will always hit.
Lovely Kiss    Puts the target to sleep.
Low Kick    Deals damage based on the foe's weight.
Low Sweep    Lowers target's Speed by 1 stage.
Lucky Chant    Blocks critical hits for 5 turns.
Lunar Dance    KOs the user, then heals the next Pokemon in.
Luster Purge    50% chance to lower Special Defense by 1 stage.
Mach Punch    The user always attacks first.
Magic Coat    Bounces back certain non-damaging moves.
Magic Room    Held items have no effect for 5 turns.
Magical Leaf    Ignores accuracy modifiers.
Magma Storm    Traps and damages over multiple turns.
Magnet Bomb    Ignores accuracy modifiers.
Magnet Rise    User becomes immune to Ground moves for 5 turns.
Magnitude    Has variable damage. Hits Pokemon using Dig with double Base Power.
Me First    Uses the foe's attack at 1.5x power. User must move before the opponent for it to work.
Mean Look    The target cannot switch out.
Meditate    Boosts user's Attack by 1 stage.
Mega Drain    Leeches 50% of the damage dealt.
Mega Kick    No additional effect.
Mega Punch    No additional effect.
Megahorn    No additional effect.
Memento    User faints. Lowers foe's Attack and Special Attack 2 stages.
Metal Burst    Counters foe's attack with 1.5x damage, but must go last.
Metal Claw    10% chance to boost user's Attack by 1 stage.
Metal Sound    Lowers target's Special Defense by 2 stages.
Meteor Mash    20% chance to raise user's Attack by 1 stage.
Metronome    Picks a random move.
Milk Drink    Heals 50% of the user's max HP.
Mimic    Copies the last move used by the target.
Mind Reader    The next move used will always hit.
Minimize    Boosts user's evasion by 2 stages.
Miracle Eye    Nullifies evasion. Allows user's Psychic-type moves to hit Dark-types.
Mirror Coat    If hit by a special attack, returns double the damage.
Mirror Move    Uses the last move targeted at the user.
Mirror Shot    30% chance to lower opponent's accuracy by 1 stage.
Mist    Prevents moves that lower stats from working for 5 turns.
Mist Ball    50% chance to lower Special Attack 1 stage.
Moonlight    Heals user variably depending on the weather.
Morning Sun    Heals user variably depending on the weather.
Mud Bomb    30% chance to lower opponent's accuracy by 1 stage.
Mud Shot    Lowers target's Speed by 1 stage.
Mud Sport    Electric-type attacks do 50% less damage.
Muddy Water    30% chance to lower opponent's accuracy by 1 stage.
Mud-Slap    Lowers target's accuracy by 1 stage.
Nasty Plot    Boosts user's Special Attack by 2 stages.
Natural Gift    Power and type depends on the user's held Berry.
Nature Power    Attack changes based on terrain. Becomes Earthquake in Wifi battles.
Needle Arm    30% chance to flinch opponent.
Night Daze     40% chance to lower opponent's accuracy by 1 stage.
Night Shade    Does damage to the opponent's HP equal to the user's level.
Night Slash    Has a high critical hit rate.
Nightmare    Does 1/4 of the target's max HP per turn to a sleeping target.
Octazooka    50% chance to lower opponent's accuracy by 1 stage.
Odor Sleuth    Blocks evasion modifiers. Allows user's Fighting- and Normal-type moves to hit Ghosts.
Ominous Wind    10% chance to boost all of the user's stats by 1 stage.
Outrage    Repeats for 2-3 turns. Confuses the user at the end.
Overheat    Lowers user's Special Attack by 2 stages.
Pain Split    Shares HP of user and target equally.
Pay Day    No additional effect.
Payback    Base Power doubles if the foe moves first.
Peck    No additional effect.
Perish Song    All active Pokemon that hear the song faint after 3 turns.
Petal Dance    Repeats for 2-3 turns. Confuses the user at the end.
Pin Missile    Hits 2-5 times in one turn.
Pluck    User steals the effect of the foe's Berry.
Poison Fang    30% chance to inflict toxic poison on the opponent.
Poison Gas    Poisons the target.
Poison Jab    30% chance to poison opponent.
Poison Sting    30% chance to poison opponent.
Poison Tail    Has a high critical hit rate. 10% chance to poison opponent.
PoisonPowder    Poisons the target.
Pound    No additional effect.
Powder Snow    10% chance to freeze opponent.
Power Gem    No additional effect.
Power Split    Averages Attack and Special Attack stats of the user with the target.
Power Swap    Swaps user's Attack and Special Attack boosts and drops with the foe.
Power Trick    Swaps user's Attack and Defense stats.
Power Whip    No additional effect.
Present    Has random power and a chance to heal the target.
Protect    Prevents most moves from working on the user that turn.
Psybeam    10% chance to confuse opponent.
Psych Up    Copies the foe's stat changes.
Psychic    10% chance to lower opponent's Special Defense by 1 stage.
Psycho Boost    Lowers user's Special Attack by 2 stages.
Psycho Cut    Has a high critical hit rate.
Psycho Shift    Shifts the user's status effect to the foe.
Psyshock    Uses opponent's Defense stat in damage calculation.
Psystrike    Uses opponent's Defense stat in damage calculation.
Psywave    Damage is .5x to 1.5x the user's level.
Punishment    Does more damage to foes with stat boosts.
Pursuit    Doubles in power if the target switches, and hits them before they can escape.
Quash    Forces the target to move last.
Quick Attack    The user always attacks first.
Quick Guard    Prevents priority attacks from working on all Pokemon on the user's side of the field.
Quiver Dance    Boosts user's Special Attack, Special Defense, and Speed by 1 stage.
Rage    Boosts user's Attack by 1 stage if hit.
Rage Powder    All moves target the user.
Rain Dance    Summons rain for five turns.
Rapid Spin    Removes Leech Seed, Spikes, Stealth Rock, and Toxic Spikes on user's side of the field.
Razor Leaf    Has a high critical hit rate.
Razor Shell    50% chance to lower opponent's Defense by 1 stage.
Razor Wind    Charges up the first turn; attacks on the second turn. Has a high critical hit rate.
Recover    Heals 50% of the user's max HP.
Recycle    Restores a used item.
Reflect    Lowers damage from physical attacks to the user's team for 5 turns.
Reflect Type    User becomes the same type as the target.
Refresh    Removes status.
Relic Song    10% chance to put opponent to sleep. If used by Meloetta, causes it to change from Aria Forme to Pirouette Forme.
Rest    The user goes to sleep for two turns and restores all HP.
Retaliate    Power doubles if the user's teammate fainted the previous turn.
Return    No additional effect.
Revenge    Doubles in power if user is damaged by the target first.
Reversal    Does more damage as HP decreases.
Roar    Forces the target to switch to a random Pokemon.
Roar Of Time    User cannot move next turn.
Rock Blast    Hits 2-5 times in one turn.
Rock Climb    20% chance to confuse opponent.
Rock Polish    Boosts user's Speed by 2 stages.
Rock Slide    30% chance to flinch opponent.
Rock Smash    50% chance to lower opponent's Defense by 1 stage.
Rock Throw    No additional effect.
Rock Tomb    Lowers target's Speed by 1 stage.
Rock Wrecker    User cannot move next turn.
Role Play    Copies the foe's ability and overwrites the user's ability.
Rolling Kick    30% chance to flinch opponent.
Rollout    Doubles in power with each hit. Repeats for five turns.
Roost    Heals 50% HP. Temporarily removes the user's Flying-type.
Round    Power doubles if a teammate used Round in the same turn.
Sacred Fire    50% chance to burn opponent. Thaws the user.
Sacred Sword    Not affected by opponent's stat changes.
Safeguard    Protects the user's team from status conditions for 5 turns.
Sand Tomb    Traps and damages over multiple turns.
Sand-Attack    Lowers target's accuracy by 1 stage.
Sandstorm    Summons a sandstorm for 5 turns.
Scald    30% chance to burn opponent.
Scary Face    Lowers target's Speed by 2 stages.
Scratch    No additional effect.
Screech    Lowers target's Defense by 2 stages.
Searing Shot    30% chance to burn opponent.
Secret Power    Effects vary with terrain. 30% chance to lower opponent's accuracy in Wifi battles.
Secret Sword    Uses opponent's Defense stat in damage calculation.
Seed Bomb    No additional effect.
Seed Flare    40% chance to lower opponent's Special Defense by 2 stages.
Seismic Toss    Does damage to the opponent's HP equal to the user's level.
Selfdestruct    Faints the user.
Shadow Ball    20% chance to lower opponent's Special Defense by 1 stage.
Shadow Claw    Has a high critical hit rate.
Shadow Force    User becomes invulnerable, then attacks the next turn. Nullifies Detect and Protect.
Shadow Punch    Ignores accuracy modifiers.
Shadow Sneak    The user always attacks first.
Sharpen    Boosts user's Attack by 1 stage.
Sheer Cold    Will OHKO the target.
Shell Smash    Boosts user's Attack, Special Attack, and Speed by 2 stages. Lowers user's Defense and Special Defense by 1 stage.
Shock Wave    Ignores accuracy modifiers.
Signal Beam    10% chance to confuse opponent.
Silver Wind    10% chance to boost all of the user's stats by 1 stage.
Simple Beam    Changes the foe's ability to Simple.
Sing    Puts the target to sleep.
Sketch    Permanently copies the last move used by the target.
Skill Swap    The user and the target trade abilities.
Skull Bash    Charges up turn one; attacks turn two. Boosts user's Defense by 1 stage.
Sky Attack    Hits the turn after being used. 30% chance to flinch opponent.
Sky Drop    Hits the turn after being used. The opponent cannot move while in the air.
Sky Uppercut    Hits Pokemon using Bounce or Fly.
Slack Off    Heals 50% of user's max HP.
Slam    No additional effect.
Slash    Has a high critical hit rate.
Sleep Powder    Puts the target to sleep.
Sleep Talk    Picks one of the user's moves at random. Can only be used while sleeping.
Sludge    30% chance to poison opponent.
Sludge Bomb    30% chance to poison opponent.
Sludge Wave    10% chance to poison opponent.
Smack Down    Removes target's Flying-type immunities. Also hits Pokemon using Fly or Bounce.
SmellingSalt    Has 120 power on a paralyzed target, but cures it of paralysis.
Smog    40% chance to poison opponent.
SmokeScreen    Lowers target's accuracy by 1 stage.
Snarl     Lowers target's Special Attack by 1 stage.
Snatch    If certain moves are used, the user of Snatch uses the moves instead.
Snore    Can only be used while user is sleeping. 30% chance to flinch opponent.
Soak    Changes the target's type to Water.
Softboiled    Heals 50% of user's max HP.
SolarBeam    Charges up turn 1; attacks on turn 2.
SonicBoom    Does 20 HP damage. Ghosts are immune.
Spacial Rend    Has a high critical hit rate.
Spark    30% chance to paralyze opponent.
Spider Web    The target cannot switch out.
Spike Cannon    Hits 2-5 times in one turn.
Spikes    Causes damage to the enemy whenever they switch.
Spit Up    Varies in power depending on the number of uses of Stockpile.
Spite    Lowers the PP of the move used last by 4.
Splash    No effect whatsoever.
Spore    Puts the target to sleep.
Stealth Rock    Causes damage to the enemy whenever they switch.
Steamroller    30% chance to flinch opponent.
Steel Wing    10% chance to raise the user's Defense by 1 stage.
Stockpile    Boosts the user's Defense and Special Defense by 1 stage. Sets the user up to use Spit Up and Swallow.
Stomp    30% chance to flinch opponent.
Stone Edge    Has a high critical hit rate.
Stored Power    Varies in power depending on number of boosts accumulated by user.
Storm Throw    Always results in a critical hit.
Strength    No additional effect.
String Shot    Lowers target's Speed by 1 stage.
Struggle    User loses 25% of its max HP as recoil.
Struggle Bug    Lowers target's Special Attack by 1 stage.
Stun Spore    Paralyzes the target.
Submission    Has 1/4 recoil.
Substitute    Takes 1/4 the user's max HP to create a Substitute that takes damage for the user.
Sucker Punch    The user always moves first. Will only work if the foe attacks on the same turn.
Sunny Day    Summons sunlight for 5 turns.
Super Fang    Does damage equal to half the foe's current HP.
Superpower    Lowers user's Attack and Defense by 1 stage.
Supersonic    Confuses the target.
Surf    Hits Pokemon using Dive with double Base Power.
Swagger    Confuses the target. Boosts target's Attack by 2 stages.
Swallow    Healing varies based on the number of uses of Stockpile.
Sweet Kiss    Confuses the target.
Sweet Scent    Lowers target's evasion by 1 stage.
Swift    Ignores accuracy modifiers.
Switch Gear    Boosts user's Attack by 1 stage. Boosts user's Speed by 2 stages.
Switcheroo    Switches items with the target.
Swords Dance    Boosts user's Attack by 2 stages.
Synchronoise    Only damages Pokemon of the same type as the user.
Synthesis    Heals variably depending on the weather.
Tackle    No additional effect.
Tail Glow    Boosts user's Special Attack by 3 stages.
Tail Slap    Hits 2-5 times in one turn.
Tail Whip    Lowers target's Defense by 1 stage.
Tailwind    Doubles Speed of the user's team for 4 turns.
Take Down    Has 1/4 recoil.
Taunt    Forces the foe to use damaging moves for 3 turns.
Techno Blast    Type is dependent on the user's held Drive item.
Teeter Dance    Confuses all other active Pokemon.
Telekinesis    Gives target immunity to Ground-type moves and makes all moves hit the target for 3 turns.
Teleport    Has no effect.
Thief    Steals target's item.
Thrash    Repeats for 2-3 turns. Confuses the user.
Thunder    30% chance to paralyze opponent.
Thunder Fang    10% chance to flinch opponent. 10% chance to paralyze opponent.
Thunder Wave    Paralyzes the target.
Thunderbolt    10% chance to paralyze opponent.
ThunderPunch    10% chance to paralyze opponent.
ThunderShock    10% chance to paralyze opponent.
Tickle    Lowers target's Attack and Defense by 1 stage.
Torment    Prevents the target from using the same move twice in a row.
Toxic    Inflicts intensifying poison on the target.
Toxic Spikes    Poisons switch-ins.
Transform    Transforms into the foe.
Tri Attack    20% chance to burn, freeze, or paralyze the opponent.
Trick    Switches items with the target.
Trick Room    Slower Pokemon move first for 5 turns.
Triple Kick    Attacks up to 3 times in 1 turn.
Trump Card    Power increases as PP decreases.
Twineedle    Hits 2 times in one turn. Each hit has a 20% chance to poison opponent.
Twister    20% chance to flinch opponent.
Uproar    Repeats for 3 turns. No Pokemon can sleep during these turns.
U-turn    Attacks, then switches.
Vacuum Wave    The user always attacks first.
V-create    Lowers user's Defense, Special Defense, and Speed by 1 stage.
Venoshock    Power doubles if target is poisoned.
ViceGrip    No additional effect.
Vine Whip    No additional effect.
Vital Throw    Ignores accuracy modifiers.
Volt Switch    Attacks, then switches. Does not switch if the move is used on a Ground-type.
Volt Tackle    10% chance to paralyze opponent. Has 1/3 recoil.
Wake-Up Slap    Double Base Power if used on a sleeping foe, but also wakes the target up.
Water Gun    No additional effect.
Water Pledge    Can combine with Fire Pledge and Grass Pledge.
Water Pulse    20% chance to confuse opponent.
Water Sport    Fire-type attacks do 50% less damage.
Water Spout    Does less damage as the user's HP decreases.
Waterfall    20% chance to flinch opponent.
Weather Ball    Doubles in power and changes type if there is weather.
Whirlpool    Traps and damages over multiple turns.
Whirlwind    Forces the target to switch to a random Pokemon.
Wide Guard    Prevents most moves from working on all Pokemon on the user's side of the field that turn.
Wild Charge    Has 1/4 recoil.
Will-O-Wisp    Burns the foe.
Wing Attack    No additional effect.
Wish    Heals the Pokemon in play by 50% of the user's max HP, 2 turns after it is used.
Withdraw    Boosts user's Defense by 1 stage.
Wonder Room    The Defense and Special Defense stats of all Pokemon are swapped for 5 turns.
Wood Hammer    Has 1/3 recoil.
Work Up    Boosts user's Attack and Special Attack by 1 stage.
Worry Seed    Changes the foe's ability to Insomnia.
Wrap    Traps and damages over multiple turns.
Wring Out    Base Power depends on the foe's remaining HP.
X-Scissor    No additional effect.
Yawn    Puts the target to sleep after 2 turns.
Zap Cannon    Paralyzes the target.
Zen Headbutt    20% chance to flinch opponent.
 
Ability    Description
Adaptability    The Pokemon's STAB modifier becomes x2.
Aftermath    Deals 25% damage when KOed by contact damage.
Air Lock    Blocks the effects of weather.
Analytic    Raises the power of all moves by 30% if the Pokemon moves last.
Anger Point    Raises Attack to +6 if struck by a critical hit.
Anticipation    Alerts the Pokemon to certain dangerous moves.
Arena Trap    Prevents switching and increases encounter rate.
Bad Dreams    Deals 12.5% damage to sleeping opponents per turn.
Battle Armor    Prevents critical hits.
Big Pecks    Prevents the enemy from lowering this Pokemon's Defense.
Blaze    Boosts power of Fire-type moves 50% when at 1/3 HP or less.
Chlorophyll    Speed doubles in sun.
Clear Body    Prevents the enemy from lowering this Pokemon's stats.
Cloud Nine    Blocks the effects of weather.
Color Change    Changes the Pokemon's type to type of last attack that hit this Pokemon.
Compoundeyes    Increases this Pokemon's accuracy by 30% and increases the chance of finding items on wild Pokemon.
Contrary    The Pokemon's stat changes are reversed.
Cursed Body    The Pokemon has a 30% chance to disable any move that hits it.
Cute Charm    Can infatuate Pokemon of opposite gender when struck. Higher chance of encountering Pokemon of the opposite gender.
Damp    Prevents the use of Selfdestruct or Explosion. Prevents Aftermath from doing damage.
Defeatist    Halves the Pokemon's Attack and Special Attack if its HP drops below 50%.
Defiant    Boosts Attack by 2 stages for every stat drop.
Download    The Pokemon gets a stat boost depending on its opponent's stats.
Drizzle    Summons permanent rain.
Drought    Summons permanent sun.
Dry Skin    The Pokemon absorbs Water-type attacks and has a weakness to Fire-type moves. Heals in rain and is damaged by sun.
Early Bird    Reduces sleep time by 50%.
Effect Spore    Induces paralysis, poison, or sleep when struck.
Filter    Reduces damage from super effective hits by 1/4.
Flame Body    30% chance to burn Pokemon using contact moves on this Pokemon. Halves the number of steps required to hatch eggs.
Flare Boost    Special Attack is increased 50% when burned.
Flash Fire    Grants immunity to Fire-type moves and increases the power of Fire-type moves by 50% when hit by a Fire-type move.
Flower Gift    Raises stats of this Pokemon and its partner in sun.
Forecast    Changes type according to weather.
Forewarn    Tells which of the opponent's moves has the highest Base Power.
Friend Guard    Reduces damage done to a teammate by 1/4.
Frisk    Reveals the foe's item.
Gluttony    Consumes pinch Berries at 50% HP or less.
Guts    Attack is increased 50% when statused.
Harvest    Pokemon has a 50% chance to regain its held Berry at the end of the turn it was used.
Healer    30% chance to heal an adjacent teammate of a status condition every turn.
Heatproof    Reduces Fire damage 50%.
Heavy Metal    The Pokemon's weight is doubled.
Honey Gather    Adds a chance of finding Honey after each in-game battle.
Huge Power    Doubles Attack stat.
Hustle    Physical moves do 50% more damage at the cost of 20% accuracy. Increases wild encounter rate with higher level Pokemon.
Hydration    Heals status effects in rain.
Hyper Cutter    Prevents the enemy from lowering this Pokemon's Attack.
Ice Body    Heals 1/16 max HP in hail.
Illuminate    Increases wild encounter rate (no effect in battles).
Illusion    The Pokemon appears as the last Pokemon in the party to the opponent.
Immunity    This Pokemon cannot be poisoned.
Imposter    The Pokemon transforms into the opponent when it switches in.
Infiltrator    The Pokemon bypasses the foe's Light Screen, Reflect, Mist, and Safeguard.
Inner Focus    Prevents flinching.
Insomnia    Prevents sleep.
Intimidate    Lowers the foe's Attack one stage. Decreases wild encounter rate.
Iron Barbs    Deals 12.5% damage when the opponent makes contact.
Iron Fist    Increases the power of punching moves.
Justified    Boosts Attack by 1 stage if hit by a Dark-type Attack.
Keen Eye    Pokemon's accuracy cannot be lowered. Decreases wild encounter rate.
Klutz    This Pokemon both is unaffected by and will not utilize held items.
Leaf Guard    Prevents status effects in sun.
Levitate    This Pokemon is immune to Ground-type moves.
Light Metal    The Pokemon's weight is halved.
Lightningrod    When hit with an Electric-type move, Special Attack is boosted by 1 stage. All Electric-type attacks are drawn to this Pokemon.
Limber    Blocks paralysis.
Liquid Ooze    Leeching moves cause the enemy to lose HP instead.
Magic Bounce    Bounces back certain non-damaging moves.
Magic Guard    Prevents indirect damage.
Magma Armor    Cannot be frozen. Halves the amount of steps required to hatch eggs.
Magnet Pull    Prevents Steel-type Pokemon from switching. Increases the chance of encountering a Steel-type Pokemon in the wild.
Marvel Scale    Boosts Defense 50% when hit by a status move.
Minus    If allied with a Pokemon with Plus or Minus, its Special Attack increases 50%.
Mold Breaker    Abilities that hinder attacks are nullified.
Moody    A random stat is lowered by 1 stage and another is boosted by 2 stages every turn.
Motor Drive    When hit with an Electric-type move, Speed is boosted 1 stage.
Moxie    Boosts Attack by 1 stage if the Pokemon knocks out another Pokemon.
Multiscale    Reduces damage by 1/2 if the Pokemon is at full health.
Multitype    Type changes depending on the held plate. Prevents item loss.
Mummy    The opponent's ability becomes Mummy when it hits the Pokemon with a contact move.
Natural Cure    Cures status on switching out.
No Guard    All attacks used by and used on this Pokemon will never miss.
Normalize    All moves used by this Pokemon are Normal-type.
Oblivious    Grants immunity to infatuation and Captivate.
Overcoat    Grants immunity to damage from weather effects.
Overgrow    Raises the power of Grass-type moves 50% when at 1/3 HP or less.
Own Tempo    Prevents confusion.
Pickpocket    The Pokemon immediately steals an item from an attacker using a contact move.
Pickup    Pokemon gains foe's consumed item after use. Adds a chance of finding an item after each in-game battle.
Plus    If allied with a Pokemon with Plus or Minus, its Special Attack increases 50%.
Poison Heal    Heals 1/8 HP per turn when poisoned.
Poison Point    Enemies' contact moves have a 30% chance of poisoning them.
Poison Touch    The Pokemon has a 20% chance to poison the opponent when it uses a contact move.
Prankster    Moves that do not deal direct damage have their priority increased by one level.
Pressure    Enemy attacks lose one extra PP. Increases wild encounter rate.
Pure Power    Doubles Attack stat.
Quick Feet    Increases Speed by 50% when afflicted with a status condition.
Rain Dish    Heals 1/16 max HP in rain.
Rattled    Boosts Speed by 1 stage when hit by a Dark-, Bug-, or Ghost-type attack.
Reckless    Increases the power of recoil moves by 20%.
Regenerator    Pokemon heals 1/3 of its maximum HP on switching out.
Rivalry    Move power depends on gender of the opponent.
Rock Head    Recoil moves deal no recoil damage.
Rough Skin    Deals 12.5% damage when the opponent makes contact.
Run Away    Increases chances of successfully escaping a random battle.
Sand Force    Increases power of Rock-, Steel-, and Ground-type attacks by 30% in a sandstorm.
Sand Rush    Speed doubles in sandstorm.
Sand Stream    Summons permanent sandstorm.
Sand Veil    Evasion increases by 20% in a sandstorm.
Sap Sipper    Grants immunity to Grass-type moves and boosts Attack by 1 stage when hit by a Grass-type move.
Scrappy    Can hit Ghost-types with Normal- and Fighting-type moves.
Serene Grace    This Pokemon's secondary effect chances are doubled.
Shadow Tag    Prevents switching.
Shed Skin    30% chance to heal status every turn.
Sheer Force    Increases power of moves with secondary effects by 30%, but removes the effects.
Shell Armor    Prevents critical hits.
Shield Dust    Secondary effects won't occur.
Simple    Doubles all status boosts and drops.
Skill Link    Multi-hit moves will always hit the maximum number of times.
Slow Start    Attack and Speed are halved for 5 turns.
Sniper    Critical hits do 3x damage instead of 2x.
Snow Cloak    Evasion increases 20% in hail.
Snow Warning    Summons permanent hail.
Solar Power    Loses HP in sun. Special Attack increases 50%.
Solid Rock    Reduces damage from super effective hits by 1/4.
Soundproof    Unaffected by sound moves.
Speed Boost    Speed increases at end of the turn.
Stall    This Pokemon moves last.
Static    Enemies' contact moves can paralyze them.
Steadfast    Speed is boosted one stage when flinched.
Stench    Increases the chance that the opponent will flinch when the Pokemon attacks. Decreases wild encounter rate.
Sticky Hold    This Pokemon's item cannot be removed. Increases chance of encountering Pokemon while fishing.
Storm Drain    When hit with a Water-type move, Special Attack is boosted by 1 stage. All Water-type attacks are drawn to this Pokemon.
Sturdy    If the Pokemon is at full HP, it will survive any attack. OHKO moves will fail.
Suction Cups    Cannot be forced to switch. Increases chance of encountering Pokemon while fishing.
Super Luck    Critical hit rate doubles.
Swarm    Boosts power of Bug-type moves 50% when at 1/3 HP or less.
Swift Swim    Speed doubles in rain.
Synchronize    When statused, the enemy is also statused. Can pass nature to wild Pokemon.
Tangled Feet    Evasion increases when confused.
Technician    Moves with 60 Base Power or less do 50% more damage.
Telepathy    Does not take damage from allies' attacks.
Tension    The opponent cannot eat Berries.
Teravolt    Abilities that hinder attacks are nullified.
Thick Fat    Halves Ice- and Fire-type damage.
Tinted Lens    Doubles damage on resisted hits.
Torrent    Boosts power of Water-type moves 50% when at 1/3 HP or less.
Toxic Boost    Attack is increased 50% when poisoned.
Trace    Copies foe's ability.
Truant    This Pokemon does nothing every other turn.
Turboblaze    Abilities that hinder attacks are nullified.
Unaware    Ignores stat changes on other Pokemon.
Unburden    Speed increases when an item is used or lost.
Unnerve    Prevents the foe from consuming their held Berry item.
Victory Star    Increases the accuracy of this Pokemon and allies on its side of the field by 10%.
Vital Spirit    Prevents sleep. Increases wild encounters with higher level Pokemon.
Volt Absorb    Heals 25% HP when hit by an Electric-type attack.
Water Absorb    Heals 25% HP when hit by a Water-type attack.
Water Veil    Prevents burn.
Weak Armor    Boosts Speed by 1 stage and lowers Defense by 1 stage when hit by a physical move.
White Smoke    Prevents the enemy from lowering this Pokemon's stats. Decreases wild encounter rate.
Wonder Guard    Only super effective attacks harm this Pokemon.
Wonder Skin    Reduces the chance of a status move having an effect by 50%.
Zen Mode    The Pokemon changes Forme when below 50% of its max HP.
 
Item    Description
Ability Urge    Activates its teammate's ability. Wonder Launcher only.
Absorb Bulb    Boosts Special Attack of holder if hit by a Water-type attack. One-time use.
Adamant Orb    Hold item which raises power of Dialga's STAB moves 20%.
Aguav Berry    Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.
Air Balloon    Makes the holder immune to Ground-type attacks. Disappears when holder is hit.
Amulet Coin    Doubles winnings from battle if the holder takes part.
Antidote    Cures poison.
Apicot Berry    Raises Special Defense by one stage when at 25% HP or less. Unobtainable in BW. One-time use.
Armor Fossil    Can be revived into Shieldon.
Aspear Berry    Cures freeze. One-time use.
Awakening    Cures sleep.
Babiri Berry    Reduces damage from a super effective Steel-type attack by 50%. Consumed after use.
BalmMushroom    Can be sold to maniac on Route 5 for 25000 Poké Dollars. No other use.
Belue Berry    No use. Unobtainable in BW.
Berry Juice    Restores 20 HP when at 50% HP or less. One-time use.
Bicycle    Increases movement speed when in use.
Big Mushroom    Can be sold for 2500 Poké Dollars. No other use.
Big Nugget    Can be sold to maniac in Icirrus City for 25000 Poké Dollars. No other use.
Big Pearl    Can be sold for 3750 Poké Dollars. No other use.
Big Root    Increases HP gained from draining moves by 30%.
Binding Band    Increases power of multi-turn trapping moves.
Black Belt    Raises power of Fighting-type moves 20%.
Black Flute    Reduces the rate of encounters with wild Pokemon. Does not disappear after use.
Black Sludge    Recovers 1/16 HP each turn for Poison types. Damages all other types.
BlackGlasses    Raises power of Dark-type moves 20%.
Blue Flute    Cures sleep. Does not disappear after use.
Blue Shard    No use.
BridgeMail D    Immune to Trick.
BridgeMail M    Immune to Trick.
BridgeMail S    Immune to Trick.
BridgeMail T    Immune to Trick.
BridgeMail V    Immune to Trick.
BrightPowder    Raises evasion 10%.
Bug Gem    Raises the power of a Bug-type move by 50%. One-time use.
Burn Drive    Changes the type of Techno Blast to Fire.
Burn Heal    Cures burns.
Calcium    Adds 10 EVs to Special Attack.
Carbos    Adds 10 EVs to Speed.
Casteliacone    Removes all status effects from one Pokemon.
Cell Battery    Boosts Special Attack of holder if hit by an Electric-type attack. One-time use.
Charcoal    Raises power of Fire-type moves 20%.
Charti Berry    Reduces damage from a super effective Rock-type attack by 50%. Consumed after use.
Cheri Berry    Cures paralysis. One-time use.
Cherish Ball    Ball that event Pokemon come in.
Chesto Berry    Cures sleep. One-time use.
Chilan Berry    Reduces damage from a Normal-type attack by 50%. Consumed after use.
Chill Drive    Changes the type of Techno Blast to Ice.
Choice Band    Hold item which raises Attack 50%, but locks holder into one move.
Choice Scarf    Hold item which raises Speed 50%, but locks holder into one move.
Choice Specs    Hold item which raises Special Attack 50%, but locks holder into one move.
Chople Berry    Reduces damage from a super effective Fighting-type attack by 50%. Consumed after use.
Claw Fossil    Can be revived into Anorith.
Cleanse Tag    Reduces the rate of encounters with wild Pokemon.
Clever Wing    Adds 1 EV to Special Defense.
Coba Berry    Reduces damage from a super effective Flying-type attack by 50%. Consumed after use.
Colbur Berry    Reduces damage from a super effective Dark-type attack by 50%. Consumed after use.
Comet Shard    Can be sold to maniac in Icirrus City for 60000 Poké Dollars. No other use.
Cornn Berry    No use. Unobtainable in BW.
Cover Fossil    Can be revived into Tirtouga.
Custap Berry    Activates at 25% HP. Next move used goes first. One-time use.
Custap Berry    Activates at 25% HP. Next move used goes first. Unobtainable in BW. One-time use.
Damp Rock    Rain Dance lasts 8 turns.
Dark Gem    Raises the power of a Dark-type move by 50%. One-time use.
Dark Stone    Part of the storyline in BW. No other use.
Dawn Stone    Evolves Kirlia and Snorunt.
DeepSeaScale    Doubles Clamperl's Special Defence. Evolves Clamperl into Gorebyss.
DeepSeaTooth    Doubles Clamperl's Special Attack. Evolves Clamperl into Huntail.
Destiny Knot    If the holder becomes infatuated, so does the enemy.
Dire Hit    Increases critical hit ratio by 1 level.
Dire Hit 2    Increases critical hit ratio by 2 levels.
Dire Hit 3    Increases critical hit ratio by 3 levels.
Dive Ball    A ball used to catch Pokemon that is more effective in water terrain.
Dome Fossil    Can be revived into Kabuto.
Douse Drive    Changes the type of Techno Blast to Water.
Dowsing MCHN    Can detect hidden items.
Draco Plate    Raises power of Dragon-type moves 20%. Pokemon with Multitype become Dragon-type.
Dragon Fang    Raises power of Dragon-type moves 20%.
Dragon Gem    Raises the power of a Dragon-type move by 50%. One-time use.
Dragon Scale    Evolves Seadra into Kingdra.
Dragon Skull    Part of the storyline in BW. No other use.
Dread Plate    Raises power of the holder's Dark-type moves 20%. Pokemon with Multitype become Dark-type.
Dream Ball    A ball used to catch Pokemon in the Entralink Forest.
Dubious Disc    Evolves Porygon2 into Porygon-Z.
Durin Berry    No use. Unobtainable in BW.
Dusk Ball    A ball used to catch Pokemon that is more effective at night.
Dusk Stone    Evolves Misdreavus, Murkrow, and Lampent.
Earth Gem    Raises the power of a Ground-type move by 50%. One-time use.
Earth Plate    Raises power of Ground-type moves 20%. Pokemon with Multitype become Ground-type.
Eject Button    When the holder is hit, they immediately switch out. One-time use.
Electirizer    Evolves Electabuzz into Electivire.
Elixir    Restores 10 PP to all of one Pokemon's moves.
Energy Root    Restores 200 HP to one Pokemon but tastes bitter.
EnergyPowder    Restores 50 HP to one Pokemon but tastes bitter.
Enigma Berry    Heals 25% HP after being hit by a super effective attack. Unobtainable in BW. One-time use.
Escape Rope    Allows the user to escape from a dungeon.
Ether    Restores 10 PP to one of one Pokemon's moves.
Everstone    Prevents evolution and provides a chance to pass down natures while breeding.
Eviolite    Boosts Defense and Special Defense of holder by 50% if it is an NFE Pokemon.
Exp. Share    Gives 50% of exp earned in battle to one Pokemon.
Expert Belt    Super effective attacks are 20% stronger.
Favored Mail    Immune to Trick.
Fighting Gem    Raises the power of a Fighting-type move by 50%. One-time use.
Figy Berry    Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.
Fire Gem    Raises the power of a Fire-type move by 50%. One-time use.
Fire Stone    Evolves Vulpix, Growlithe, Eevee, and Pansear.
Fist Plate    Raises power of Fighting-type moves 20%. Pokemon with Multitype become Fighting-type.
Flame Orb    Burns the holder.
Flame Plate    Raises power of Fire-type moves 20%. Pokemon with Multitype become Fire-type.
Float Stone    The weight of the holder is halved.
Fluffy Tail    Allows the user to escape from battle.
Flying Gem    Raises the power of a Flying-type move by 50%. One-time use.
Focus Band    Gives a 10% chance of surviving a hit with at least 1 HP.
Focus Sash    The holder always survives one attack. One-time use.
Fresh Water    Restores 50 HP to one Pokemon.
Full Heal    Removes all status effects from one Pokemon.
Full Incense    Makes the holder move last. Allows breeding of Munchlax.
Full Restore    Fully heals and removes all status effects from one Pokemon.
Ganlon Berry    Raises Defense by one stage when at 25% HP or less. Unobtainable in BW. One-time use.
Genius Wing    Adds 1 EV to Special Attack.
Ghost Gem    Raises the power of a Ghost-type move by 50%. One-time use.
Gracidea    Causes Shaymin to change to Sky Forme.
Gram 1    Deliver all 3 Grams to Wingull to obtain TM89 U-turn.
Gram 2    Deliver all 3 Grams to Wingull to obtain TM89 U-turn.
Gram 3    Deliver all 3 Grams to Wingull to obtain TM89 U-turn.
Grass Gem    Raises the power of a Grass-type move by 50%. One-time use.
Great Ball    A ball used to catch Pokemon that is more effective than a Poké Ball.
Green Shard    No use.
Greet Mail    Immune to Trick.
Grepa Berry    Reduces Special Defense EVs by 10. Increases happiness.
Grip Claw    Partial trapping moves last 5 turns.
Griseous Orb    Raises the Base Power of Giratina's STAB moves 20%. May only be held by Giratina, transforms Giratina into Giratina-O when held. Cannot be removed in battle.
Guard Spec.    Prevents stat decreases from taking place for 5 turns.
Haban Berry    Reduces damage from a super effective Dragon-type attack by 50%. Consumed after use.
Hard Stone    Raises power of Rock-type moves 20%.
Heal Ball    A ball used to catch Pokemon that heals the caught Pokemon.
Heal Powder    Removes all status effects from one Pokemon, but has a bitter taste.
Health Wing    Adds 1 EV to HP.
Heart Scale    Allows you to teach a Pokemon one level-up move.
Heat Rock    Adds 1 EV to HP.
Helix Fossil    Can be revived into Omanyte.
HM01    Teaches*Cut*to a Pokemon.
HM02    Teaches*Fly*to a Pokemon.
HM03    Teaches*Surf*to a Pokemon.
HM04    Teaches*Strength*to a Pokemon.
HM05    Teaches*Waterfall*to a Pokemon.
HM06    Teaches*Dive*to a Pokemon.
Hondew Berry    Reduces Special Attack EVs by 10. Increases happiness.
HP Up    Adds 10 EVs to HP.
Hyper Potion    Restores 200 HP to one Pokemon.
Iapapa Berry    Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.
Ice Gem    Raises the power of a Ice-type move by 50%. One-time use.
Ice Heal    Cures freeze.
Icicle Plate    Raises power of Ice-type moves 20%. Pokemon with Multitype become Ice-type.
Icy Rock    Hail lasts 8 turns.
Inquiry Mail    Immune to Trick.
Insect Plate    Raises power of Bug-type moves 20%. Pokemon with Multitype become Bug-type.
Iron    Adds 10 EVs to Defense.
Iron Ball    Reduces Speed 50% and removes holder's Ground-type immunity.
Iron Plate    Raises power of Steel-type moves 20%. Pokemon with Multitype become Steel-type.
Item Drop    Causes teammate to lose its held item. Wonder Launcher only.
Item Urge    Activates its teammate's item. Wonder Launcher only.
Jaboca Berry    If hit by a physical attack, the attacker takes 12.5% damage. Unobtainable in BW. One-time use.
Kasib Berry    Reduces damage from a super effective Ghost-type attack by 50%. Consumed after use.
Kebia Berry    Reduces damage from a super effective Poison-type attack by 50%. Consumed after use.
Kelpsy Berry    Reduces Attack EVs by 10. Increases happiness.
King's Rock    Certain moves have a 10% flinch rate.
Lansat Berry    Raises critical hit rate by two stages when at 25% HP or less. Unobtainable in BW. One-time use.
Lava Cookie    Removes all status effects from one Pokemon.
Lax Incense    Hold item which raises evasion 5%. Allows breeding of Wynaut.
Leaf Stone    Evolves Gloom, Weepinbell, Exeggcute, Nuzleaf, and Pansage.
Leftovers    Heals 1/16 HP each turn.
Lemonade    Restores 80 HP to one Pokemon.
Leppa Berry    Restores 10 PP to a move that has run out of PP. One-time use.
Liberty Pass    Allows travel to Liberty Garden Island.
Liechi Berry    Raises Attack by one stage when at 25% HP or less. Unobtainable in BW. One-time use.
Life Orb    Boosts power by 30%, user takes 10% recoil each turn it attacks.
Light Ball    Doubles Pikachu's Atk and SpA.
Light Clay    Reflect and Light Screen last 8 turns.
Light Stone    Part of the storyline in BW. No other use.
Like Mail    Immune to Trick.
Luck Incense    Doubles winnings from battle if the holder takes part. Allows breeding of Happiny.
Lucky Egg    Boosts experience points 50% when held.
Lucky Punch    Raises Chansey's critical hit ratio two stages.
Lum Berry    Cures status. Consumed after use.
Lustrous Orb    Raises power of Palkia's STAB moves 20%.
Luxury Ball    A ball used to catch Pokemon that causes the captured Pokemon to gain happiness faster.
Macho Brace    Reduces Speed 50%. Doubles EVs gained.
Magmarizer    Evolves Magmar into Magmortar.
Magnet    Raises power of Electric-type moves 20%.
Mago Berry    Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.
Magost Berry    No use. Unobtainable in BW.
Master Ball    A ball used to catch Pokemon that will always succeed.
Max Elixir    Restores all PP to all of one Pokemon's moves.
Max Ether    Restores all PP to one of one Pokemon's moves.
Max Potion    Restores all HP to one Pokemon.
Max Repel    Keeps weaker Pokemon away for 250 steps.
Max Revive    Revives and restores all HP to one Pokemon.
Meadow Plate    Raises power of Grass-type moves 20%. Pokemon with Multitype become Grass-type.
Mental Herb    Cures certain conditions. One-time use.
Metal Coat    Raises power of Steel-type moves 20%. Evolves Onix and Scyther.
Metal Powder    Raises Ditto's Defense and Special Defense by 50%.
Metronome    Boost the power of attacks used consecutively.
Micle Berry    Activates at 25% HP. Next move used will always hit. Unobtainable in BW. One-time use.
Mind Plate    Raises power of Psychic-type moves 20%. Pokemon with Multitype become Psychic-type.
Miracle Seed    Raises power of Grass-type moves 20%.
MooMoo Milk    Restores 100 HP to one Pokemon.
Moon Stone    Evolves Nidorina, Nidorino, Skitty, Jigglypuff, Clefairy, and Munna.
Muscle Band    Raises power of physical moves 10%.
Muscle Wing    Adds 1 EV to Attack.
Mystic Water    Raises power of Water-type moves 20%.
Nanab Berry    No use. Unobtainable in BW.
Nest Ball    A ball used to catch Pokemon that is more effective against lower level Pokemon.
Net Ball    A ball used to catch Pokemon that is more effective against Bug- and Water-type Pokemon.
NeverMeltIce    Raises power of Ice-type moves 20%.
Nomel Berry    No use. Unobtainable in BW.
Normal Gem    Raises the power of a Normal-type move by 50%. One-time use.
Nugget    Can be sold for 5000 Poké Dollars. No other use.
Occa Berry    Reduces damage from a super effective Fire-type attack by 50%. Consumed after use.
Odd Incense    Raises power of Psychic-type moves 20%. Allows breeding of Mime Jr.
Old Amber    Can be revived into Aerodactyl.
Old Gateau    Removes all status effects from one Pokemon.
Oran Berry    Restores 10 HP when at 50% HP or less. One-time use.
Oval Stone    Hold item that causes Happiny to evolve into Chansey.
Pal Pad    Stores Friend Codes.
Pamtre Berry    No use. Unobtainable in BW.
Parlyz Heal    Cures paralysis.
Pass Orb    Obtained by completing Entralink missions. Can be exchanged for Entralink powers.
Passho Berry    Reduces damage from a super effective Water-type attack by 50%. Consumed after use.
Payapa Berry    Reduces damage from a super effective Psychic-type attack by 50%. Consumed after use.
Pearl    Can be sold for 700 Poké Dollars. No other use.
Pearl String    Can be sold to maniac in Icirrus City for 25000 Poké Dollars. No other use.
Pecha Berry    Cures Poison. One-time use.
Persim Berry    Cures confusion. One-time use.
Petaya Berry    Raises Special Attack by one stage when at 25% HP or less. Unobtainable in BW. One-time use.
Pinap Berry    No use. Unobtainable in BW.
Plume Fossil    Can be revived into Archen.
Poison Barb    Raises power of Poison-type moves 20%.
Poison Gem    Raises the power of a Poison-type move by 50%. One-time use.
Poke Ball    A ball used to catch Pokemon.
Poke Doll    Allows you to flee from Wild Pokemon.
Poké toy    Allows you to flee from Wild Pokemon.
Pomeg Berry    Reduces HP EVs by 10. Increases happiness.
Potion    Restores a Pokemon's HP by 20 points.
Power Anklet    Reduces Speed 50%. Grants 4 Speed EVs when the opponent is defeated. Passes down the Speed IV to its offspring in HGSS.
Power Band    Reduces Speed 50%. Grants 4 Special Defense EVs when the opponent is defeated. Passes down the Special Defense IV to its offspring in HGSS.
Power Belt    Reduces Speed 50%. Grants 4 Defense EVs when the opponent is defeated. Passes down the Defense IV to its offspring in HGSS.
Power Bracer    Reduces Speed 50%. Grants 4 Attack EVs when the opponent is defeated. Passes down the Attack IV to its offspring in HGSS.
Power Herb    Removes the charge up turn from all moves. One-time use.
Power Lens    Reduces Speed 50%. Grants 4 Special Attack EVs when the opponent is defeated. Passes down it's Special Attack IV to its offspring in HGSS.
Power Weight    Reduces Speed 50%. Grants 4 HP EVs when the opponent is defeated. Passes down HP IV to its offspring in HGSS.
PP Max    Maximizes the PP of a Pokemon's move.
PP Up    Raises the maximum PP of a Pokemon's move.
Premier Ball    A ball used to catch Pokemon made to commemorate a particular event.
Pretty Wing    Can be sold for 100 Poké Dollars. No other use.
Prism Scale    Evolves Feebas into Milotic.
Prop Case    Stores Goods for use in Musicals.
Protector    Evolves Rhydon into Rhyperior.
Protein    Adds 10 EVs to Attack.
Psychic Gem    Raises the power of a Psychic-type move by 50%. One-time use.
Pure Incense    Reduces the chances of meeting a wild Pokemon when equipped to your Pokemon. Allows breeding of Chingling.
Qualot Berry    Reduces Defense EVs by 10. Increases happiness.
Quick Ball    A ball used to catch Pokemon that is more effective when used early in the battle.
Quick Claw    Gives the user a 20% chance to go first.
Quick Powder    Doubles Ditto's Speed.
Rabuta Berry    No use. Unobtainable in BW.
RageCandyBar    Removes all status effects from one Pokemon. Awakens Zen Mode Darmanitan in Desert Resort.
Rare Bone    Can be sold for 5000 Poké Dollars. No other use.
Rare Candy    Raises a Pokemon's level by one.
Rawst Berry    Cures burn. One-time use.
Razor Claw    Raises critical hit rate one stage. Evolves Sneasel into Weavile.
Razor Fang    Certain moves have a 10% flinch rate. Evolves Gligar into Gliscor.
Razz Berry    No use. Unobtainable in BW.
Reaper Cloth    Evolves Dusclops into Dusknoir.
Red Card    The opponent is forced out immediately if they attack the holder. One-time use.
Red Flute    Cures infatuation. Does not disappear after use.
Red Shard    No use.
Relic Band    Can be sold to maniac in Undella Town for 100000 Poké Dollars. No other use.
Relic Copper    Can be sold to maniac in Undella Town for 2500 Poké Dollars. No other use.
Relic Crown    Can be sold to maniac in Undella Town for 300000 Poké Dollars. No other use.
Relic Gold    Can be sold to maniac in Undella Town for 10000 Poké Dollars. No other use.
Relic Silver    Can be sold to maniac in Undella Town for 5000 Poké Dollars. No other use.
Relic Statue    Can be sold to maniac in Undella Town for 200000 Poké Dollars. No other use.
Relic Vase    Can be sold to maniac in Undella Town for 50000 Poké Dollars. No other use.
Repeat Ball    A ball used to catch Pokemon that is more effective against Pokemon already in the Pokédex.
Repel    Prevents you from encountering weaker wild Pokemon for 100 steps.
Reply Mail    Immune to Trick.
Reset Urge    Return's teammate's stat changes to normal. Wonder Launcher only.
Resist Wing    Adds 1 EV to Defense.
Revival Herb    Revives a fainted Pokemon and fully heals its HP.
Revive    Revives a fainted Pokemon and restores half of its HP.
Rindo Berry    Reduces damage from a super effective Grass-type attack by 50%. Consumed after use.
Ring Target    Removes the type immunities of the holder.
Rock Gem    Raises the power of a Rock-type move by 50%. One-time use.
Rock Incense    Raises power of Rock-type moves 20%. Allows breeding of Bonsly.
Rocky Helmet    Deals 1/6 damage when the opponent makes contact.
Root Fossil    Can be revived into Lileep.
Rose Incense    Raises power of Grass-type moves 20%. Allows breeding of Budew.
Rowap Berry    If hit by a special attack, the attacker takes 12.5% damage. Unobtainable in BW. One-time use.
RSVP    Immune to Trick.
Safari Ball    A ball used to catch Pokemon in Sinnoh's Great Marsh. Unobtainable in BW.
Salac Berry    Raises Speed by one stage when at 25% HP or less. Unobtainable in BW. One-time use.
Scope Lens    Raises critical hit rate one stage.
Sea Incense    Raises power of Water-type moves 20%. Allows breeding of Azurill.
Sharp Beak    Raises power of Flying-type moves 20%.
Shed Shell    Allows holder to switch out even when trapped.
Shell Bell    Heals holder 1/8 of damage dealt.
Shiny Stone    Evolves Togetic, Roselia, and Minccino.
Shoal Salt    No use.
Shoal Shell    No use.
Shock Drive    Changes the type of Techno Blast to Electric.
Shuca Berry    Reduces damage from a super effective Ground-type attack by 50%. Consumed after use.
Silk Scarf    Raises power of Normal-type moves 20%.
SilverPowder    Raises power of Bug-type moves 20%.
Sitrus Berry    Restores 25% max HP when at 50% HP or less. One-time use.
Skull Fossil    Can be revived into Cranidos.
Sky Plate    Raises power of Flying-type moves 20%. Pokemon with Multitype become Flying-type.
Smoke Ball    When equipped to your lead Pokemon, it allows you to flee from any wild Pokemon without fail.
Smooth Rock    Makes sandstorm last 8 turns.
Soda Pop    Restores a Pokemon's HP by 60 points.
Soft Sand    Raises power of Ground-type moves 20%.
Soothe Bell    Raises happiness.
Soul Dew    Raises Special Attack and Special Defense by 50% if the holder is Latias or Latios. Unobtainable in BW.
Spell Tag    Raises power of Ghost-type moves 20%.
Spelon Berry    No use. Unobtainable in BW.
Splash Plate    Raises power of Water-type moves 20%. Pokemon with Multitype become Water-type.
Spooky Plate    Raises power of Ghost-type moves 20%. Pokemon with Multitype become Ghost-type.
Star Piece    Can be sold for 2500 Poké Dollars. No other use.
Stardust    Can be sold for 1000 Poké Dollars. No other use.
Starf Berry    Raises a random stat by two stages when at 25% HP or less. Unobtainable in BW. One-time use.
Steel Gem    Raises the power of a Steel-type move by 50%. One-time use.
Stick    Raises Farfetch'd's critical hit rate two stages.
Sticky Barb    Causes damage to holder and attaches to attacker upon contact.
Stone Plate    Raises base power of Rock-type moves 20%. Pokemon with Multitype become Rock-type.
Sun Stone    Evolves Sunkern, Gloom, Cottonee, and Petilil.
Super Potion    Restores a Pokemon's HP by 50 points.
Super Repel    Prevents you from encountering weaker wild Pokemon for 200 steps.
Super Rod    Allows the user to go fishing for Pokemon in water.
Sweet Heart    Heals a Pokemon by 20 HP. One-time use.
Swift Wing    Adds 1 EV to Speed.
Tamato Berry    Reduces Speed EVs by 10. Increases happiness.
Tanga Berry    Reduces damage from a super effective Bug-type attack by 50%. Consumed after use.
Thanks Mail    Immune to Trick.
Thick Club    Doubles Cubone's and Marowak's Attack.
Thunderstone    Evolves Pikachu, Eevee, and Eelektrik.
Timer Ball    A ball used to catch Pokemon that becomes more effective as turns pass.
TinyMushroom    Can be sold for 250 Poké Dollars. No other use.
TM01    Teaches*Hone Claws*to a Pokemon. 
TM02    Teaches*Dragon Claw*to a Pokemon. 
TM03    Teaches*Psyshock*to a Pokemon. 
TM04    Teaches*Calm Mind*to a Pokemon. 
TM05    Teaches*Roar*to a Pokemon. 
TM06    Teaches*Toxic*to a Pokemon. 
TM07    Teaches*Hail*to a Pokemon. 
TM08    Teaches*Bulk Up*to a Pokemon. 
TM09    Teaches*Venoshock*to a Pokemon. 
TM10    Teaches*Hidden Power*to a Pokemon. 
TM11    Teaches*Sunny Day*to a Pokemon. 
TM12    Teaches*Taunt*to a Pokemon. 
TM13    Teaches*Ice Beam*to a Pokemon. 
TM14    Teaches*Blizzard*to a Pokemon. 
TM15    Teaches*Hyper Beam*to a Pokemon. 
TM16    Teaches*Light Screen*to a Pokemon. 
TM17    Teaches*Protect*to a Pokemon. 
TM18    Teaches*Rain Dance*to a Pokemon. 
TM19    Teaches*Telekinesis*to a Pokemon. 
TM20    Teaches*Safeguard*to a Pokemon. 
TM21    Teaches*Frustration*to a Pokemon. 
TM22    Teaches*SolarBeam*to a Pokemon. 
TM23    Teaches*Smack Down*to a Pokemon. 
TM24    Teaches*Thunderbolt*to a Pokemon. 
TM25    Teaches*Thunder*to a Pokemon. 
TM26    Teaches*Earthquake*to a Pokemon. 
TM27    Teaches*Return*to a Pokemon. 
TM28    Teaches*Dig*to a Pokemon. 
TM29    Teaches*Psychic*to a Pokemon. 
TM30    Teaches*Shadow Ball*to a Pokemon. 
TM31    Teaches*Brick Break*to a Pokemon. 
TM32    Teaches*Double Team*to a Pokemon. 
TM33    Teaches*Reflect*to a Pokemon. 
TM34    Teaches*Sludge Wave*to a Pokemon. 
TM35    Teaches*Flamethrower*to a Pokemon. 
TM36    Teaches*Sludge Bomb*to a Pokemon. 
TM37    Teaches*Sandstorm*to a Pokemon. 
TM38    Teaches*Fire Blast*to a Pokemon. 
TM39    Teaches*Rock Tomb*to a Pokemon. 
TM40    Teaches*Aerial Ace*to a Pokemon. 
TM41    Teaches*Torment*to a Pokemon. 
TM42    Teaches*Facade*to a Pokemon. 
TM43    Teaches*Flame Charge*to a Pokemon. 
TM44    Teaches*Rest*to a Pokemon. 
TM45    Teaches*Attract*to a Pokemon. 
TM46    Teaches*Thief*to a Pokemon. 
TM47    Teaches*Low Sweep*to a Pokemon. 
TM48    Teaches*Round*to a Pokemon. 
TM49    Teaches*Echoed Voice*to a Pokemon. 
TM50    Teaches*Overheat*to a Pokemon. 
TM51    Teaches*Ally Switch*to a Pokemon. 
TM52    Teaches*Focus Blast*to a Pokemon. 
TM53    Teaches*Energy Ball*to a Pokemon. 
TM54    Teaches*False Swipe*to a Pokemon. 
TM55    Teaches*Scald*to a Pokemon. 
TM56    Teaches*Fling*to a Pokemon. One-time use
TM57    Teaches*Charge Beam*to a Pokemon. 
TM58    Teaches*Sky Drop*to a Pokemon. 
TM59    Teaches*Incinerate*to a Pokemon. 
TM60    Teaches Quash*to a Pokemon. 
TM61    Teaches*Will-O-Wisp*to a Pokemon. 
TM62    Teaches*Acrobatics*to a Pokemon. 
TM63    Teaches*Embargo*to a Pokemon. 
TM64    Teaches*Explosion*to a Pokemon. 
TM65    Teaches*Shadow Claw*to a Pokemon. 
TM66    Teaches*Payback*to a Pokemon. 
TM67    Teaches*Retaliate*to a Pokemon. 
TM68    Teaches*Giga Impact*to a Pokemon. 
TM69    Teaches*Rock Polish*to a Pokemon. 
TM70    Teaches*Flash*to a Pokemon. 
TM71    Teaches*Stone Edge*to a Pokemon. 
TM72    Teaches*Volt Switch*to a Pokemon. 
TM73    Teaches*Thunder Wave*to a Pokemon. 
TM74    Teaches*Gyro Ball*to a Pokemon. 
TM75    Teaches*Swords Dance*to a Pokemon. 
TM76    Teaches*Struggle Bug*to a Pokemon. 
TM77    Teaches*Psych Up*to a Pokemon. 
TM78    Teaches*Bulldoze*to a Pokemon. 
TM79    Teaches*Frost Breath*to a Pokemon. 
TM80    Teaches*Rock Slide*to a Pokemon. 
TM81    Teaches*X-Scissor*to a Pokemon. 
TM82    Teaches*Dragon Tail*to a Pokemon. 
TM83    Teaches*Work Up*to a Pokemon. 
TM84    Teaches*Poison Jab*to a Pokemon. 
TM85    Teaches*Dream Eater*to a Pokemon. 
TM86    Teaches*Grass Knot*to a Pokemon. 
TM87    Teaches*Swagger*to a Pokemon. 
TM88    Teaches*Pluck*to a Pokemon. 
TM89    Teaches*U-turn*to a Pokemon. 
TM90    Teaches*Substitute*to a Pokemon. 
TM91    Teaches*Flash Cannon*to a Pokemon. 
TM92    Teaches*Trick Room*to a Pokemon. 
TM93    Teaches*Wild Charge*to a Pokemon. 
TM94    Teaches*Rock Smash*to a Pokemon. 
TM95    Teaches*Snarl*to a Pokemon. 
Town Map    A map of the Unova region.
Toxic Orb    Poisons the holder.
Toxic Plate    Raises power of Poison-type moves 20%. Pokemon with Multitype become Poison-type.
TwistedSpoon    Raises power of Psychic-type moves 20%.
Ultra Ball    A ball used to catch Pokemon that is more effective than a Great Ball.
Up-Grade    Evolves Porygon into Porygon2.
Vs. Recorder    Records battles over Wifi or in the Battle Subway. Also tracks the number of Battle Points earned.
Wacan Berry    Reduces damage from a super effective Electric-type attack by 50%. Consumed after use.
Water Gem    Raises the power of a Water-type move by 50%. One-time use.
Water Stone    Evolves Eevee, Poliwhirl, Shellder, Staryu, Lombre, and Panpour.
Watmel Berry    No use. Unobtainable in BW.
Wave Incense    Raises power of Water-type moves 20%. Allows breeding of Mantyke.
Wepear Berry    No use. Unobtainable in BW.
White Flute    Increases the rate of encounters with wild Pokemon. Does not disappear after use.
White Herb    Removes stat decreases. Consumed after use.
Wide Lens    Raises accuracy 10%.
Wiki Berry    Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.
Wise Glasses    Raises damage from special moves 10%.
X Accuracy    Raises the accuracy of a Pokemon by 1 stage.
X Accuracy 2    Raises the accuracy of a Pokemon by 2 stages. Wonder Launcher only.
X Accuracy 3    Raises the accuracy of a Pokemon by 3 stages. Wonder Launcher only.
X Accuracy 6    Raises the accuracy of a Pokemon by 6 stages. Wonder Launcher only.
X Attack    Raises the Attack of a Pokemon by one stage.
X Attack 2    Raises the Attack of a Pokemon by 2 stages. Wonder Launcher only.
X Attack 3    Raises the Attack of a Pokemon by 3 stages. Wonder Launcher only.
X Attack 6    Raises the Attack of a Pokemon by 6 stages. Wonder Launcher only.
X Defend    Raises the Defense of a Pokemon by one stage.
X Defend 2    Raises the Defense of a Pokemon by 2 stages. Wonder Launcher only.
X Defend 3    Raises the Defense of a Pokemon by 3 stages. Wonder Launcher only.
X Defend 6    Raises the Defense of a Pokemon by 6 stages. Wonder Launcher only.
X Sp. Def    Raises the Special Defense of a Pokemon by one stage.
X Sp. Def 2    Raises the Special Defense of a Pokemon by 2 stages. Wonder Launcher only.
X Sp. Def 3    Raises the Special Defense of a Pokemon by 3 stages. Wonder Launcher only.
X Sp. Def 6    Raises the Special Defense of a Pokemon by 6 stages. Wonder Launcher only.
X Special    Raises the Special Attack of a Pokemon by one stage.
X Special 2    Raises the Special Attack of a Pokemon by 2 stages. Wonder Launcher only.
X Special 3    Raises the Special Attack of a Pokemon by 3 stages. Wonder Launcher only.
X Special 6    Raises the Special Attack of a Pokemon by 6 stages. Wonder Launcher only.
X Speed    Raises the Speed of a Pokemon by one stage.
X Speed 2    Raises the Speed of a Pokemon by 2 stages. Wonder Launcher only.
X Speed 3    Raises the Speed of a Pokemon by 3 stages. Wonder Launcher only.
X Speed 6    Raises the Speed of a Pokemon by 6 stages. Wonder Launcher only.
Xtransceiver    Part of the storyline in BW. No other use.
Yache Berry    Reduces damage from a super effective Ice-type attack by 50%. Consumed after use.
Yellow Flute    Cures confusion. Does not disappear after use.
Yellow Shard    No use.
Zap Plate    Raises power of Electric moves 20%. Pokemon with Multitype become Electric-type.
Zinc    Adds 10 EVs to Special Defense.
Zoom Lens    Raises accuracy by 20% if the holder moves after the target.
Please implement the above short description under the [SHORT DESC] tag for your element.As for [LONG DESC], this is the part that will actually show up on the page for what you are writing about. All elements require a Description and a section on Competitive Use. The Description is simply an elongated discussion of mechanics pertaining to that particular element – you should aim to include everything relevant. For example, if writing about Thunder Wave, you can omit that it cannot hit Ground-types and those with Electric-type absorption abilities, as that is true of all Electric-type moves. However, it should be mentioned that Confuse Ray can hit Normal-types, as you would not expect that to happen by the same logic. Clearly, some elements will require far more in-depth description than others. Use your best judgement and the BW Research thread when writing these.

The Competitive Use part deals with the competitive side of that particular element. It should usually be of no more than a paragraph or so in length, though of course this may require extending for exceedingly important game elements. You should aim to make more general statements about the element and the situations it would be used in – specific examples should be kept to a minimum, unless they are excellent illustrations of usage, or else represent a different way of looking at that element. An example would be Technician Scyther with Aerial Ace, or Rock Head Aggron with Head Smash. Please do note that if a game element is not even vaguely competitive in any sense (eg. Dowsing MCHN) it does not require a Competitive Use section.

After this, different sections become required for different elements. For example, moves will require a related moves section, which deals with equivalent moves from other types, as well as moves of the same type or function which have very slightly different properties, making either useful from a competitive standpoint. Likewise, abilities need a related abilities section, for abilities that directly outclass them or that are identical or similar, though the former is unlikely. Lastly, items will need a location section.

Examples of each are below:

[SHORT DESC]
10% chance to paralyze opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to paralyze the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>Thunderbolt is the most powerful special Electric-type attack with 100% accuracy, which makes it a staple STAB move on many different Electric-type Pokemon, who typically have high Special Attack. It is also widely available as a Technical Machine, and thus is an extremely common coverage move for many Pokemon. Most notably, it pairs with Ice Beam to form "Bolt-Beam", a two-move combination that covers every Pokemon in the game for at least neutral damage, besides Shedinja, Magnezone, Rotom-F, Rotom-H, and Volt Absorb Lanturn. The fact that Thunderbolt has relatively high power for almost no negative side-effects whatsoever only serves to improve its case. Thunderbolt is a move to make good use of.</p>

<h2>Related Moves</h2>
<p>Thunder is a much more powerful option with a higher chance of paralysis. However, it also has much lower accuracy and fewer PP.</p>
<p>Discharge is a less powerful option with a higher chance of paralysis.</p>

<p>Flamethrower is a Fire-type equivalent.</p>
<p>Ice Beam is an Ice-type equivalent.</p>
<p>Surf is a Water-type equivalent.</p>

[SHORT DESC]
Prevents critical hits.

[LONG DESC]
<h2>Description</h2>
<p>This ability prevents the Pokemon from receiving a critical hit. It has no effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>This ability is situationally useful, but suffers as there is very little that it can really accomplish outside of being a useful little perk of using the Pokemon. Another problem with it is its relatively low distribution; only three Pokemon, Kabutops, Armaldo, and Drapion, receive this ability outside of the Dream World. Generally speaking Kabutops will almost always prefer Swift Swim, though Armaldo and Drapion can perhaps find some use of it. Marowak receives it from the Dream World, and certainly it is more useful than Lightningrod, as well as Rock Head should you not be using Double-Edge.</p>

<h2>Related Abilities</h2>
<p>Shell Armor is an exact equivalent with different distribution.</p>

[SHORT DESC]
Changes the type of Techno Blast to Fire.

[LONG DESC]
<h2>Description</h2>
<p>This ability causes the Techno Blast move to become Fire-type. It does not change it in any other way, however, and has no effect on a Pokemon without this move.</p>

<h2>Competitive Use</h2>
<p>Only two Pokemon in the game can use Techno Blast, and the only one who can actually make use of it is Genesect. However, you really shouldn't be using this item even on Genesect, for a number of reasons. For one thing, holding Burn Drive means that Genesect cannot then hold a boosting item, and will miss the kick from Life Orb or Choice Scarf dreadfully. Furthermore, Genesect has access to Flamethrower, which is more powerful than Fire-type Techno Blast regardless, and does allow you to use Life Orb. Like the other Drive items, you should never use Burn Drive competitively. It is just not worth it.<p>

<h2>Location</h2>
<p>The Burn Drive is received in Pokemon Black if you show Genesect to the Scientist inside the P2 Laboratory on Route 17. It is not obtainable in Pokemon White.</p>


To reserve, simply post in the thread and update it with the completed version once you have finished. I will then check it and add it to the OP.

If you don't want to bother typing out the format by hand, then here's a nice, easy C+Pable version for all three:

Code:
[SHORT DESC]
 
[LONG DESC]
 
<h2>Description</h2>
<p></p>
 
<h2>Competitive Use</h2>
<p></p>
 
<h2>Related Moves</h2> 
<p></p>
Code:
[SHORT DESC]
 
[LONG DESC]
 
<h2>Description</h2>
<p></p>
 
<h2>Competitive Use</h2>
<p></p>
 
<h2>Related Abilities</h2> 
<p></p>
Code:
[SHORT DESC]
 
[LONG DESC]
 
<h2>Description</h2>
<p></p>
 
<h2>Competitive Use</h2>
<p></p>
 
<h2>Location</h2> 
<p></p>
Note that if you think I have missed any elements that need including or updating, or I have forgotten to update a romanised name to official English, please do let me know.

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bugmaniacbob

Was fun while it lasted
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[a]move1[/a]Moves A-B

[SHORT DESC]
Leeches 50% of the damage dealt.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. The user's HP is then restored by 50% of the damage dealt to the opponent.</p>

<h2>Related Moves</h2>
<p>Mega Drain is a more powerful option with the same effect, but with slightly fewer PP.</p>
<p>Giga Drain is a much more powerful option with the same effect, but with fewer PP.</p>

<p>Leech Life is a physical Bug-type equivalent with slightly fewer PP.</p>
[SHORT DESC]
10% chance to lower opponent's Special Defense by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>The move deals damage and has a 10% chance to lower the opposing Pokemon's Special Defense by 1 stage. In a double battle, this move hits both opposing Pokemon. In a triple battle, this move hits all Pokemon adjacent to the user. If this move hits multiple Pokemon in the same turn, its power is reduced to 75% of its usual Base Power.</p>

<h2>Competitive Use</h2>
<p>Acid is, like most low-power moves, completely useless competitively. While Acid Spray is at least moderately useful thanks to its excellent secondary effect, Acid has no such power, so is unfortunately doomed to obscurity. If you want to lower the opponent's Special Defense, Acid Spray is easily better. For a more powerful special Poison-type move, Sludge Wave or Sludge Bomb are both more than twice as powerful and have a much wider circulation, thanks to their status as TMs. Don't bother using it, ever.</p>

<h2>Related Moves</h2>
<p>Acid Spray has the same power but slightly fewer PP, and has a 100% chance to lower the opposing Pokemon's Special Defense by two stages.</p>

<p>Ember is a Fire-type equivalent.</p>
<p>Powder Snow is an Ice-type equivalent.</p>
<p>Thundershock is an Electric-type equivalent.</p>
[SHORT DESC]
Boosts user's Defense by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>This move raises the Defense stat of the user by two stages. No other effect.</p>

<h2>Competitive Use</h2>
<p>Defensive boosting moves are often looked down upon competitively, since very rarely do they help their user to escape the clutches of their common checks and counters, especially due to the existence of critical hits, and the boosts are lost as soon as one switches out, which is very likely for a defensive Pokemon. However, Acid Armor does see some use on Baton Pass chain teams, as one of the most notable Baton Passers, Vaporeon, can use this move as part of the chain to make the team impenetrable to physical attacks, and then pass the boosts on to the finishing sweeper. However, very few other Pokemon can make good use of this move.</p>

<h2>Related Moves</h2>
<p>Barrier is a Psychic-type equivalent.</p>
<p>Iron Defense is a Steel-type equivalent.</p>
[SHORT DESC]
Lowers target's Special Defense by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 100% chance to lower the Special Defense stat of the opponent by two stages. No other effect.</p>

<h2>Competitive Use</h2>
<p>While Acid Spray is certainly not the most powerful of moves, it has an extremely good special effect, namely that it will effectively halve the Special Defense stat of its target after its first use, making the opponent far more vulnerable to the user's special attacks as a result. However, it is limited in its application by relatively low distribution, and most of the Pokemon that do get the move cannot use it effectively on account of low Special Attack or general offensive incompetence. Some exceptions here are Tentacruel and Eelektross, both of whom have the bulk and the power to use the move effectively.</p>

<h2>Related Moves</h2>
<p>Acid has the same BP but only a 10% chance to lower Special Defense by one stage.</p>
[SHORT DESC]
Doubles in power if user has no held item.

[LONG DESC]
<h2>Description</h2>
<p>The move deals damage. The Base Power of the move doubles if the user is not holding any item when the move is used. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user.</p>

<h2>Competitive Use</h2>
<p>Acrobatics is a funny old move, and is seemingly lauded or condemned depending on the day of the week. On one day it's a monstrous weapon in the hands of Fling + Toxic Orb Gliscor, and on another day it's completely useless, and most other Flying-types would rather keep their held items, thanks very much, and use a more powerful STAB move instead. Even so, while Acrobatics is certainly not the most powerful of moves competitively, it does have a few applications in certain situations. The aforementioned Fling Gliscor is one of them, where Acrobatics provides a powerful Flying-type STAB move which Gliscor otherwise lacks, and the loss of its item is not so detrimental since Toxic Orb is only really useful for one turn. Another notable user is Flying Gem Archeops. Since Flying Gem is used up before the move takes place, Acrobatics gets the boost from the Flying Gem and the boost from Archeops not holding an item, effectively tripling the power of the move, which when coupled with Archeops's monstrous base 140 Attack stat makes for an attack with the potential to do massive damage to just about anything. However, this can only be used once per battle.</p>
[SHORT DESC]
Boosts a random stat of the user by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>This move selects one of the user's stats at random and raises it by two stages. In a double or triple battle, this move can also be used on one of the user's adjacent teammates instead of the user itself.</p>

<h2>Competitive Use</h2>
<p>Acupressure is an intriguing move that could have many useful applications. Its biggest draw is undoubtedly its ability to increase the evasion stat of the user without breaking the Evasion clause, which prevents the use of moves such as Minimize and Double Team in Smogon's standard competitive metagames. However, in most cases it is not worth the bother to try to stall for the evasion boost, as the chances of it occurring before the user is knocked out by the opponent's attacks, and then being of use afterwards, are at best minimal. Competitively speaking, more reliable boosting moves are favoured; however, Acupressure is infamous for its integral role in several noteworthy strategies for pulling off win streaks in the Battle Subway, when coupled with a Trick or Flash user—Acupressure Drapion with Rest, Substitute, and Crunch is the most well-known of these.</p>
[SHORT DESC]
Ignores accuracy modifiers.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and ignores any evasion or accuracy modifiers, and as such will never fail to hit the opponent, unless said opponent has used Protect or Detect, or else is in the invulnerable state of two-turn moves such as Fly. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user.</p>

<h2>Competitive Use</h2>
<p>Aerial Ace is yet another of a whole host of low-power physical Flying-type moves, rubbing shoulders with Pluck, Sky Drop, and Wing Attack among others. Of these, Aerial Ace is perhaps the most interesting, not only because it has the widest circulation of any of these moves, but also because of its nice effect, which can really help with your blood pressure by reducing the number of times you have to rage at your computer monitor because you've just lost a battle due to missing at a critical time. Sadly, its low power makes it pretty much useless for most Pokemon, even those that don't have a better STAB move. The only real exception to this rule is Scyther, who thanks to its Technician ability can bump up Aerial Ace's Base Power to 90, making it a pretty decent STAB attack to use.</p>

<h2>Related Moves</h2>
<p>Brave Bird is a much more powerful option with slightly fewer PP, but causes recoil damage to the user.</p>
<p>Drill Peck is a more powerful option with the same PP, but has no additional effect.</p>
<p>Pluck has the same BP and PP, but its effect is to steal the effect of the foe's held Berry.</p>
<p>Sky Drop has the same BP with fewer PP, and is a two-turn attack where the foe is immobile on the first turn.</p>

<p>Faint Attack is a Dark-type equivalent.</p>
<p>Shadow Punch is a Ghost-type equivalent.</p>
<p>Magnet Bomb is a Steel-type equivalent.</p>
<p>Magical Leaf is a special Grass-type equivalent.</p>
<p>Shock Wave is a special Electric-type equivalent.</p>
<p>Swift is a special Normal-type equivalent.</p>
[SHORT DESC]
Has a high critical hit rate.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a critical hit rate of stage 2, meaning that the move will result in a critical hit 12.5% of the time. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user.</p>

<h2>Competitive Use</h2>
<p>Aeroblast is Lugia's signature move, and despite the fact that signature moves for legendary Pokemon are rarely worth talking about, it looks pretty good on paper. Decent power, acceptable accuracy, and a high critical hit rate are what it has going for it, and this is pretty much the most reliable special Flying-type move available outside of rain. Its biggest drawback is its low PP, which when coupled with the large number of Pokemon with Pressure in Lugia's Ubers environment is a big drawback indeed. However, the biggest issue preventing the use of Aeroblast competitively is Lugia itself. Lugia has a fairly low Special Attack stat by Ubers standards, so to hit hard it needs attacks that will hit its common targets super effectively, rather than a more general STAB attack such as Aeroblast. More importantly, Lugia has so many options that Aeroblast is a relative outsider. It needs its supporting moves and reliable recovery to function effectively as a wall, which generally leaves only one moveslot for an attacking option.</p>

<h2>Related Moves</h2>
<p>Hurricane is a much more powerful option with slightly more PP, but has much lower accuracy.</p>

<p>Spacial Rend is a Dragon-type equivalent.</p>
[SHORT DESC]
The target will attack immediately after the user in the same turn.

[LONG DESC]
<h2>Description</h2>
<p>The target will move first after the user in the same turn, even if the move it uses has negative priority, such as Trick Room or Roar. If the target has already moved before the user, or if all other Pokemon move before the user, then After You will fail.</p>

<h2>Competitive Use</h2>
<p>After You is certainly an interesting move; however, it suffers from poor distribution. Its main use would be in double or triple battles, by targeting a slow but powerful ally such as Rampardos or Rhyperior to make it move first next turn and dish out powerful moves, or else enabling an ally with Trick Room to set up before it can be Taunted or put to sleep. After You allows moves with negative priority to go first, which can be useful with Roar and Whirlwind, phazing out the opponent before it can act.</p>

<h2>Related Moves</h2>
<p>Quash makes the target move later instead of first.</p>
[SHORT DESC]
Boosts user's Speed by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>The move raises the Speed stat of the user by two stages. No other effect.</p>

<h2>Competitive Use</h2>
<p>While solely Speed-boosting moves are not perhaps so frequently made use of by boosting sweepers as moves that raise Attack or Special Attack, or some combination of Speed and offensive stats, that is not to say that it is necessarily a bad choice. The principle difficulty when using a move like Agility are that, while you significantly reduce the user's chances of being outsped, this relies almost entirely upon the user having sufficient power to bulldoze its way through the foe's team unboosted. In addition, for the sake of coverage as well as practicality issues, an offensive boosting move more often than not cannot be put on the set either, and Agility does not stop priority moves from ruining your fun either, which is a big problem since many Agility users are not only fast regardless, so have little need of the boost, but also frail, so can be taken down before they can get started by Conkeldurr or Scizor. Exceptions to this general rule include Metagross and Dragonite, who are both bulky, extremely powerful, and also slow enough to need the boost in order to sweep. However, even they use the move very rarely.</p>

<h2>Related Moves</h2>
<p>Autotomize is a Steel-type equivalent that also halves the weight of the user.</p>
<p>Rock Polish is a Rock-type equivalent.</p>
[SHORT DESC]
Has a high critical hit rate.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a critical hit rate of stage 2, meaning that the move will result in a critical hit 12.5% of the time. In a double battle, this move hits both opposing Pokemon. In a triple battle, this move hits all Pokemon adjacent to the user. If this move hits multiple Pokemon in the same turn, its power is reduced to 75% of its usual Base Power.</p>

<h2>Competitive Use</h2>
<p>Low power, even lower competitive worth. As far as special Flying-type attacks go, Air Slash is pretty much better in every single way (competitively speaking). For the Flying-types that actually get it and could actually do some damage with it, Togekiss and Shaymin-S have Air Slash, Lugia has Aeroblast, Dragonite has Hurricane, and Salamence really has better things to be doing with its time.</p>

<h2>Related Moves</h2>
<p>Razor Leaf is a physical Grass-type equivalent.</p>

<p>Air Slash is a more powerful option with the same accuracy, but fewer PP.</p>
<p>Hurricane is a much more powerful option with lower accuracy and fewer PP.</p>
[SHORT DESC]
30% chance to flinch opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 30% chance to make the target flinch if the user moves first in that turn. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user.</p>

<h2>Competitive Use</h2>
<p>Air Slash is pretty much the single most reliable special Flying-type attack around, not counting Aeroblast, or Hurricane inside the rain. It's pretty weak though, as 75 Base Power is a far cry from Hurricane's 120 Base Power. Nevertheless, it is a key move for special Flying-types such as Yanmega and Sigilyph. However, the killing feature behind Air Slash is its 30% flinch rate, which if you are faster essentially means that you have almost a 1 in 3 chance to stop the opponent from doing anything that turn, which can be game-changing if it occurs at the right time. However, some Pokemon can take this to extremes. Togekiss and Shaymin-S both have Serene Grace for their ability, which doubles the flinch chance to 60%. Thus, the odds of the opponent doing nothing in a turn are the same odds of Hypnosis hitting its target. While Shaymin-S can rely on its high Speed to achieve this game-winning formula, Togekiss must rely on bulk and Thunder Wave—a nasty surprise which brings the odds of the opponent doing nothing to 68%—to perform the same trick.</p>

<h2>Related Moves</h2>
<p>Hurricane is a much more powerful option with lower accuracy and fewer PP.</p>
[SHORT DESC]
Switches position with another Pokemon on user's side of the field.

[LONG DESC]
<h2>Description</h2>
<p>This move only works in double, triple, and multi battles. The user switches position with its teammate directly opposite it on the field. Thus, the move fails if the user is in the middle of the field in a triple battle. Ally Switch has a move priority of +1.</p>

<h2>Competitive Use</h2>
<p>Since Ally Switch doesn't work in single battles, it's somewhat wasted in Smogon's standard metagames. As for VGC, the only fully-evolved Pokemon that can actually use the move is Beheeyem, which gives it an interesting niche as a Trick Room Pokemon, if you really wanted to go down that road. If you're playing unrated triples or doubles, however, it can be a useful move on Pokemon such as Alakazam, though really it is gimmicky at best.</p>
[SHORT DESC]
Boosts user's Special Defense by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>This move raises the user's Special Defense stat by two stages. No other effect.</p>

<h2>Competitive Use</h2>
<p>Amnesia is a pretty unique move in that it is the only move in the game capable of raising a Pokemon's Special Defense stat by two stages in one turn. Sadly, that's about as special as it gets. Most Pokemon that get the move can't really do much with it, either due to being more susceptible on the physical side or simply being easy to wear down. Even a Pokemon like Slowbro, for whom you would expect the move to be perfect, cannot afford to run it due to its difficulty in running all the moves it needs on one set. Slack Off, Fire Blast, Ice Beam, Psychic, and Scald are all much more important to Slowbro's welfare, and Calm Mind is generally considered a better option regardless.</p>
[SHORT DESC]
10% chance to boost all of the user's stats by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to raise the user's Attack, Defense, Special Attack, Special Defense, and Speed by one stage each.</p>

<h2>Competitive Use</h2>
<p>AncientPower is not an especially useful move competitively. It is not even the most powerful special Rock-type attack, as Hidden Power Rock packs greater power and considerably more PP. When you add this to the fact that the majority of Rock-types have abysmal Special Attack, and that most do not even learn the move, you will realise that the damage output from AncientPower is never going to be great. Therefore, unless you plan on getting very lucky with AncientPower's 10% effect chance, it is probably not worth using. It may, however, see some use in finishing off weakened Pokemon, giving a potential sweeping chance with no obvious drawback, and may be used with a Serene Grace Pokemon such as Togekiss, since the chance of a stat increase is doubled.</p>

<h2>Related Moves</h2>
<p>Silver Wind is a Bug-type equivalent.</p>
<p>Ominous Wind is a Ghost-type equivalent.</p>
[SHORT DESC]
The user always attacks first.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has +1 priority.</p>

<h2>Competitive Use</h2>
<p>Though Aqua Jet has a fairly low Base Power, as with most priority moves it sees use in combination with Pokemon who get STAB on it in order to revenge kill Pokemon who are worn down or weak to it, or perhaps even to sweep in combination with a boosting move. Given the absurdly fast threats present in today's metagame, it is often best merely to bypass Speed altogether. With its Aqua Jet boosted by Drizzle, Choice Band and Huge Power, Azumarill can often clean up entire weakened teams despite its abysmal Speed, and sweepers such as Carracosta and Kabutops can, though more rarely, use Aqua Jet to take out faster Pokemon and other priority abusers after having used Shell Smash or Swords Dance. However, it should be remembered that Aqua Jet 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>Quick Attack is a Normal-type equivalent.</p>
<p>Mach Punch is a Fighting-type equivalent.</p>
<p>Ice Shard is an Ice-type equivalent.</p>
<p>Bullet Punch is a Steel-type equivalent.</p>
<p>Shadow Sneak is a Ghost-type equivalent.</p>
<p>Vacuum Wave is a special Fighting-type equivalent.</p>
[SHORT DESC]
User recovers 1/16th max HP each turn

[LONG DESC]
<h2>Description</h2>
<p>The user recovers 1/16th of its maximum HP, rounded down, at the end of each turn. This effect can be Baton Passed, and is removed when the user switches out.</p>

<h2>Competitive Use</h2>
<p>Aqua Ring is not a move seen frequently in competitive play. It is very rare that a Pokemon would stay in long enough to benefit from this move more than it would from another recovery move, or from simply setting up or attacking. This move may see a little use on some pure stallers in conjunction with other recovery such as from Leftovers – for instance, a Walrein in hail could become even more annoying after having set up with Aqua Ring. Though Aqua Ring may sound useful for a Baton Passing team, given the frequent use of Substitute, frequent switching into entry hazards, and that Vaporeon, a very useful Baton Passer, learns it, Ingrain almost entirely outclasses it in this regard.</p>

<h2>Related Moves</h2>
<p>Ingrain is almost identical, though it prevents the user from switching, forcibly or otherwise.</p>
[SHORT DESC]
No additional effect.

[LONG DESC]
<h2>Description</h2>
<p>This moves deals damage. No other effect.</p>

<h2>Competitive Use</h2>
<p>Though Aqua Tail may possess superior Base Power to the most commonly seen physical Water-type attack, Waterfall, it is somewhat rarely seen due to its lesser accuracy, and the lack of a handy flinch rate. However, it may see some use on slower Water-types and on hit-and-run attackers, such as Choice Band Swampert, since neither would a miss prove pivotal, nor would a flinch be likely. However, where Aqua Tail sees most use is on the numerous Pokemon that do not learn Waterfall – for instance, a physical attacker such as Tyranitar could use it to hit the likes of Gliscor and Hippowdon. All in all, in almost any case where Waterfall is used, Aqua Tail is an option; the extra bit of damage can sometimes turn a 2HKO into an OHKO, though you must remember that a degree of consistency is lost. Often, you cannot afford to miss, but neither can you afford to fall short of a KO, so you must consider how much damage you are doing to common switch-ins before making this decision.</p>

<h2>Related Moves</h2>
<p>Crabhammer is similar, though it has a high critical hit rate and so is the superior option on those that learn it.</p>
<p>Waterfall has 80 Base Power, 100% accuracy and a 20% flinch rate.</p>
[SHORT DESC]
Hits 2-5 times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>The move deals damage, hitting the opponent 2-5 times. There is a 33.3% chance for the move to hit either 2 or 3 times, and a 16.6% chance for the move to hit either 4 or 5 times. If a Focus Sash or the ability Sturdy is activated through one of the hits, another hit will KO the target. Each hit is treated as a separate attack, and thus abilities such as Weak Armor will activate for every hit taken, and every hit has a separate flinch rate if used with King's Rock or Stench, and a separate critical hit chance. Color Change will only activate on the last hit of the move. However, the items Life Orb and Metronome treat all the hits as a single attack. If this move breaks a Substitute, the attack can still continue and hurt the target. If the opponent holds a type-resistance Berry item, it will only affect the first hit of this move.</p>

<h2>Competitive Use</h2>
<p>Arm Thrust has little competitive use due to its low Base Power. Even if Arm Thrust hits 5 times, it is only as powerful as Brick Break and Drain Punch, and much weaker than moves like Close Combat and Superpower. Though this move can break though Substitutes, Focus Sashes, and Sturdy, it will often lack the power to do so; similarly, the greater chance for a single critical hit will not let it break through a defensive booster. Therefore there is no recommended situation in which to use this move competitively.</p>

<h2>Related Moves</h2>
<p>Any physical Fighting-type move is recommended over Arm Thrust.</p>

<p>Fury Attack, Barrage and Doubleslap are equivalent, except they are Normal-type and have 85% accuracy. </p>
[SHORT DESC]
Cures status on the user's team.

[LONG DESC]
<h2>Description</h2>
<p>This move will cure the user and all of its teammates from poison, burn, sleep, paralysis, and freeze.</p>

<h2>Competitive Use</h2>
<p>Aromatherapy is an excellent move for use on more defensive teams as protection against status, allowing the remainder of the team to freely use Rest without necessarily having to spend 2 turns waking up. This move should ideally be used on a supporting Pokemon, for example Chansey, Blissey, or Celebi.</p>

<h2>Related Moves</h2>
<p>Heal Bell is identical, now curing Soundproof Pokemon.</p>
[SHORT DESC]
Uses a random move from the user's team.

[LONG DESC]
<h2>Description</h2>
<p>Uses a random move from a Pokemon other than the user in the user's party. This includes fainted Pokemon. Assist cannot select the following: Assist, Chatter, Circle Throw, Copycat, Counter, Covet, Destiny Bond, Detect, Dragon Tail, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick.</p>

<h2>Competitive Use</h2>
<p>Assist is undoubtedly a gimmicky move, and in order to have any chance of working your entire team must be built entirely around it. The most obvious way to abuse Assist is using it to select the pseudo-Hazing moves Roar and Whirlwind without their negative priority. In conjunction with entry hazards, fast Choice Scarf Assist users and especially Liepard with Prankster can shuffle the opposing team to death without being hit, provided they select the correct moves. The remainder of your team should carry Spikes, Stealth Rock, Roar, Whirlwind and the above moves, which cannot be selected by Assist. This is, of course, extremely unreliable, and as such though fun it is not recommended.</p>
[SHORT DESC]
Base Power doubles if the foe takes damage in the same turn, before the attack hits.

[LONG DESC]
<h2>Description</h2>
<p>Assurance deals damage, and its Base Power doubles should the opponent have taken damage earlier in the turn, for instance from entry hazards, Life Orb, or recoil.</p>

<h2>Competitive Use</h2>
<p>Assurance is a rare sight competitively, as it faces competition as a physical Dark-type attack from the much more reliable Crunch, as well as from Payback. However, since Payback no longer hits with doubled power on the switch, Assurance is now the best Dark-type attack with which to hit a predicted Ghost- or Psychic-type switch-in provided that Stealth Rock or Spikes is present. Assurance also suits slower, more defensive Pokemon since its power cannot be doubled if the user moves first. Donphan is a Pokemon that may be seen to use Assurance, since it lacks a better Dark-type move, and has the above attributes, often needing to hit spinblockers on the switch.</p>

<h2>Related Moves</h2>
<p>Payback has the same Base Power, but its power is doubled instead if the opponent moves first.</p>
<p>Crunch is a similar move hitting with a reliable 80 Base Power, and with a chance to lower Defense.</p>
[SHORT DESC]
30% chance to flinch opponent.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage and, should the user move before the target, has a 30% chance to cause the opponent to flinch, losing the chance to attack.</p>

<h2>Competitive Use</h2>
<p>Astonish is such an astonishingly weak move that nobody in their right mind would ever dream of using it. Even though physical Ghost-type moves are hardly strong, you are better off with Shadow Sneak or Shadow Claw, which themselves can hardly be recommended. As far as flinching goes, you are best off with the likes of Iron Head, Air Slash, and Rock Slide.</p>

<h2>Related Moves</h2>
<p>Shadow Punch, Shadow Claw, Shadow Sneak are more powerful physical Ghost-type moves, with the latter having +1 priority.</p>
<p>Iron Head, Headbutt and Rock Slide are the most powerful physical moves offering the same 30% flinch chance.</p>
[SHORT DESC]
Has a high critical hit rate.

[LONG DESC]
<h2>Description</h2>
<p>This move has a +1 critical hit rate, which means that, unless affected by items or abilities, it will be a critical hit 12.5% of the time instead of the usual 6.25%. Attack Order is a non-contact move, so will not trigger abilities that rely on contact such as Iron Barbs.</p>

<h2>Competitive Use</h2>
<p>Attack Order is the perhaps the best physical Bug-type move out there, competing only with Megahorn, but unfortunately only Vespiquen and Smeargle are capable of using it; the former is highly uncommon and the latter has appalling stats and many better things to do. Conclusion: if for some reason you decide to use Vespiquen, use Attack Order.</p>

<h2>Related Moves</h2>
<p>X-Scissor is similar but with only 80 Base Power, a normal critical hit rate, and a much wider distribution.</p>
<p>Megahorn is similar but has 120 Base Power and 85% accuracy, as well as a normal critical hit rate.</p>
[SHORT DESC]
Targets of the opposite gender are infatuated and have a 50% chance to do nothing.

[LONG DESC]
<h2>Description</h2>
<p>Targets of the opposite gender to the user are infatuated and have a 50% chance to do nothing each turn. This move will fail on targets of the same gender or targets that possess no gender. If the target possess the ability Oblivious, the move will fail.</p>

<h2>Competitive Use</h2>
<p>Attract can be an infuriating move, and infatuation is an infuriating status condition, but it rarely sees competitive use thanks to its inconsistencies. Any Pokemon with Attract is easily dealt with by a genderless Pokemon or a Pokemon of the same gender. Basing a team or set on Attract is risky; the number of Pokemon you'll be able to infatuate vary heavily from match to match, which could result in your Pokemon having a wasted moveslot. Even if you successfully Attract your target, a simple switch on either side's part will rid your foe of their infatuation. On Pokemon Online and other such simulators, however, the move can be of greater use, since the default gender will always be male, and so setting your Pokemon's gender to female will almost always result in a successful use of Attract. Some even choose to run Attract alongside other statuses such as paralysis or confusion, in order to further lessen the chances of the foe doing anything. However, be warned that genderless Pokemon still ruin this strategy, as do Pokemon with Substitute or Taunt, and the best competitive battlers will always set their Pokemon to female to deal with this kind of tactic.</p>
[SHORT DESC]
Ignores accuracy modifiers.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and ignores any evasion or accuracy modifiers, and as such will never fail to hit the opponent, unless said opponent has used Protect or Detect, or else is in the invulnerable state of two-turn moves such as Fly. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user.</p>

<h2>Competitive Use</h2>
<p>Aura Sphere is a moderately powerful and reliable Fighting-type attack with very limited distribution. The perfect accuracy is a nice bonus, but the real lure of the move comes from its use as the only reliable special Fighting-type move in the game, which provides excellent coverage for almost any Pokemon. Where most special sweepers have to resort to the annoyingly inaccurate Focus Blast or the underpowered Hidden Power Fighting, Pokemon with access to Aura Sphere can attack away with no accuracy issues and few power complaints. Lucario is the move's signature user and welcomes Aura Sphere on any of his specially-based sets. Togekiss is granted near perfect coverage with a combination of Aura Sphere and Air Slash. In the Uber tier, Mewtwo often carries Aura Sphere for the excellent coverage between Aura Sphere and Psystrike.</p>

<h2>Related Moves</h2>
<p>Focus Blast is a much more powerful option with much lower accuracy and lower PP.</p>
[SHORT DESC]
10% chance to lower opponent's Attack by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to lower the opponent's Attack stat by one stage. No other effect.</p>

<h2>Competitive Use</h2>
<p>Aurora Beam's measly 10% chance to lower the opponent's Attack hardly justifies the drop in power from Ice Beam. Aurora Beam should never be seriously considered for a moveslot on a competitive Pokemon.</p>

<h2>Related Moves</h2>
<p>Ice Beam is a more powerful option with fewer PP and a chance to freeze the target.</p>
<p>Blizzard is a much more powerful option with fewer PP and a chance to freeze the target</p>

<p>Bubblebeam is a Water-type equivalent with a 10% chance to lower the target's Speed.</p>
<p>Sludge is a Poison-type equivalent with a 30% chance to poison the target.</p>
<p>Spark is a physical Electric-type equivalent with a 30% chance to paralyze the target.</p>
<p>Psybeam is a Psychic-type equivalent with a 10% chance to confuse the target.</p>
[SHORT DESC]
Boosts user's Speed by 2 stages. Halves user's weight.

[LONG DESC]
<h2>Description</h2>
<p>The move raises the user's Speed by 2 stages. Halves user's weight. The change in weight caused by this move cannot be transferred through the move Baton Pass.</p>

<h2>Competitive Use</h2>
<p>Autotomize is essentially a slightly better version of Rock Polish and Agility. All Pokemon that can learn Autotomize appreciate the reduction in weight to help them withstand the occasional Low Kick or Grass Knot. Autotomize should be used over Rock Polish whenever the opportunity presents itself unless your Pokemon is using the move Heavy Slam (which will have its power reduced thanks to the weight reduction).</p>

<h2>Related Moves</h2>
<p>Rock Polish is a Rock-type equivalent without the weight reducing effect.</p>
<p>Agility is a Psychic-type equivalent without the weight reducing effect.</p>
[SHORT DESC]
Doubles in power if user is damaged by opponent first.

[LONG DESC]
<h2>Description</h2>
<p>The move deals damage. The Base Power of the move doubles if the user is damaged by the opponent first in the same turn. This attack has a priority of -4.</p>

<h2>Competitive Use</h2>
<p>Avalanche is used primarily as a helpful coverage attack on tanks that care little about Speed. Users of Curse like Swampert, Tyranitar, or the occasional Rhyperior will be able to deal massive damage to the target after a Curse as they're nearly guaranteed to move last, and are dangerous enough that the opponent will almost always attack first. Beyond this niche however, Avalanche is rarely seen. The move has lost its TM status, which greatly hinders its distribution. Avalanche's -4 priority is also somewhat unwelcome as this prevents fast but frail sweepers from utilizing the move in a similar way to Payback. Still, Avalanche can prove itself to be very helpful if you find yourself with a slow attacker and an open moveslot.</p>

<h2>Related Moves</h2>
<p>Ice Fang is a slightly more powerful option with more PP, but slightly lower accuracy.</p>
<p>Ice Punch is a more powerful option with more PP.</p>
<p>Icicle Crash is a much more powerful option with lower accuracy.</p>

<p>Revenge is a Fighting-type equivalent.</p>
<p>Payback is a Dark-type equivalent with slightly less power, and also lacks negative priority.</p>
[SHORT DESC]
Hits 2-5 times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>The move deals damage, hitting the opponent 2-5 times. There is a 33.3% chance for the move to hit either 2 or 3 times, and a 16.6% chance for the move to hit either 4 or 5 times. If a Focus Sash or the ability Sturdy is activated through one of the hits, another hit will KO the target. Each hit is treated as a separate attack, and thus abilities such as Weak Armor will activate for every hit taken, and every hit has a separate flinch rate if used with King's Rock or Stench, and a separate critical hit chance. Color Change will only activate on the last hit of the move. However, the items Life Orb and Metronome treat all the hits as a single attack. If this move breaks a Substitute, the attack can still continue and hurt the target. If the opponent holds a type-resistance Berry item, it will only affect the first hit of this move. Barrage is a non-contact move, so does not activate abilities such as Iron Barbs.</p>

<h2>Competitive Use</h2>
<p>Barrage is very poor attack overall. Even if all five hits land, it is still no more powerful then a 75 Base Power Normal-type attack. This coupled with its mediocre 85% accuracy and its limited distribution (it is exclusive to Exeggcute, Exeggutor, and Smeargle) makes Barrage a horrible attack with little to no competitive merit.</p>

<h2>Related Moves</h2>

<p>Fury Attack is an exact equivalent, but makes contact with the opponent.</p>
<p>Tail Slap is a slightly more powerful version of this attack with the same accuracy but fewer PP.</p>
[SHORT DESC]
Boosts user's Defense by 2 stages.

[LONG DESC]
<h2>Description </h2>
<p>The move raises the Defense stat of the user by two stages. No other effect.</p>

<h2>Competitive Use</h2>
<p>Defensive boosts from Barrier and moves like it are rarely helpful in allowing the user to overcome its common checks or counters. However, Barrier does have some utility on Baton Pass teams in the form of Mr. Mime and Mew. Mr. Mime is often relied upon in a Baton Pass team to prevent Perish Song and Roar from ending the stat boosting spree prematurely, thanks to its Soundproof ability. Mr. Mime has the option of setting up a Barrier after it has switched in, but Baton Passing Calm Mind boosts with Mr. Mime while using another teammate to boost Defense is generally a better idea. Mew on the other hand can utilize Barrier with any number of its other boosting attacks to fill in any gaps on a Baton Pass team. However, Mew's pure Psychic typing, which gives it a weakness to Pursuit and U-turn, greatly interferes with setting up defensive boosts, so the use of another Defense-passing Pokemon like Iron Defense Scizor is generally a better idea. Overall, Barrier has a small niche with its Defense-boosting abilities, but a very small and situational niche at that.</p>

<h2>Related Moves</h2>
<p>Acid Armor is a Poison-type equivalent.</p>
<p>Iron Defense is a Steel-type equivalent.</p>
[SHORT DESC]
User switches, but passes on all stat changes and some special conditions.

[LONG DESC]
<h2>Description</h2>
<p>The user switches with another Pokemon on its team and passes along all stat changes and some special conditions which are listed below. In a rotation battle, the user cannot switch to an inactive teammate on the field using Baton Pass.</p>

<p>The following are the only things that are Baton Passed:</p>
<ul>
<li>Aqua Ring</li>
<li>Confusion status</li>
<li>Curse status (when used by a Ghost on the Baton Passer)</li>
<li>Embargo</li>
<li>Focus Energy / other altered critical hit rates</li>
<li>Gastro Acid</li>
<li>Ingrain</li>
<li>Leech Seed</li>
<li>Lock-On</li>
<li>Magnet Rise</li>
<li>Mind Reader</li>
<li>Perish Song's count</li>
<li>Power Trick</li>
<li>Substitute (keeps HP of original user)</li>
<li>Stat boosts / drops</li>
</ul>

<h2>Competitive Use</h2>
<p>Baton Pass can completely make or break a game in just one move. Passing a stat boost to a sweeper who would normally lack the means to boost its stats effectively can have deadly consequences. For the most part, offensive boosts are Baton Passed out on teams not centered around the attack. Gorebyss and Huntail are infamous for being the only two Pokemon in existence (bar Smeargle) to be able to Baton Pass Shell Smash boosts. A Shell Smash Baton Pass to a teammate like Garchomp virtually seals the opponent's fate. Venomoth, an all-around mediocre Pokemon on paper, is saved from obscurity with its ability to put opponents to sleep with Sleep Powder and quickly Baton Pass a Quiver Dance. Mew can Baton Pass boosts of nearly any kind and can come in and pass repeatedly with its 100 / 100 / 100 defenses and access to Roost. Some teams even base their entire strategy around Baton Pass, constantly boosting and passing to other teammates until the final pass to a nasty sweeper at full power.</p>
[SHORT DESC]
All healthy Pokemon aid in damaging the target.

[LONG DESC]
<h2>Description</h2>
<p>Beat Up deals damage, where the user attacks the target 1 to 6 times, depending on the number of active Pokemon. The names of the active Pokemon are not given. The Base Power of each hit is determined as follows:

<p>Base Power = (Base Attack stat of attacker)/10 + 5</p>

<p>Damage calculation uses the base Attack of the user of Beat Up and the base Defense of the target. Each individual hit counts as a separate attack. Beat Up deals Dark-type damage and all hits will receive STAB if the user of the attack is Dark-type, regardless of the other team members' types. All Beat Up hits are boosted if the user of the move has an Attack-raising item such as Choice Band, but the attack ignores all stat changes from moves such as Swords Dance. Beat Up will trigger certain abilities, such as Weak Armor and Justified, multiple times. In a double or triple battle, if a Pokemon uses Beat Up on one of its teammates, then that teammate will attack itself.</p>

<h2>Competitive Use</h2>
<p>Although Beat Up is a horrible move choice in the standard metagame, Beat Up has a very distinct niche in the VGC 2011 metagame. Beat Up forms the basis of the "TerraCott" combo: a Whimsicott attacks its Terrakion partner with Beat Up, raising Terrakion's Attack four stages via Justified (assuming no team members have fainted), while Terrakion decimates the opponent with its STAB Rock Slide. The strategy is effective, but it's usually well prepared for by experienced VGC Players. Still, Beat Up's ability to indirectly wipe out two opponents on the first turn of a double battle is fantastic.</p>
[SHORT DESC]
User loses 50% max HP. Maximizes Attack.

[LONG DESC]
<h2>Description </h2>
<p>Belly Drum causes the user to lose 50% of their HP in exchange for a maximized Attack stat. Belly Drum will always raise the user's Attack to +6, even if the user's Attack boosts prior to using the attack were negative. Belly Drum will fail if the target has less than 50% of its HP when it uses the move.</p>

<h2>Competitive Use</h2>
<p>Belly Drum is the epitome of a high risk, high reward strategy. Setting the stage for a Belly Drum sweep is immensely difficult, but the sweep is quick and simple when all the right preperations are made. Common users of Belly Drum include Charizard, the fastest Belly Drum sweeper, and Linoone, the only Belly Drum sweeper with access to STAB priority. Charizard's usefulness as a Belly Drum user has faded since the introduction of Stealth Rock, but with proper Rapid Spin support can still sweep effectively. Linoone is gifted with ExtremeSpeed as an event move. This allows Linoone to rack up massive damage before the opponent can even attack.</p>
[SHORT DESC]
User passes its held item to the target.

[LONG DESC]
<h2>Description</h2>
<p>The user passes its item to the opponent, provided that the opponent carries no item and the item being passed is not Mail. This move fails if the opponent is behind a Substitute. This cannot pass a Griseous Orb to Giratina, a Drive to Genesect, or a Plate to Arceus.</p>

<h2>Competitive Use</h2>
<p>This move is competitively useless since almost all Pokemon used competitively carry items, and it is usually better to steal their item via Trick or Switcheroo, which work in the same way should no item be carried by the opponent. Clearly this move was designed for doubles, in order to pass more useful items to Pokemon that commonly use consumable items, such as Flight Gem Archeops; however, almost no Pokemon worth using learn this move, and it is almost always better to just give both of your Pokemon an item and tell them to marmalise the opponent than to fool about with your items more than you need to.</p>

<h2>Related Moves</h2>
<p>Trick and Switcheroo are similar moves, which allow the user to swap items with the target.</p>
[SHORT DESC]
Charges for 2 turns; returns double the damage received in those turns.

[LONG DESC]
<h2>Description</h2>
<p>Bide is a three-turn attack with +1 priority on each turn. The last Pokemon to hit the user is dealt damage on the third turn equal to double the sum of the damage dealt to the user from attacks in the first two turns. This damage is fixed, and the move will not miss, hitting Ghosts, and Pokemon using moves such as Dig and Fly. Sleep status and switching will cause the effect to end permanently.</p>

<h2>Competitive Use</h2>
<p>Bide is not an especially useful move competitively, in that, should the opponent not attack directly, they gain two turns of completely free setup. Also, if they are able to 2HKO, this attack will fail to deal any damage. However, in some respects, this move is more reliable than Counter and Mirror Coat, since it does not require you to predict whether the opponent will use a physical or special attack, and there is nothing immune to it. If you do decide to use Bide, make sure to use it on a very bulky Pokemon with at least moderately high HP; it also must be ensured that this Pokemon is to be attacked directly, for instance through the use of Taunt, rather than being set up on.</p>

<h2>Related Moves</h2>
<p>Counter is a Fighting-type, one-turn move with negative priority that only affects physical attacks, but it is similar in that it doubles the damage dealt to the user.</p>
<p>Mirror Coat is identical to Counter, except that it is Psychic-type and only affects special attacks.</p>
<p>Metal Burst is is similar to the above, but returns 1.5x the damage received from either a physical or a special attack.</p>
[SHORT DESC]
Traps and damages over multiple turns.

[LONG DESC]
<h2>Description</h2>
<p>This move deals direct damage on the first turn, and then subsequently deals damage equal to 1/16th of the opponent's max HP, rounded down, for 4-5 turns, including the first. The opponent may not switch during this time, but both the user and the target may use different attacks after the first turn. If the user switches or the opponent uses Rapid Spin, the effect is immediately cancelled.</p>

<h2>Competitive Use</h2>
<p>Bind does not have much merit competitively; where it is used, it will be largely for its trapping effect rather than for its damage output. Additionally, it is one of the weaker trapping moves, and the Pokemon that learn it are not well-suited to the job. To make use of the trapping effect and the extra damage, you may want to consider additional sources of damage, such as Toxic and sandstorm, to ensure that the opponent is KOed before the effect runs out.</p>

<h2>Related Moves</h2>
<p>Wrap is equivalent, but with 90% accuracy.</p>
<p>Fire Spin is a 35 BP, special Fire-type equivalent</p>
<p>Whirlpool is a 35 BP, special Water-type equivalent</p>
<p>Clamp is a 35 BP, Water-type equivalent.</p>
<p>Sand Tomb is a 35 BP, Ground-type equivalent</p>
<p>Magma Storm has the same effect, but is a 120 BP, 75% accuracy, special Fire-type move.</p>
[SHORT DESC]
30% chance to flinch opponent.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage, and should the user move before the target, has a 30% chance to cause the opponent to flinch and lose the chance to attack.</p>

<h2>Competitive Use</h2>
<p>Bite is too weak to be considered competitively useful barring a few special cases. Generally, Crunch, Night Slash, and Payback are superior physical Dark-type attacks. However, there are a few Pokemon that learn no better Dark-type attack, such as Mamoswine, and some Pokemon that may consider using this move in conjunction with Technician; Persian, for instance, though not common, can hit with 90 Base Power, and has the excellent Speed required to abuse Bite's 30% flinch rate. </p>

<h2>Related Moves</h2>
<p>Crunch is an 80 Base Power, physical Dark-type attack with a 10% chance to lower Defense.</p>
<p>Night Slash is a 70 Base Power, physical Dark-type attack with a high critical hit rate.</p>
[SHORT DESC]
User cannot move next turn.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. Provided the move hits, the user must recharge the following turn, and may not attack or switch.</p>

<h2>Competitive Use</h2>
<p>Blast Burn has little by way of competitive merit. Though it may be the most powerful special Fire-type move available, tied with full-health Eruption, this move is outdamaged over two turns by other moves such as Flamethrower, Lava Plume, and Fire Blast. Most crucially, though, the recharge turn leaves the opponent to do whatever they wish, making the move a serious liability.</p>

<h2>Related Moves</h2>
<p>Hydro Cannon is a Water-type equivalent.</p>
<p>Hyper Beam is a Normal-type equivalent.</p>
<p>Frenzy Plant is a Grass-type equivalent.</p>
<p>Giga Impact is a physical, Normal-type equivalent.</p>
<p>Roar of Time is a Dragon-type equivalent.</p>
[SHORT DESC]
Has a high critical hit rate. 10% chance to burn the target.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage, has a 10% chance to burn the target, and has a 12.5% chance for a critical hit instead of the usual 6.25%.</p>

<h2>Competitive Use</h2>
<p>Blaze Kick is not exactly a bad move competitively, and yet is quite rarely seen. This is largely due to its poor distribution and imperfect accuracy. All of the fully evolved Pokemon that learn this move, Infernape, Blaziken, Lucario and Hitmonlee, can use it to reasonable effect, but mostly have better things to do. Blaziken and Infernape usually prefer to use the more powerful Flare Blitz, or attack on the special side with Fire Blast, and Lucario and Hitmonlee can find better coverage options, as they lack STAB on the move.</p>

<h2>Related Moves</h2>
<p>Fire Punch is similar, but it has 75 Base Power and 100% accuracy, as well as a normal critical hit rate.</p>
<p>Flare Blitz is similar, but it has 120 Base Power, 100% accuracy, and 1/3 recoil, as well as a normal critical hit rate.</p>
[SHORT DESC]
10% chance to freeze opponent.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage, and has a 10% chance to freeze the target. Accuracy is increased to 100% in hail. In a double battle, this move hits both opposing Pokemon. In a triple battle, this move hits all Pokemon adjacent to the user. If this move hits multiple Pokemon in the same turn, its power is reduced to 75% of its usual Base Power.</p>

<h2>Competitive Use</h2>
<p>Though Ice is an excellent attacking type, Blizzard is normally overlooked in favor of the far more accurate Ice Beam competitively. Blizzard should only really be used on a team featuring hail, since its accuracy is increased to 100%. Attackers such as Abomasnow and Kyurem can put a large dent in nearly anything with their STAB Blizzards; in fact, there are some teams that are entirely based around spamming the move in hail, especially in doubles. One other Pokemon of note is Rotom-F, in that it is only capable of learning Blizzard and not Ice Beam – though Rotom-F may have poor defensive typing, it receives excellent power and coverage from Blizzard, provided that it hits, and can also get STAB on Electric-type attacks to supplement it. Any other use of Blizzard outside of hail is not recommended.</p>

<h2>Related Moves</h2>
<p>Ice Beam is similar, but has 95 Base Power and is 100% accurate in all weather.</p>

<p>Thunder is somewhat similar in that it has 120 Base Power, and 70% accuracy. However, it is an Electric-type move, and its accuracy is raised in the rain instead of hail.</p>
<p>Hurricane is similar to Thunder, but is a Flying-type move.</p>
[SHORT DESC]
The target cannot switch out.

[LONG DESC]
<h2>Description</h2>
<p>Prevents the opponent from switching out, apart from through the use of Volt Switch, U-turn, and Baton Pass. Does not prevent the effect of Eject Button. This effect ends when either the user or the target faints, or the user switches out. Note that if the user then uses Baton Pass, the effect will now end. If the target is hit with Roar or Whirlwind while Block is in effect, they will be forced out as per normal.</p>

<h2>Competitive Use</h2>
<p>Block is not a frequently seen move competitively. It can, however, be effective in some cases, especially if combined with sleep moves. For example, Gastrodon can use Block + Yawn + Memento to give a completely free turn to a dangerous set-up sweeper. This move could also see some use, for example, in Toxic stalling. Unfortunately, though this move can potentially offer free setup, this move can no longer be effectively used alongside Baton Pass.</p>

<h2>Related Moves</h2>
<p>Spider Web and Mean Look are identical.</p>
[SHORT DESC]
20% chance to burn opponent.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage and has a 20% chance to burn the opponent.</p>

<h2>Competitive Use</h2>
<p>This move is almost certainly the best special Fire-type attack in the game, with excellent power, passable accuracy, and no obvious drawback besides. Unfortunately, this move is restricted to Reshiram and Smeargle, and only the former is likely to cause significant damage with it. In combination with its Dragon-type STAB moves and Turboblaze ability, Reshiram receives perfect neutral coverage with Blue Flare, and thanks to its excellent base 150 Special Attack, can leave a large dent in almost anything.</p>

<h2>Related Moves</h2>
<p>Fire Blast is similar, but has 120 Base Power and only a 10% burn chance.</p>
<p>Flamethrower has 95 Base Power and a 10% burn chance, but also has 100% accuracy.</p>

<p>Bolt Strike is a physical Electric-type equivalent.</p>
[SHORT DESC]
30% chance to paralyze opponent.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage and has a 30% chance to paralyze the opponent.</p>

<h2>Competitive Use</h2>
<p>Though an excellent move, Body Slam faces some competition from Return and Frustration competitively, as they have a superior Base Power and distribution. Where Body Slam is used, it will be for its useful paralysis rate. Most notably, Serene Grace Pokemon such as Jirachi and Togekiss can use this move to spread paralysis in a somewhat reliable manner, without having to watch out for Taunt, Substitute, or Pokemon immune to Thunder Wave. This then allows them to flinch the opponent to death with Iron Head or Air Slash, respectively. Slower, more defensive Pokemon such as Snorlax may also choose to use this over Return or Frustration, as the higher damage output is likely to be less critical in a pinch than the chance for paralysis.</p>

<h2>Related Moves</h2>
<p>Return has 102 Base Power when the user is at maximum happiness, and no paralysis chance. Frustration is the same, but has 102 Base Power at minimum happiness.</p>
[SHORT DESC]
20% chance to paralyze opponent.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage and has a 20% chance to paralyze the opponent.</p>

<h2>Competitive Use</h2>
<p>Bolt Strike is easily the best and most powerful physical Electric-type attack in the game. However, only Zekrom is capable of using it to any effect. Bolt Strike can do huge damage coming from Zekrom's 150 base Attack, and has excellent coverage with Zekrom's STAB Dragon-type attacks.</p>

<h2>Related Moves</h2>
<p>Weaker and more accurate physical Electric-type attacks include Volt Tackle, Wild Charge and ThunderPunch. None of these is a consideration for Zekrom.</p>

<p>Blue Flare is a special Fire-type equivalent.</p>
[SHORT DESC]
10% chance to flinch opponent.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage and has a 10% chance to flinch the target, should the user move first. Bone Club is a non-contact move, so does not activate abilities such as Iron Barbs.</p>

<h2>Competitive Use</h2>
<p>This move should never be used competitively, due to its poor Base Power, low flinch chance, and poor distribution; the move is learnt only by Cubone, Smeargle, and Marowak, and of these, only the Bone Keeper line could possibly use it to any effect. However, not only are they rare sights, they would both prefer to use the more powerful Earthquake or Bonemerang.</p>

<h2>Related Moves</h2>
<p>Earthquake is a 100 Base Power, 100% accurate move with no added effect.</p>
<p>Bonemerang hits twice with 50 Base Power, giving an effective 100 Base Power, but with the ability to break through Substitutes, Sturdy, and Focus Sash. This move has 90% accuracy.</p>
[SHORT DESC]
Hits 2-5 times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. It has a 33.3% chance for the move to hit either 2 or 3 times, and a 16.6% chance to hit either 4 or 5 times. If a Focus Sash or the ability Sturdy is activated through one of the hits, another hit will KO the target. Each hit is treated as a separate attack, and thus abilities such as Weak Armor will activate for every hit taken, and every hit has a separate flinch rate if used with King's Rock or Stench, and a separate critical hit chance. Color Change will only activate on the last hit of the move. However, the items Life Orb and Metronome treat all the hits as a single attack. If this move breaks a Substitute, the attack can still continue and hurt the target. If the opponent holds a type-resistance Berry item, it will only affect the first hit of this move. Bone Rush is a non-contact move, so does not activate abilities such as Iron Barbs.</p>

<h2>Competitive Use</h2>
<p>Bone Rush should generally not be considered for competitive use due to its poor Base Power and distribution. Unless this move hits 5 times, it will be either weaker or have the same Base Power as Earthquake and Bonemerang, which is the preferred move for hitting through Substitute as far as Marowak is concerned, though this does not factor in the chance of a critical hit happening. The other two fully-evolved Pokemon that learn the move, Lucario and Mandibuzz, can usually find better coverage options, though Mandibuzz does lack a better Ground-type attack. If a Pokemon with Skill Link got this move, it would be a different story; however, this move is more or less pointless while a reliable alternative like Earthquake exists.</p>

<h2>Related Moves</h2>
<p>Earthquake is a 100 Base Power, 100% accurate move with no added effect.</p>

<p>Rock Blast is a Rock-type equivalent.</p>
<p>Bullet Seed is a more accurate Grass-type variant.</p>
<p>Icicle Spear is a more accurate Ice-type variant.</p>
<p>Tail Slap is a less accurate Normal-type variant.</p>
[SHORT DESC]
Hits 2 times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage and always hits twice unless the opponent is KOed by the first hit. Each hit is treated as a separate attack, and thus abilities such as Weak Armor will activate twice, and this move can KO through Focus Sash and Sturdy. If the first hit breaks a Substitute, the attack will continue to damage the target. Each hit has a separate flinch rate if used with King's Rock or Stench, and a separate critical hit chance. If the opponent holds a type-resistance Berry item, it will only affect the first hit of this move. However, the items Life Orb and Metronome treat both hits as a single attack, and Color Change will only activate on the second hit of the move. Bonemerang is a non-contact move, so does not activate abilities such as Iron Barbs.</p>

<h2>Competitive Use</h2>
<p>Bonemerang is a very decent move, though it is almost never seen as it is only learnt by Smeargle and the rare Marowak. Even then, Earthquake is generally preferred as a Ground-type attack due to its superior accuracy, though Bonemerang is certainly useful for breaking through Substitutes, as well as Focus Sash and Sturdy.</p>

<h2>Related Moves</h2>
<p>Earthquake is a 100 Base Power, 100% accurate move with no added effect.</p>
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn. 30% chance to paralyze opponent.

[LONG DESC]
<h2>Description</h2>
<p>The user bounces up on the first turn, which makes it invulnerable to all attacks until its next move. The only exceptions to this are as follows: Thunder, Gust, and Twister, which hit with doubled power against foes in the air; Sky Uppercut; and any move following Lock-On or Mind Reader or involving the ability No Guard. On the second turn, this move does damage, and has a 30% chance to paralyze the target. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user.</p>

<h2>Competitive Use</h2>
<p>As with all two-turn moves, this move is competitively risky; the move's poor accuracy does not help in this respect either, though the move does pack reasonable power and an excellent secondary effect. Generally speaking, only one Pokemon should use this move: Gyarados. Backed by STAB and Gyarados's excellent Attack stat, this move can do tremendous damage and has fantastic neutral coverage alongside Waterfall, and since Bounce is Gyarados's only option for a Flying-type STAB move, there isn't an awful lot of choice in this area. Just remember, however, that should the opponent see Bounce coming, they can obtain a free switch or free setup with the user forced to stay in. Also, it should be remembered that Pokemon with Protect can easily take advantage of Bounce, though Gyarados can often deal with this through the use of Taunt.</p>

<h2>Related Moves</h2>
<p>Fly is similar, but with 90 Base Power, 95% accuracy, and no paralysis chance.</p>
<p>Brave Bird is a more powerful option with greater accuracy but comes at the price of recoil damage after being used.</p>
[SHORT DESC]
Has 1/3 recoil damage.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage, and the user receives recoil damage equal to 1/3 of the damage dealt, rounded down. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user.</p>

<h2>Competitive Use</h2>
<p>Brave Bird is probably the best physical Flying-type move in the game, with truly excellent Base Power and perfect accuracy. Flying-type moves also have fairly good neutral coverage across all metagames. This allows attackers such as Staraptor to hit incredibly hard, boosted by STAB and Reckless. Though the recoil may take its toll rather quickly, Brave Bird, in combination with Close Combat, may by that time have left huge holes in the opposing team. Other notable users include Skarmory, and Ho-Oh in Ubers.</p>

<h2>Related Moves</h2>
<p>Drill Peck has 80 Base Power and no added effect.</p>
<p>Acrobatics has a rather poor 55 Base Power, but this is increased to 110 when the user carries no item. Since this includes the turn when a Flying Gem is used, this move can compete with Brave Bird in terms of power, at least on the first turn that it is used.</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>
<p>Wood Hammer is a Grass-type equivalent.</p>
<p>Head Charge is a Normal-type variant that deals less recoil damage to the user.</p>
[SHORT DESC]
Destroys Light Screen and Reflect, then hits. Does not break screens if target is immune.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage, and permanently removes the effects of Reflect and Light Screen unless the target is immune to Fighting-type attacks. This occurs before the damage is calculated, so the move will not be weakened by Reflect.</p>

<h2>Competitive Use</h2>
<p>Brick Break has suffered considerably in the fifth generation, as it is no longer the most powerful drawback-free physical Fighting-type move in the game. Drain Punch is now generally superior, as it has equal power but a far better secondary effect, and more powerful attacks such as Close Combat and Superpower are still more commonly seen. Brick Break may see some use, however, on Pokemon which do not learn a better Fighting-type move, such as Salamence, and on teams which greatly fear dual screens, particularly when combined with Baton Pass.</p>

<h2>Related Moves</h2>
<p>Drain Punch is similar, but instead of breaking through screens, the user recovers 50% of the damage dealt.</p>
<p>Close Combat and Superpower have 120 Base Power, but have a serious drawback in that they lower two of the user's stats by one stage.</p>
<p>Hammer Arm has 100 Base Power and 90% accuracy, but lowers the user's Speed by one stage.</p>
<p>Hi-Jump Kick has 130 Base Power and 90% accuracy, but the user loses 50% of its health should the move not be successful.</p>
[SHORT DESC]
Base Power doubles if foe's HP is 50% or less.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. If the target's health is at 50% or less, the Base Power of the move doubles.</p>

<h2>Competitive Use</h2>
<p>Brine may be exceedingly powerful when the opponent has less than 50% health, but generally the move will have a lower damage output than Surf and Hydro Pump. When the opponent is at less than 50% health, one of these moves would often KO, and should the opponent switch to a healthy Pokemon, Brine would likely do pathetic damage. However, there is certainly scope for its use on an inventive set; for example, a Walrein in Hail could use Super Fang in combination with Brine to take down opponents with a swift one-two punch, with no need for any attacking investment. However, it is recommended that you stick to more reliable moves.</p>

<h2>Related Moves</h2>
<p>Surf is similar, but with a consistent 95 Base Power. </p>
<p>Hydro Pump has 120 Base Power and 80% accuracy.</p>
[SHORT DESC]
10% chance to lower opponent's Speed by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage and has a 10% chance to lower the opponent's Speed stat by one stage. In a double battle, this move hits both opposing Pokemon. In a triple battle, this move hits all Pokemon adjacent to the user. If this move hits multiple Pokemon in the same turn, its power is reduced to 75% of its usual Base Power.</p>

<h2>Competitive Use</h2>
<p>Bubble is much too weak to be worthy of competitive use. Bubblebeam is 100% superior, barring PP, and even then, almost everything would prefer to use Surf or Hydro Pump due to their superior power.</p>

<h2>Related Moves</h2>
<p>Bubblebeam is similar, but with 65 Base Power.</p>
<p>Surf has 95 Base Power and no added effect.</p>
<p>Hydro Pump has 120 Base Power, 80% accuracy and no secondary effect.</p>
[SHORT DESC]
10% chance to lower opponent's Speed by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage and has a 10% chance to lower the opponent's Speed stat by one stage.</p>

<h2>Competitive Use</h2>
<p>Bubblebeam should generally not be used competitively, as its Base Power is much lower than those of Surf and Hydro Pump, and its secondary effect is neither likely to occur nor especially useful when it does.</p>

<h2>Related Moves</h2>
<p>Surf has 95 Base Power and no added effect.</p>
<p>Hydro Pump has 120 Base Power, 80% accuracy and no secondary effect.</p>

<p>Aurora Beam is an Ice-type equivalent with a 10% chance to lower the target's Attack.</p>
<p>Sludge is a Poison-type equivalent with a 30% chance to poison the target.</p>
<p>Spark is a physical Electric-type equivalent with a 30% chance to paralyze the target.</p>
<p>Psybeam is a Psychic-type equivalent with a 10% chance to confuse the target.</p>
[SHORT DESC]
User steals the effect of the foe's Berry.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage. Should the opponent be holding a Berry, the user steals this and immediately consumes it; if applicable, the user will experience the Berry's effect, for instance, recovering itself from status with a Lum Berry.</p>

<h2>Competitive Use</h2>
<p>Bug Bite may not appear an especially useful move at first, but this move certainly finds it niche. Most notably, when boosted by Technician, this is Scizor's most powerful Bug-type attack, and hence finds its way onto most Swords Dance sets. Additionally, this move is useful in Little Cup, as even though Oran Berry usage has decreased this generation, Berries are still moderately common, and so this move's secondary effect becomes crucial. Otherwise, this move is entirely outclassed by X-Scissor and Megahorn.</p>

<h2>Related Moves</h2>
<p>X-Scissor has 80 Base Power and no added effect.</p>
<p>Megahorn has 120 Base Power, 85% accuracy and no secondary effect.</p>

<p>Pluck is a Flying-type equivalent.</p>
[SHORT DESC]
10% chance to lower opponent's Special Defense by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage and has a 10% chance to lower the target's Special Defense by one stage.</p>

<h2>Competitive Use</h2>
<p>Bug Buzz is the premier special Bug-type move in the game; otherwise, only Signal Beam is seen, and this is only ever seen on Pokemon who do not learn Bug Buzz. Though its Base Power is not exceptional, the move is powerful enough with STAB to allow special attackers such as Yanmega and Volcarona to wreak havoc. Notably, Yanmega and Venomoth can use the move alongside Tinted Lens, giving the move excellent coverage on its own. Altogether, though most of the Pokemon which learn Bug Buzz are weak, every single one gets STAB on the move, and as such Bug Buzz will be frequently seen on any with a passable Special Attack stat.</p>

<h2>Related Moves</h2>
<p>Signal Beam has 75 Base Power, and a 10% chance to confuse the opponent.</p>

<p>Psychic is a Psychic-type equivalent.</p>
<p>Earth Power is a Ground-type equivalent.</p>
[SHORT DESC]
Boosts user's Attack and Defense by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Boosts user's Attack and Defense stats by one stage.</p>

<h2>Competitive Use</h2>
<p>Bulk Up has become increasingly common this generation, and this is largely because of the arrival of excellent new abusers, as well as the buff to Drain Punch. Generally, the idea is to boost the weaker defensive stat, making your Pokemon very bulky on both sides, but also providing an offensive presence, rather than merely waiting for the opponent to get a critical hit. Any Fighting-type Pokemon with decent Special Defense can become very difficult to take down after having used Bulk Up, especially with Drain Punch for recovery and priority moves for faster, frailer, and more powerful opponents. Examples include Conkeldurr, Scrafty, Gallade, and Toxicroak. Though there is no particular reason to suppose that Fighting-types are automatically the best users of the move other than for STAB on Drain Punch, Bulk Up is distributed almost solely among Fighting-types, and at present there are few other viable users outside of Ubers, where Bulk Up Dialga and Palkia are occasionally seen. Indeed, there are certainly far more viable users of Curse, a move which should be seen as generally inferior.</p>

<h2>Related Moves</h2>
<p>Curse is similar, but also lowers Speed by one stage, making it generally inferior.</p>
<p>Coil is similar, but also raises accuracy by one stage, making it absolutely superior.</p>
<p>Calm Mind boosts Special Attack and Special Defense, but can work in an altogether similar manner.</p>
<p>Swords Dance provides a more offensive option, boosting Attack by two stages.</p>
[SHORT DESC]
Lowers target's Speed by one stage.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage, and, should it connect, will always lower the target's Speed by one stage. In a double battle, this move hits both opposing Pokemon. In a triple battle, this move hits all Pokemon adjacent to the user. If this move hits multiple Pokemon in the same turn, its power is reduced to 75% of its usual Base Power. Bulldoze is a non-contact move, so will not trigger abilities that rely on contact such as Iron Barbs.</p>

<h2>Competitive Use</h2>
<p>Bulldoze is generally too weak to be considered for competitive use, with Earthquake, a well-distributed more, providing a much more powerful alternative. However, there is the odd Pokemon which does not learn Earthquake and struggles against Pokemon with a 4x Ground-type weakness, for example Ferrothorn, which can use the move to hit Heatran and Magnezone.</p>

<h2>Related Moves</h2>
<p>Earthquake is a more powerful option without any secondary effect.</p>

<p>Low Sweep is a Fighting-type equivalent.</p>
<p>Glaciate is a special Ice-type equivalent.</p>
<p>Mud Shot is a weaker, special equivalent.</p>
<p>Rock Tomb is a weaker, less accurate Rock-type equivalent.</p>
<p>Icy Wind is a weaker, special Ice-type equivalent.</p>
[SHORT DESC]
The user always attacks first.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage and has +1 priority.</p>

<h2>Competitive Use</h2>
<p>Though Bullet Punch may be relatively weak and may have fairly poor coverage, but it is one of the most common priority moves in the game. Largely, this is due to Scizor, which packs an excellent Attack stat, Technician, and STAB on the move. With a Choice Band equipped, Scizor can easily revenge kill Pokemon weak to the move, as well as opponents that have been sufficiently worn down. Threatening with Bullet Punch, Scizor can often steal the momentum with a powerful U-turn. Scizor can also use the move to sweep with a Swords Dance set. Otherwise, Bullet Punch is generally a weak move, only Metagross and perhaps Hitmontop achieving any notable power with it, but may be considered on Pokemon like Machamp and Hariyama, to pick off heavily weakened foes such as those which have hung on with a Focus Sash.</p>

<h2>Related Moves</h2>
<p>Quick Attack is a Normal-type equivalent.</p>
<p>Mach Punch is a Fighting-type equivalent.</p>
<p>Ice Shard is an Ice-type equivalent.</p>
<p>Aqua Jet is a Water-type equivalent.</p>
<p>Shadow Sneak is a Ghost-type equivalent.</p>
<p>Vacuum Wave is a special Fighting-type equivalent.</p>
[SHORT DESC]
Hits 2-5 times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. It has a 33.3% chance for the move to hit either 2 or 3 times, and a 16.6% chance to hit either 4 or 5 times. If a Focus Sash or the ability Sturdy is activated through one of the hits, another hit will KO the target. Each hit is treated as a separate attack, and thus abilities such as Weak Armor will activate for every hit taken, and every hit has a separate flinch rate if used with King's Rock or Stench, and a separate critical hit chance. Color Change will only activate on the last hit of the move. However, the items Life Orb and Metronome treat all the hits as a single attack. If this move breaks a Substitute, the attack can still continue and hurt the target. If the opponent holds a type-resistance Berry item, it will only affect the first hit of this move. Bullet Seed is a non-contact move, so does not activate abilities such as Iron Barbs.</p>

<h2>Competitive Use</h2>
<p>With a considerable power buff this generation, Bullet Seed may eventually see some competitive use. Though it is on average weaker than Seed Bomb, Power Whip, and Leaf Blade, the abilities Technician and Skill Link change this, making it the primary choice. However, the only user of this move with either of these abilities released is Cinccino, which has access to Skill Link along with several other multi-hit moves. Dream World Cinccino and Breloom, which have Technician, are unreleased, but Breloom would certainly be a major force with this move. Otherwise, this move has a niche use in hitting through Substitutes and Focus Sashes, but is otherwise not especially useful. </p>

<h2>Related Moves</h2>
<p>Icicle Spear is an Ice-type equivalent.</p>
<p>Rock Blast is a 90% accurate Rock-type equivalent.</p>
<p>Bone Rush is a 90% accurate Ground-type equivalent.</p>
<p>Tail Slap is an 85% accurate Normal-type equivalent.</p>
 

bugmaniacbob

Was fun while it lasted
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[a]move2[/a]Moves C-Z

[SHORT DESC]
Boosts user's Special Attack and Special Defense by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Boosts user's Special Attack and Special Defense by one stage each.</p>

<h2>Competitive Use</h2>
<p>Calm Mind is a move that is frequently seen competitively; this is largely because it is the best well-distributed move with which to boost Special Attack, as Nasty Plot and Quiver Dance are somewhat poorly distributed. Calm Mind's defensive boosts offer an opportunity to set up on a plethora of special attackers, and can make a Pokemon with heavy investment in physical Defense very hard to take down. Reuniclus, Latias, Latios, and Virizion are examples of Calm Mind users; Reuniclus and Latias are generally more defensive, while Latios generally uses the offensive boost to hit hard rather than trying to set up numerous Calm Minds. Notably, Calm Mind is seen often enough that one can often find oneself in a "Calm Mind war", where two opposing Pokemon with Calm Mind will both boost to +6 simultaneously; usually, the Pokemon to win will be the one which gets a critical hit first, though one can certainly tip the odds in one's favour through the use of Psyshock or Roar. Overall, Calm Mind users can be extremely dangerous, especially if they are the last Pokemon on the team and as such cannot be phazed. Every team that is somewhat defensively inclined must find a way of dealing with them.</p>

<h2>Related Moves</h2>
<p>Quiver Dance is similar, but also boosts Speed, making it superior.</p>
<p>Nasty Plot boosts Special Attack by two stages.</p>
<p>Tail Glow boosts Special Attack by three stages.</p>
<p>Bulk Up boosts Attack and Defense instead, but can work in a similar manner to Calm Mind.</p>
[SHORT DESC]
Changes user's type based on terrain.

[LONG DESC]
<h2>Description</h2>
<p>The user changes its typing to one of the following pure types, according to the terrain as following. Note that in Wi-fi battles, and therefore in all of Smogon's official metagames, Camouflage will change the user into a Ground-type.</p>
<ul>
<li>Building/Path: Normal</li>
<li>Sand: Ground</li>
<li>Grass: Grass</li>
<li>Cave/Rock: Rock</li>
<li>Snow/Ice: Ice</li>
<li>Water: Water</li>
<li>Puddles: Ground </li>
</ul>

<h2>Competitive Use</h2>
<p>Competitively, Camouflage will always convert the user to the Ground-type. This may have some advantages, for example Starmie can avoid an Electric-type attack in a pinch, but generally there are better ways to spend a turn setting up. After all, you could just use a Ground-type to begin with. Additionally, this move is very poorly distributed; none of the Pokemon that learn this move are especially bulky and none gain any real attacking prowess through changing to the Ground-type. Therefore, though this move may have just a little bit of potential, it should definitely not see any use competitively. </p>

<h2>Related Moves</h2>
<p>Conversion changes the user's type to that of one of its moves.</p>
<p>Conversion2 changes the user's type to a random type which resists the last move used by the target.</p>
<p>Reflect Type changes the user's type to that of the target.</p>
[SHORT DESC]
Lowers an opposite gender foe's Special Attack by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>If the target is of the opposite gender to the user, the target's Special Attack stat is lowered by two stages. Will fail if either Pokemon is genderless, or if the target has the ability Oblivious.</p>

<h2>Competitive Use</h2>
<p>Using Captivate competitively is certainly not recommended; the attack is neither reliable nor rewarding. Though the majority of Pokemon used on simulators are male, and as such Captivate may succeed more often than not when used by a female Pokemon, the move will still fail against the common genderless Pokemon, as well as against opponents who take care to use female Pokemon to prevent such a situation from occurring. Also, as previously mentioned, this attack is not especially effective even when it succeeds, since the opponent can simply switch out, negating the Special Attack drops.</p>

<h2>Related Moves</h2>
<p>Attract is similar in that it affects foes of the opposite gender, but instead prevents them from attacking 50% of the time.</p>
[SHORT DESC]
Doubles power of an Electric-type move used next turn. Boosts user's Special Defense by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Boosts the user's Special Defense stat by one stage. If the user uses a damaging Electric-type attack on the next turn, the damage dealt will be doubled.</p>

<h2>Competitive Use</h2>
<p>Generally, Charge is not an especially effective move. Though the Special Defense boost may be somewhat useful, an Electric-type attack on the following turn will be telegraphed and can be easily dealt with in a variety of ways. Generally, if applicable, it is best to use a move such as Calm Mind to boost both offensively and defensively, rather than restricting the offensive boost to one attacking type on one turn.</p>

<h2>Related Moves</h2>
<p>Calm Mind seems an obvious alternative, boosting both Special Defense and Special Attack by one stage.</p>
<p>Amnesia boosts Special Defense by two stages.</p>
[SHORT DESC]
70% chance to boost user's Special Attack by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Deals damage, and provided the move hits, there is a 70% that the users Special Attack will be boosted by one stage.</p>

<h2>Competitive Use</h2>
<p>Charge Beam is not an especially reliable way of boosting Special Attack, and is not likely to do significant damage in most circumstances, but this move is seen on occasion. Notably, this move can be used on Pokemon with no better way of boosting Special Attack, such as Magnezone, which can easily use Substitute and Charge Beam up on a hapless Steel-type. Also, it can be used on Pokemon such as Jolteon as something of a filler move, to finish off heavily weakened opponents while boosting Special Attack at the same time.</p>

<h2>Related Moves</h2>
<p>Work Up, Calm Mind, Nasty Plot, Tail Glow, Quiver Dance, and Growth are more reliable moves for boosting Special Attack, though none of them do damage as well.</p>
<p>Flame Charge is somewhat similar, but is a physical Fire-type move with 100% accuracy, raising Speed 100% of the time.</p>
[SHORT DESC]
Lowers target's Attack by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>Lowers target's Attack by two stages.</p>

<h2>Competitive Use</h2>
<p>Competitively, lowering the opponent's stats has never been an effective strategy, as the opponent can freely switch out to negate all of your work. Therefore, Charm is a very rare sight, and should only be used on a Pokemon with recovery, decent Special Defense, and significant entry hazard support; Charm can be effective in forcing switches. Generally, though, it is a better idea if possible to boost your Pokemon's Defense stat, since this cannot be easily negated by the opponent switching.</p>

<h2>Related Moves</h2>
<p>Bulk Up, Barrier, Iron Defense, Cosmic Power, Stockpile, Coil, and Reflect are good moves with which to lower the damage done to your Pokemon by physical attacks.</p>
<p>Featherdance is an equivalent with lower PP.</p>
[SHORT DESC]
Confuses the target.

[LONG DESC]
<h2>Description</h2>
<p>The player may record a sound using the microphone, which will play during the attack. Deals damage, and, depending on how high the volume of the recording is, has a 1%, 11%, or 31% chance to confuse the opponent, provided the user of the move is Chatot. In Smogon's official tiers, the effect chance is always taken to be 31%. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user.</p>

<h2>Competitive Use</h2>
<p>Being truly exclusive to Chatot, a Pokemon with generally poor stats, this move is very rarely seen. Also, the move itself is not particularly powerful, and though its secondary effect is useful, it is hardly game-breaking. Therefore, even if you have an irresistible urge to use Chatot for some reason, it is probably best that you decline to use Chatter, and instead opt for the more powerful Hyper Voice alongside coverage moves such as Heat Wave and Hidden Power.</p>

<h2>Related Moves</h2>
<p>Hurricane has 120 Base Power and its confusion rate is fixed at 30%. It has 70% accuracy except for in the rain, where its accuracy is perfect.</p>
[SHORT DESC]
Not affected by opponent's stat changes.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and is unaffected by the opponent's Defense and evasion boosts. It does not bypass Reflect.</p>

<h2>Competitive Use</h2>
<p> Since Defense-boosting moves are not that common, and evasion boosts are banned, Return is usually a better option for your Normal-type STAB move, as it's more powerful. It can be used for more damage against Bulk Up and Curse users, however, such as Conkeldurr, but this is situational at best.</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>
[SHORT DESC]
Forces the target to switch to a random Pokemon.

[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, if they have a Substitute up, or if the user faints immediately after using the attack (for example, if the user hits a Pokemon with Iron Barbs or is holding a Life Orb). Circle Throw has a move priority of -6. Circle Throw cannot be called up by the move Assist. Red Card does not activate if the holder uses Circle Throw.</p>

<h2>Competitive Use</h2>
<p>Circle Throw acts like Roar and a damaging move mixed together. Its main advantage over other phazing moves 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>
[SHORT DESC]
Traps and damages over multiple turns.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and traps the opponent for 4-5 turns, dealing 1/16 of the target's maximum 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 Pokemon uses Rapid Spin, it will be freed. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/8 of the target's maximum health. If the target is holding a Shed Shell, the trapping effect does not apply.</p>

<h2>Competitive Use</h2>
<p>Don't use this or any other low-power trapping moves. The only reason you would use it is for its effect, and even then, Mean Look or Block is almost always superior. In theory, Clamp could be used with Toxic to slowly stall opponents, and to keep them from switching and resetting the Toxic damage, although the Pokemon that learn it are much better offensively than defensively, and generally speaking you are unlikely to trap an opponent who has no way of hurting you, as few battlers would intentionally leave in such a Pokemon on your Pokemon.</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>
[SHORT DESC]
Eliminates all stat changes.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and 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>Competitive Use</h2>
<p>This move can be very useful at stopping Baton Pass chains, since it cannot be prevented with Taunt, unlike Haze. 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. This 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 Conkeldurr and Reuniclus that try to boost their stats.</p>

<h2>Related Moves</h2>
<p>Haze is a non-damage dealing, Ice-type equivalent.</p>
[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>Competitive Use</h2>
<p>Close Combat is possibly the most lauded Fighting-type move in the game, and undoubtedly one of the best offensive moves out there, since it has a very high 120 Base Power, a fairly inconsequential side effect, and provides the amazing Fighting-type coverage. It does lower both of the user's defensive stats by one stage, but most users of it are frail anyway, as well as fast.</p>

<h2>Related Moves</h2>
<p>Brick Break is a much less powerful option that can remove Reflect and Light Screen.</p>
<p>Drain Punch is a much less powerful option that heals the user.</p>
<p>Hammer Arm is a slightly less powerful option that lowers the user's Speed.</p>
<p>Superpower is an option with the same power, but which lowers the user's Attack instead of the user's Special Defense.</p>
<p>Hi Jump Kick is a more powerful option which carries the risk of severe recoil damage should it fail to hit the target.</p>
[SHORT DESC]
Boosts user's Attack, Defense, and accuracy by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>This move boosts the Attack, Defense, and accuracy stats of the user by one stage each. No other effect.</p>

<h2>Competitive Use</h2>
<p>One of the new boosting moves introduced in the fifth generation, Coil raises three different stats in the same turn. It works similar to Bulk Up, so has a more defensive approach, the difference being that since it raises Accuracy as well makes possible for the user to use hard hitting moves, which would have normally bad Accuracy, with more success. </p>

<h2>Related Moves</h2>
<p>Bulk Up is a similar Fighting-type move, but doesn't raise accuracy.</p>
<p>Hone Claws is a similar Dark-type move, but doesn't raise Defense.<p>
[SHORT DESC]
Hits 2-5 times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>The move deals damage, hitting the opponent 2-5 times. There is a 33.3% chance for the move to hit either 2 or 3 times, and a 16.6% chance for the move to hit either 4 or 5 times. If a Focus Sash or the ability Sturdy is activated through one of the hits, another hit will KO the target. Each hit is treated as a separate attack, and thus abilities such as Weak Armor will activate for every hit taken, and every hit has a separate flinch rate if used with King's Rock or Stench, and a separate critical hit chance. Color Change will only activate on the last hit of the move. However, the items Life Orb and Metronome treat all the hits as a single attack. If this move breaks a Substitute, the attack can still continue and hurt the target. If the opponent holds a type-resistance Berry item, it will only affect the first hit of this move.</p>

<h2>Competitive Use</h2>
<p>One of the numerous multi-hit moves. However, there isn't much competitive value for it at all, considering it has a very low average Base Power, less than desirable accuracy, and shallow distribution. More to the point, only five fully evolved Pokemon can use it: Hitmonchan, Kangaskhan, Ledian, Smeargle, and Conkeldurr. All of them have much better options for a moveslot, so don’t use this move.</p>

<h2>Related Moves</h2>
<p>Tail Slap is a slightly more powerful but less accurate version of this attack with fewer PP.</p>
<p>Return and Frustration both have a higher maximum Base Power and accuracy, and are the standard Normal-type moves of choice.</p>
[SHORT DESC]
Confuses the target.

[LONG DESC]
<h2>Description</h2>
<p>This move will induce the confusion status to the target. Despite being a Ghost-type move, it will successfully confuse Normal-type targets. No other effect.</p>

<h2>Competitive Use</h2>
<p>This is the best non-damaging confusion move in the game (though admittedly that’s not saying much). Confuse Ray 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>In most cases, the only trainers who will use Confuse Ray competitively are those who are trying to annoy you to death, such as on the infamous Thunder Wave / Attract / Confuse Ray Snow Cloak Froslass in the hail. 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. A notable user of that technique is Regigigas, who will often have to stall for several turns to be rid of its Slow Start ability.</p>

<h2>Related Moves</h2>
<p>Supersonic is a equivalent move with lower accuracy.</p>
[SHORT DESC]
10% chance to confuse opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to confuse the target. No other effects.</p>

<h2>Competitive Use</h2>
<p>Confusion is the weakest special Psychic-type move available, and with the existence of Psychic as a more powerful version, more easily available option, there is literally no reason to use Confusion in a competitive environment.</p>

<h2>Related Moves</h2>
<p>Psychic is a more powerful alternative with perfect accuracy and a 10% chance to lower Special Defense.</p>
[SHORT DESC]
10% chance to lower opponent's Speed by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>This moves deals damage and has a 10% chance to lower the opponent's Speed by one stage. No other effect.</p>

<h2>Competitive Use</h2>
<p>There is not much competitive value in this move. At all. It's outclassed by virtually every other Normal-type move in the game, thanks to its horrible Base Power, and its only side effect has a very low chance of happening.</p>

<h2>Related Moves</h2>
<p>Return and Frustration are the standard physical Normal-type attacks, and are far more powerful and reliable.</p>
[SHORT DESC]
Changes user into a new type based on the user's moves.

[LONG DESC]
<h2>Description</h2>
<p>This move changes the user's type to match with one of the types of its own moves, chosen randomly. The user will always change to a different type, and the move fails if all the user's moves are the same type as the user. Weather Ball and Hidden Power are considered Normal-type moves. Conversion can be stolen by the move Snatch.</p>

<h2>Competitive Use</h2>
<p>Conversion is one of the exclusive moves of Porygon line. It isn't used in competitive matchs because is really difficult to make it work. Nothing stops you opponent to simply switch to a type that is more effective against the new type that the user's converted.</p>

<h2>Related Moves</h2>
<p>Conversion2 is a move that works similarly but changes to a type that is either immune to or resists the last move that damaged the user.</p>
[SHORT DESC]
Changes user into a new type that resists the last attack to hit the user.

[LONG DESC]
<h2>Description</h2>
<p>This move changes the user type to a new one that either resist or is immune to the last damaging move that hits the user. If the user is already a type that resist the move it will still change, as a side note only if the user is Steel and is hit by a Dragon attack that this move will fail.</p>

<h2>Competitive Use</h2>
<p>Conversion is one of the exclusive moves of the Porygon line. It isn't used in competitive matches because it is really difficult to make it work. Nothing stops your opponent from simply switching moves to one that is more effective against the new type that the user converted to, and the random nature of the move also doesn't help.</p>

<h2>Related Moves</h2>
<p>Conversion is a move that works similarly but changes the user to a type of one of the user's moves.</p>
[SHORT DESC]
Uses the last move used in the battle.

[LONG DESC]
<h2>Description</h2>
<p>Copies the last successfully executed move used in the battle. It doesn't matter if it was the Copycat user's own move or the opponent's move. It will also allow the Pokemon to use a move that is disabled if called by Copycat. Copycat cannot select Circle Throw or Dragon Tail to copy. Copycat fails if the opponent switched in on the turn before Copycat was used, or if the opponent switches out on the turn Copycat is used, or if neither side has successfully made a move yet, or if the last move used was Copycat or Mirror Move. Copycat is affected by Prankster.</p>

<h2>Competitive Use</h2>
<p>This move is a rarely seen in competitive battles, because in general it is too situational to work. Even though it would be cool to send some moves back to the original user, it would require very specific situations and almost flawless predictions to actually do any good. In the Dream World metagame, however, one can make a case for Prankster Riolu with Copycat, Roar, and a Focus Sash as a very annoying strategy: the user first sets up entry hazards, then sends out Riolu. The Riolu uses Roar, then after forcing the opponent out, uses Copycat to repeat Roar over and over, usually going first thanks to Prankster, slowly wearing down the opponent's team. Of course, even this strategy is easily stopped.</p>

<h2>Related Moves</h2>
<p>Mimic and Mirror Move are also moves that can copy the opponent's moves.</p>
[SHORT DESC]
Boosts user's Defense and Special Defense by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Boosts the Defense and Special Defense stats of the user by one stage each. No other effect.</p>

<h2>Competitive Use</h2>
<p>Cosmic Power is a Psychic-type move that boosts both defenses at the same time, so it's more used on defensively inclined sets. One of the best users is Sigilyph, thanks to a combination of Magic Guard, Psycho Shift, Roost, and Stored Power, which enables it to bypass some of its would-be counters. Clefable can work similarly. Other niche users are Jirachi, and some specific Arceus forms like Bug, Steel, and Poison. However, in general it isn't worth the trouble to use this move. The level of power that you are likely to encounter is so great that one boost is unlikely to protect you, and the time taken to make yourself sufficiently impenetrable can allow your opponents to severely injure your Pokemon or even set up themselves. Furthermore, without increased offensive power, the kind of bulky threats that use this move are unlikely to be able to break other defensive threats, so cannot sweep effectively, and are also likely to be worn down over time by repeated attacks. This is the reason why those with access to Stored Power, such as Sigilyph, are more effective with this strategy, as Stored Power's Base Power increases depending on the number of boosts accumulated, which suits Cosmic Power's nature.</p>

<h2>Related Moves</h2>
<p>Defend Order is the same move with an different distribution.</p>
<p>Stockpile has the same effect, but also increases your Stockpile count by 1.</p>
[SHORT DESC]
Boosts user's Defense by 3 stages.

[LONG DESC]
<h2>Description</h2>
<p>This move boosts the user's Defense stat by three stages. No added effect.</p>

<h2>Competitive Use</h2>
<p>One of the new boosting moves introduced in Generation V. Cotton Guard can transform in a single turn almost any Pokemon into a formidably bulky one on the physical side, and the sheer scale of the boost itself makes it more worthy of a moveslot than most other defensive boosting moves. However, it has a fairly poor distribution, with only six fully evolved Pokemon able to use it. The most prominent user is Altaria, thanks to its decent Base Stats and good typing. Whimsicott is also a notable user.</p>

<h2>Related Moves</h2>
<p>Barrier is a Psychic-type equivalent.</p>
<p>Iron Defense is a Steel-type equivalent.</p>
<p>Acid Armor is a Poison-type equivalent.</p>
[SHORT DESC]
Lowers target's Speed by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>This move lowers the target's Speed by two stages. No additional effect.</p>

<h2>Competitive Use</h2>
<p>Not a very common move. Even though the benefits are reasonably good, most users of this move are Grass-types, who are better off using other moves like Stun Spore or Sleep Powder, which give bigger benefits in the end. Also, all the opponent has to do to negate the drops is to switch out, and can use the turn that you used for Cotton Spore to deal serious damage. Note that Cotton Spore's accuracy increased to 100% this generation.</p>
[SHORT DESC]
If hit by a physical attack, returns double the damage.

[LONG DESC]
<h2>Description</h2>
<p>If the user is hit by a physical contact move in the same turn that this move is used, it will do double the damage that it suffered to the target. This move has a negative priority and doesn't affect Ghost-types, but hits everything else for the same damage regardless of type advantages. Counter will not return damage dealt to a Substitute. Counter will activate a held Fighting Gem, but the damage output will not be affected. In double and triple battles, Counter hits a random opposing Pokemon, without the choice of the user.</p>

<h2>Competitive Use</h2>
<p>Counter is a niche move; it's a attack that makes the user goes last and can deal massive damage if used correctly. So, it requires some degree of prediction and the surprise-value to work on most situations. Nevertheless, the most infamous user of this move is definitely Wobbuffet, thanks to its ability Shadow Tag, preventing the opponent from simply switching away, as well as Encore and great defensive stats. Another strategy that is sometimes employed is "CounterCoat", where the Pokemon in question has both Counter and Mirror Coat, thus covering both attacking sides.</p>

<h2>Related Moves</h2>
<p>Mirror Coat is a Psychic-type equivalent that works on special attacks as opposed to physical attacks. It does not affect Dark-types.</p>
<p>Metal Burst is a Steel-type equivalent which will reflect either physical or special moves, but without negative priority and only with a 1.5x increase in damage.</p>
[SHORT DESC]
Steals target's item.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and steals the target's item, unless they have the Sticky Hold or Multitype ability, or is Giratina-O. In these cases it will only do damage with no added effect.</p>

<h2>Competitive Use</h2>
<p>Even though taking the opponent's item is indeed a great thing, Covet is outclassed by other moves for the simple fact that it requires the user to not hold any item itself for it to work. Which is a pretty big deal, especially if that item would give you an edge in a battle. For this fact alone, it's outclassed by Knock Off, which works a bit differently and has less power, but comes with the option of keeping your own held item. Trick is a still more common choice than both of these attacks, as it can combine the merits of retaining a held item and crippling the opponent.</p>

<h2>Related Moves</h2>
<p>Thief is a Dark-type equivalent.</p>
<p>Knock Off is a weaker attack that removes the opponent's item from the battle entirely</p>
<p>Trick is a non-damaging move that switches the items of the user and the target with each other.</p>
[SHORT DESC]
Has a high critical hit ratio.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a critical hit rate of stage 2, meaning that the move will result in a critical hit 12.5% of the time.</p>

<h2>Competitive Use</h2>
<p>Crabhammer is a semi-exclusive move for the Kingler and Crawdaunt lines. It's a more powerful alternative to Waterfall, with a slightly higher Base Power and increased ability to land a critical hit, at the cost of lower accuracy. Since it's semi-exclusive, the only users are those already mentioned. Most of the time, however, it is outclassed by Waterfall's consistency, thanks to the flawless accuracy, flinch chance, and basically same Base Power. Most battlers will prefer not to risk missing at a critical moment, especially with the formidable damage output that these Pokemon are already capable of; though if you want the extra power or critical hits, then there's nothing stopping you. It should be noted that Kingler is incompatible with Waterfall, so has to use Crabhammer regardless.</p>

<h2>Related Moves</h2>
<p>Waterfall is a slightly less powerful version with perfect accuracy and a 20% flinch chance.</p>
<p>Aqua Tail is another related move with the same Base Power and accuracy, but no added effect.</p>
[SHORT DESC]
Has a high critical hit ratio.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a critical hit rate of stage 2, meaning that the move will result in a critical hit 12.5% of the time.</p>

<h2>Competitive Use</h2>
<p>Cross Chop is a powerful Fighting-type move with a increased chance to land a critical hit. The biggest reason why it is not used more instead of such moves as Close Combat and Drain Punch is its poor accuracy, which can often be troublesome. Both of these alternatives, the most common Fighting-type moves, have 100% accuracy and at least one will be available to almost every Pokemon with Cross Chop regardless. It's a decent move, but unlike its counterpart Stone Edge, there are far better alternatives. You may see it used alongside Ice Punch on Toxicroak or on a mixed Magmortar, but really, this is only because these Pokemon have no better options available.</p>

<h2>Related Moves</h2>
<p>Drain Punch is a less powerful but more accurate alternative that heals the user by half the HP lost by the opponent.</p>
<p>Close Combat is a more powerful and accurate alternative that lowers both defenses by 1 stage after use.</p>
<p>Hi Jump Kick is an even more powerful alternative that has a heavy recoil cost if it misses.</p>

<p>Stone Edge is a Rock-type equivalent.</p>
[SHORT DESC]
Has a high critical hit ratio. 10% chance to poison the foe.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage, and has a critical hit rate of stage 2, meaning that the move will result in a critical hit 12.5% of the time. Will also poison the target 10% of the time, if the target is not a Poison- or Steel-type.</p>

<h2>Competitive Use</h2>
<p>Cross Poison is a decent physical STAB move for any Poison-type that has access to it. Even though Poison isn't a great offensive type on it's own, it still hits a lot of things for at least neutral damage and can be paired with a coverage move with great success. The best user is definitely Drapion, thanks to usable Attack and Speed stats, good typing, and access to Sniper, an ability that lets him abuse the increased critical hit chance. However, the low Base Power can be a great letdown, so you may want to opt for a more powerful STAB move.</p>

<h2>Related Moves</h2>
<p>Poison Jab is a more powerful alternative with a 30% chance to poison the foe, but does not come the increased chance to land a critical hit.</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>Slash is a Normal-type equivalent.</p>
[SHORT DESC]
20% chance to lower opponent's Defense by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>This moves deals damage and has a 20% chance to lower the target's Defense stat by one stage. No other effect.</p>

<h2>Competitive Use</h2>
<p>One of the best physical Dark-type moves available. It has a decent Base Power, good distribution, and a excellent side effect, and can be used as a main STAB option or even as a coverage move. Note that if paired with a Fighting-type move it gains almost perfect neutral coverage, only resisted by Heracross and Toxicroak. The most common user is Tyranitar, thanks to an amazing Attack stat and a Dark typing, which enables it to crush almost anything. The secondary effect comes in useful too, which can enable Tyranitar to win prolonged stalling wars by reducing its opponent's Defense, so that Crunch does even more damage. It is also fairly widespread as a move, despite not being a TM.</p>

<h2>Related Moves</h2>
<p>Night Slash is a less powerful option that has a higher critical hit rate.</p>
<p>Sucker Punch has the same Base Power and +1 priority, but the opponent needs to select a damaging move for it to work.</p>

<p>Shadow Ball is a special Ghost-type equivalent that lowers Special Defense.</p>
<p>Energy Ball is a special Grass-type equivalent that lowers Special Defense.</p>
<p>Flash Cannon is a special Steel-type equivalent that lowers Special Defense.</p>
[SHORT DESC]
50% chance to lower opponent's Defense by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 50% chance to lower the target's Defense by 1 stage. No other effect.</p>

<h2>Competitive Use</h2>
<p>On paper this seems like a good move, sporting usable Base Power and a 50% chance to lower the opponent's Defense, which is great news for a physical move. However, competitively speaking it's outclassed by Return or Frustration as a Normal-type move. Both of these moves deal more damage on the first turn, which can be crucial, and even if the target's Defense is lowered after the first attack, both moves still deal more damage than Crush Claw in two turns regardless. Finally, Crush Claw has a 5% chance to not hit and Return/Frustration are still 100% accuracy moves, so favour the prudent battlers who do not want to miss at a critical moment.</p>

<h2>Related Moves</h2>
<p>Return or Frustration are more powerful, more accurate alternatives without secondary effects.</p>
[SHORT DESC]
Base Power depends on the foe's remaining HP.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. Its Base Power can be anywhere between 1 and 120, depending on the current HP of the target. The formula to determine the Base Power is as follows:</p>

<p>Base Power = 1 + floor(120 * Foe's Current HP / Foe's Max HP).</p>

<p>No additional effect.</p>

<h2>Competitive Use</h2>
<p>The signature move of Regigigas. As the sole user, since Smeargle won't be using this at all, it needs to get rid of the Slow Start effects first to use it at full power. This, however, is a problem with Regigigas and not the move, though the move has plenty of problems of its own. As a move with variable damage, for it to be competitively viable, the maximum power the move can achieve will need to be almost always present, and unfortunately, the move is simply too unreliable to merit any use whatsoever. A Pokemon at 50% health will only be taking a 60 Base Power attack, and thus any reasonably bulky Pokemon will survive easily, where a Return or Frustration attack would have done far more damage.</p>

<h2>Related Moves</h2>
<p>Return and Frustration are both more reliable Normal-type STAB moves, which Regigigas will appreciate more.</p>

<p>Wring Out is a special equivalent.</p>
[SHORT DESC]
Does 1/4 damage per turn at the cost of half the user's max HP if the user is a Ghost. Boosts user's Attack and Defense and lowers Speed 1 stage otherwise.

[LONG DESC]
<h2>Description</h2>
<p>This move works differently for Ghosts. If the user is a Ghost-type it will put a curse on the target, dealing 25% of the foe's max HP to the target at the end of every turn. However, it also damages the user by 50% of its max HP when used. If the target has the ability Magic Guard, it will not be affected by the curse.</p>

<p>When used by a non-Ghost Pokemon, it will boost the user's Attack and Defense by one stage each and lower the user's Speed by one stage. If used by a Ghost type with Magic Guard this last effect also applies. However, it will fail if there is no target, despite working as a boosting move.</p>

<h2>Competitive Use</h2>
<p>This move has very different effects depending on what type of Pokemon uses it. Generally speaking, it's not good if used by a Ghost-type, since the target can simply switch out, negating the effects completely, not to mention that half your HP is a high price to pay for the effect. On the other hand, it can be useful on full stall teams that have problems dealing with that last Pokemon that is immune to Toxic, who can otherwise boost without fear of being forced out by phazing moves, and sweep the team, such as Metagross or Lucario. However, if Curse is used, it can create a "win condition" considering that the foe can't switch out to nullify the effects, and apart from Magic Guard users nothing is immune to it. A good user of this technique is Spiritomb. However, Perish Song is a far better alternative if you really need a technique of this sort.</p>

<p>From a non-Ghost point of view, Curse is a boosting move that trades Speed for more Attack and Defense. Good candidates, therefore, are bulky Pokemon that simply doesn't care about Speed and invest fully in HP and Special Defense, letting Curse boost the rest. Snorlax is certainly the most famous Curse user in the game, though its Curse sets are far less effective in the fifth generation. Ferrothorn is also a noteworthy new user, as not only does Curse boost its good Attack and Defense stats, but it also lowers its Speed, powering up STAB Gyro Ball against slower threats.</p>

<h2>Related Moves</h2>
<p>Bulk Up is a Fighting-type move that boosts Attack and Defense by one stage each without lowering Speed.</p>
<p>Coil is a Poison-type move that boosts Attack, Defense, and accuracy by one stage each.</p>
[SHORT DESC]
No additional effect.

[LONG DESC]
<h2>Description</h2>
<p>This move simply deals damage. It also has a overworld effect that enables you to cut down small trees, as long as one of your party Pokemon knows Cut.</p>

<h2>Competitive Use</h2>
<p>Not your first choice for a move. While this move is very prominent on the cartridge, it is almost never seen in competitive battles. Aside from that one guy laddering with a Raticate, do not expect anybody to attack your physical wall with Cut.</p>

<h2>Related Moves</h2>
<p>A lot of the standard Normal-type moves outclass this, the most obvious being Return and Frustration. And the sad fact is, if a Pokemon can learn Cut, it can also learn a Normal-type move that outclasses it.</p>
[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. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user.</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 specially inclined Dark-type Pokemon, and thanks to its great distribution is used as a coverage move on some other Pokemon as well. Note that if paired with a Fighting-type move, typically Focus Blast, it gains almost perfect neutral coverage, the combination only being resisted by Heracross and Toxicroak. In the last generation, it was most commonly used on mono-attacking Spiritomb’s set since nothing is immune to Dark-type moves; however, it is currently a lesser option thanks to the newly introduced ability Justified, and more powerful Fighting-types. Another low point is that it lost its status as a TM move this generation, so its distribution is no longer as great as it once was. Still, it's worth using on a specially inclined Pokemon that either needs to remove Ghost- and Psychic-types, such as Nasty Plot Lucario, or just needs a good STAB move to abuse, as with Zoroark.</p>

<h2>Related Moves</h2>
<p>Night Daze is a more powerful alternative with a 40% chance to lower the foe’s accuracy by one stage; however, it has only 95% accuracy.</p>
[SHORT DESC]
Induces sleep to the opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move induces the sleep status to the opponent. In a double battle, it will hit both opposing Pokemon, with 80% accuracy for each, so hitting one does not mean it will necessarily hit the other. In a triple battle, it will only hit enemy adjacent Pokemon.</p>

<h2>Competitive Use</h2>
<p>The second best sleep-inducing move in the game, accuracy wise. However, it has fairly low distribution with only two users, Darkrai and Smeargle. For that reason, in singles Darkrai is the best user, since it possesses all the tools to abuse it: great Speed, excellent Special Attack, a good boosting move, and the right offensive movepool, not to mention its Bad Dreams ability. Dark Void is what makes Darkrai so truly terrifying to face, and you will rarely see Darkrai without it, or the threat of using it.</p>

</p>As for Smeargle, in singles there isn't any reason to not use Spore, as it has perfect accuracy. However, in double or triple battles, Dark Void serves a specific purpose, putting two adjacent Pokemon to sleep on the same turn. This is particularly noticeable in VGC tournaments where Smeargle is allowed, as there is no sleep clause to prevent an immediate turn 1 advantage.</p>

<h2>Related Moves</h2>
<p>Spore is another sleep-inducing move with 100% accuracy.</p>
<p>Sleep Powder and Lovely Kiss are sleep-inducing moves with 75% accuracy each.<p>
[SHORT DESC]
Boosts user's Defense and Special Defense by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>This move boosts the user's Defense and Special Defense by one stage each. No other effect.</p>

<h2>Competitive Use</h2>
<p>One of the Vespiquen’s signature moves. For that reason, only two Pokemon are able to execute it. As for Vespiquen, she usually doesn’t have either the typing to abuse it, or the time available to gather enough boosts in most competitive battles. Theoretically, even if she could gather enough boosts she would still miss the power to force her way against most bulky walls, regardless. As for Smeargle, it can be useful on Baton Pass teams if you, flavour wise, aren't using Cosmic Power, which does the exactly the same thing.</p>

<h2>Related Moves</h2>
<p>Cosmic Power is an equivalent with different distribution. </p>
<p>Stockpile has the same effect; however, it counts your Stockpiles to a maximum of 3, which can be used to power up Spit Up and Swallow.</p>
[SHORT DESC]
Boosts user's Defense by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>This move boosts the user's Defense stat by one stage. The power of the moves Rollout and Ice Ball will double for the duration of the time the user of Defense Curl remains on the field, but this effect does not stack with multiple Defense Curls.</p>

<h2>Competitive Use</h2>
<p>There is not much competitive value in this move. It's outclassed by other moves that raise the Defense stat faster, like Acid Armor or Iron Defense. In short, there is literally no situation in which you could ever use this move.</p>

<h2>Related Moves</h2>
<p>Acid Armor or Iron Defense are superior moves that raise the Defense stat by 2 stages in a single turn.</p>
<p>Cotton Guard raises the Defense stat by 3 stages in one turn.</p>
[SHORT DESC]
Lowers target's evasion by 1 stage. Removes various field effects.

[LONG DESC]
<h2>Description</h2>
<p>This move lowers the target's evasion by one stage. It will also remove Reflect, Light Screen, Safeguard, Mist, Spikes, Stealth Rock, and Toxic Spikes set up on the target's field. It will also remove the fog weather condition while in battle. Has an overworld effect that clears deep fog from an area.</p>

<h2>Competitive Use</h2>
<p>Defog is famous as the least imaginative HM ever, by popular opinion. It loses its HM status in BW, much to the relief of players everywhere. It works similarly to Rapid Spin, removing several field effects. However, its application in singles is undesirable, since if used, it will remove your own entry hazards from your opponent's side. For this reasons, it is not simply useless, it is actually totally counterproductive to almost anything you could choose to do. If you want to remove screens, Brick Break is much better. Unless you have ESP and your opponent is using a Magic Bounce Espeon, do not use this move.</p>

</p>In theory, it could be used in double and triple battles, where it’s possible to target your own Pokemon, but entry hazards aren’t used much in that competitive environment, and users of Taunt are very common, so that Rapid Spin is almost always better.</p>
[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 KOed 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 a Substitute. It will bypass Focus Sash and Sturdy.</p>

</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 hits 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 dealt the last damage, the one responsible for fainting the user. It's a hard move to use in competitive battles since it requires good prediction and often surprise value to work. Regardless, it 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, as they will outspeed most Pokemon and KO them if predicted right, and are also capable of doing plenty of damage before going down. Wobbuffet is also an infamous user that goes the opposite way; it’s terrifically bulky, slow, and has a trapping ability, preventing the foe from simply switching the problem away.</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. Since she will probably be at low health, she can use the now “faster” Destiny Bond (thanks to Trick Room) 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 to an opponent’s attack, but lowers the foe’s abilities rather than inflicting a direct KO.</p>
[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 has a 50% chance to fail if used consecutively, or after Protect, Wide Guard, Quick Guard, or Endure were successfully used the turn before. It won't protect the user from status damage like poison, burn, or the Curse damage if it was previously afflicted, as well as from weather damage and Flame Burst’s collateral damage. If Feint is used to break through Detect, then all subsequent moves on that will also hit.</p>

Detect does not protect the user from:
<ul>
<li>Acupressure</li>
<li>Curse (used by a Ghost-type)</li>
<li>Doom Desire</li>
<li>Feint</li>
<li>Future Sight</li>
<li>Imprison</li>
<li>Perish Song</li>
<li>Psych Up</li>
<li>Role Play</li>
<li>Shadow Force</li>
<li>Transform</li>
</ul>

<h2>Competitive Use</h2>
<p>Detect is a stalling and more defensively inclined move. Like Protect, it should be used on defensive Pokemon, as a scouting move or for a free turn to gather Leftovers recovery. However, you will never see it in standard play, as it is totally outclassed by Protect, which has a superior distribution (every Pokemon that learns Detect also learns Protect) and much higher PP.</p>

<h2>Related Moves</h2>
<p>Protect is an equivalent move with greater PP.</p>
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.

[LONG DESC]
<h2>Description</h2>
<p>User enters "Dig" status for the round it is used, becoming invincible to basically everything. The next turn, the user hits the opponent. Note that the Pokemon is still hit by Earthquake and Magnitude, which will hit for double the usual damage, while in the “invulnerable” state, and will also be hit if it was previously targeted by Mind Reader or Lock-On. The Pokemon does not take sandstorm or hail damage on the “invulnerable” turn. It also has an overworld effect that lets the user return to the entrance of a cave or dungeon.</p>

<h2>Competitive Use</h2>
<p>Dig is a two-turn move that is not seen in the competitive scene for several reasons; the first is the existence of Earthquake, a 100 Base Power move with perfect accuracy and no drawbacks. Combine this with the fact that Dig, as already said, takes two turns to work, and it becomes clear that Dig is absolutely outclassed. While on the charge-up turn, nothing stops your opponent to simply switching out to a Pokemon that either resists the move or is even immune to it. In 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. The only time you’ll see it is where the user cannot learn Earthquake, such as Ninjask.</p>

<h2>Related Moves</h2>
<p>Earthquake is a more powerful Ground-type move with perfect accuracy.</p>

<p>Dive is a Water-type equivalent.</p>
<p>Fly is a more powerful Flying-type variant.</p>
<p>Shadow Force is a much more powerful Ghost-type variant.</p>
[SHORT DESC]
Prevents the last move used from being used again for 4-7 turns.

[LONG DESC]
<h2>Description</h2>
<p>This move will prevent the last move that successfully hit the user from being used again for 4-7 turns. No other effect.</p>

<h2>Competitive Use</h2>
<p>Disable is a very interesting move that few Pokemon can use well. It will disable the last move that successfully hit, which can be useful to stop many threats in their tracks, who rely on a single move to deal with certain threats. It also got a good boost in this generation, where its accuracy was raised to 100%, making it much more reliable. Since the introduction of Choice items, a lot of Pokemon are stuck with one move as soon as they enter in the field, and if Disable hits said Pokemon, they will have no other alternative than to Struggle in that turn and switch out on the next, giving the user a free turn.</p>

<p>The most notable user is definitely Gengar, thanks to some distinct factors: its high Speed, good offensive movepool, and very useful immunities against common types, as well as difficulty to hit effectively without a Pokemon’s main moves, make him shine as a prominent user. Here, Substitute is used alongside Disable in order to avoid having to take strong attacks head-on.</p>
[SHORT DESC]
30% chance to paralyze the opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 30% chance to paralyze the opponent. In double and triple battles it will hit all adjacent Pokemon, with a 30% chance to paralyze each one of them. No other effect.</p>

<h2>Competitive Use</h2>
<p>Discharge is, among those moves with 100% accuracy, the Electric-type attack with the greatest chance to induce paralysis, so is better used on more bulky sets where the benefits of the increased paralysis chance are most felt, with defensive Zapdos and Porygon2 being perfect examples. It has a reasonably good distribution amongst Electric-types, so can fill in for a STAB move, and can be used on lots of different Pokemon that also benefit from the increased paralysis chance, serving as a coverage move option for them as well. Its power is also decent, however offensive Pokemon will almost always prefer Thunderbolt for the increased power, as relying too heavily on a 30% chance rate is unwise.</p>

<h2>Related Moves</h2>
<p>Thunderbolt is a more powerful alternative, with a lower chance to paralyze.</p>
<p>Thunder is an even more powerful alternative, which also paralyzes 30% of time, but on the other hand has 70% accuracy in normal conditions.<p>
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.

[LONG DESC]
<h2>Description</h2>
<p>User 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. 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.</p>

<h2>Competitive Use</h2>
<p>Two-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.</p>

<h2>Related Moves</h2>
<p>Waterfall is a valid alternative, with the same Base Power, perfect accuracy, a 20% flinch chance, and does not require two turns.</p>
<p>Aqua Tail is a more powerful option with 90% accuracy, and also does not need two turns to take effect.</p>

<p>Dig is a Ground-type equivalent.</p>
<p>Fly is a more powerful Flying-type equivalent.</p>
<p>Bounce is a more powerful Flying-type equivalent.</p>
<p>Shadow Force is a more powerful Ghost-type equivalent.</p>
[SHORT DESC]
20% chance to confuse opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 20% chance to confuse the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>Even though Dizzy Punch seems to be a good move on its own, and there is a fairly decent chance for its added effect to occur, it's not used on the competitive scene, because it's outclassed in terms of raw damage output by other more powerful Normal-type moves, namely Return and. So, there is no recommended situation where this move would be a better option.</p>

<h2>Related Moves</h2>
<p>Return or Frustration are more powerful alternatives, with no additional effect.</p>
[SHORT DESC]
Hits two turns after being used.

[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 no longer deals typeless damage, so it not only does get STAB, but the weakness and resistances chart are applied on the Pokemon it hits. Its power can be boosted by Gems, which activate the turn Doom Desire does damage. Life Orb boosts Doom Desire's damage now, and the user does receive recoil damage. Since it's a Steel-type move, it no longer hits through Wonder Guard.<p>

<p>The damage dealt 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>

<h2>Competitive Use</h2>
<p>The signature move of Jirachi, and 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 resistant threat 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 makes Doom Desire a useless option from a competitive point of view.</p>

<h2>Related Moves</h2>
<p>Future Sight is a less powerful Psychic-type variant.</p>
[SHORT DESC]
Hits two times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>This move hits two times on the same turn, no other effect. As for contact abilities every hit has an individual chance to active it, the same happens with the critical hit chance. The first hit will activate the foe Focus Sash, Focus Band or Sturdy and the subsequent hit may KO the target. </p>

<h2>Competitive Use</h2>
<p>Double hit is a move that hits twice on the same turn, for that reason is good for breaking substitutes, however it still has fairly weak Base Power, so it is a good option only for Ambipom, thanks to the Normal-type STAB and Technician ability. The 90% accuracy and the fact that dangerous Ghosts like Gengar and Mismagius often run Substitutes make it less appealing for a moveslot.</p>

<h2>Related Moves</h2>
<p>Double Kick is a Fighting-type equivalent.<p>
[SHORT DESC]
Hits two times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>This move hits two times on the same turn, no other effect. As for contact abilities, every hit has an individual chance to activate it, and the same happens with the critical hit chance. The first hit will activate the foe’s Focus Sash, Focus Band, or Sturdy, and the subsequent hit may KO the target.</p>

<h2>Competitive Use</h2>
<p>Double Kick is a move that hits twice on the same turn. Theoretically it would be useful for breaking Substitutes, but differently from Double Hit, a Normal-type clone, it has no real abusers to take advantage of it. Thus, it’s never seen in competitive battles and is simply too weak to warrant any use at all.</p>

<h2>Related Moves</h2>
<p>Double Hit is a more powerful Normal-type variant with 90% accuracy.</p>
[SHORT DESC]
Boosts user’s evasion one stage.
[LONG DESC]

<h2>Description</h2>
<p>This move boosts the user’s evasion stat by one stage per use. No other effect.</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 these reasons it is never seen in this competitive environment. </p>

</p>Nevertheless, it can still be used on Random Matchups on Wi-fi, where the Evasion Clause does not exist. There, you can use something like Sand Veil Gliscor, with Brightpowder, in a sandstorm and try to annoy your opponent to death. However, this strategy is frowned upon as it is not guaranteed to always work.</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>
[SHORT DESC]
Has 1/3 recoil.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage, and the user receives recoil damage equal to 1/3 of the damage dealt, rounded down. No other effect.</p>

<h2>Competitive Use</h2>
<p>Double-Edge is one of the most powerful Normal-type moves; it has a great distribution, being a Tutor Move in Generation III and a common breeding move for several other, newer Pokemon. However, thanks to the mechanics (and the clearly offensive nature of the move) only few Pokemon can use it to the fullest extent. Staraptor is probably the best of these, thanks to its STAB on Normal-type moves, excellent Attack and Speed stats, just the right coverage moves, and its Reckless ability, which boosts the power of Double-Edge by 20%. It also has Roost to offset the not inconsiderable recoil damage.</p>

<p>Rock Head and Magic Guard users also can make good use of this move; Clefable is perhaps the most notable thanks to its Normal-type STAB, but unfortunately no Rock Head Pokemon gets STAB on Double-Edge. As far as Rock Head Pokemon are concerned, Marowak deserves a mention thanks to its exclusive Thick Club item, which boosts its attacks to colossal levels while letting him switch moves. Double-Edge serves the purpose of hitting Pokemon immune to Ground-type moves, since the Rock-type moves available for him have poor accuracy, which can be troublesome. Another notable user is Aerodactyl, who lacks power on all its other coverage moves.<p>

<h2>Related Moves</h2>
<p>Brave Bird is a Flying-type equivalent.</p>
<p>Flare Blitz is a Fire-type equivalent.</p>
<p>Volt Tackle is an Electric-type equivalent.</p>
<p>Wood Hammer is a Grass-type equivalent.</p>
<p>Head Charge is a Normal-type variant that deals less recoil damage to the user.</p>
[SHORT DESC]
Hits 2-5 times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. It has a 33.3% chance for the move to hit either 2 or 3 times, and a 16.6% chance to hit either 4 or 5 times. If a Focus Sash or the ability Sturdy is activated through one of the hits, another hit will KO the target. Each hit is treated as a separate attack, and thus abilities such as Weak Armor will activate for every hit taken, and every hit has a separate flinch rate if used with King's Rock or Stench, and a separate critical hit chance. Color Change will only activate on the last hit of the move. However, the items Life Orb and Metronome treat all the hits as a single attack. If this move breaks a Substitute, the attack can still continue and hurt the target. If the opponent holds a type-resistance Berry item, it will only affect the first hit of this move.</p>

<h2>Competitive Use</h2>
<p>Another of the numerous multi-hit moves. There isn’t much competitive value for it all, considering the weak Base Power and low accuracy. As a matter of fact, considering the average number of hits it has an effective 45 Base Power, and no Pokemon that have access to this move have any reason whatsoever to use it. If you are looking for a Normal-type move, there are far more reliable options.</p>

<h2>Related Moves</h2>
<p>Tail Slap is a slightly more powerful alternative, albeit with fewer PP.</p>
</p>Return and Frustration have a higher maximum Base Power and perfect accuracy, making them much more reliable options.</p>
[SHORT DESC]
Lowers user's Special Attack by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage but lowers the user's Special Attack by two stages after use.</p>

<h2>Competitive Use</h2>
<p>Draco Meteor is a force to be reckoned with, thanks to its whopping 140 Base Power. As it is a Dragon-type move, it hits everything bar Steel-types neutrally, dealing high damage in the process. Thanks to its unfortunate effect of lowering the Special Attack of the user, it fits a hit-and-run playstyle, favored by Choice Specs and Choice Scarf users. It also has great distribution (every single Dragon-type Pokémon can learn it). This is the Dragon-type special move to use if power is prefered over consistency, and what makes some Dragon-types, such as Latios and Hydreigon, so especially terrifying to face.</p>

<h2>Related Moves</h2>
<p>Dragon Pulse is a more accurate albeit weaker option.</p>
<p>Spacial Rend is more accurate and has a high critical hit rate, but is weaker and has limited distribution.</p>

<p>Overheat is a Fire-type equivalent.</p>
<p>Leaf Storm is a Grass-type equivalent.</p>
<p>Psycho Boost is a Psychic-type equivalent.</p>
[SHORT DESC]
No additional effect.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. Has no other effects.</p>

<h2>Competitive Use</h2>
<p>Dragon Claw is the bread and butter physical Dragon-type move. While significantly weaker than Outrage, it has the advantage of not locking the user into a rampage of 2 or 3 turns, and as such is a superior option if such a thing is undesirable. On some Pokemon, such as Dragonite and Garchomp, occasionally some battlers will run both Dragon Claw and Outrage despite the redundancy, since there are so many advantages to using both.</p>

<h2>Related Moves</h2>
<p>Outrage is a much more powerful move, but makes the user uncontrollable for 2 to 3 turns.</p>
<p>Dragon Tail is weaker, but forces the target out.</p>
<p>Dual Chop essentially has the same Base Power, and can break Substitutes on the first hit and deal damage with the second.</p>

<p>Strength is a Normal-type equivalent.</p>
<p>Drill Peck is a Flying-type equivalent.</p>
<p>X-Scissor is a Bug-type equivalent.</p>
<p>Seed Bomb is a Grass-type equivalent.</p>
[SHORT DESC]
Boosts user's Attack and Speed by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Raises the user's Attack and Speed stats by one stage each.</p>

<h2>Competitive Use</h2>
<p>Arguably the best set-up move for physical sweepers, Dragon Dance can make a Pokemon ready to sweep after only one turn of set-up. Most Pokemon that learn Dragon Dance can make good use of it, and even though some of those sets fell into obscurity due to the rise of new threats in the fifth generation, it's still a force to be reckoned with. Watch out for Dragonite, Salamence, and Kingdra, as a single Dragon Dance can make them unstoppable.</p>

<h2>Related Moves</h2>
<p>Bulk Up is a Fighting-type move that raises Attack and Defense by 1 stage each.</p>
<p>Growth is a Normal-type move that raises Attack and Special Attack by 1 stage each (2 stages in sunlight).</p>
<p>Hone Claws is a Dark-type move that raises Attack and Accuracy by 1 stage each.</p>
[SHORT DESC]
No additional effect.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. In a double or triple battle, this move can hit any Pokemon on the field, even if they are not adjacent to the user.</p>

<h2>Competitive Use</h2>
<p>Like Dragon Claw to Outrage, Dragon Pulse faces fierce competition from Draco Meteor for the Dragon-type special move of choice. The considerably lower Base Power is alleviated by no drawbacks, making it the most consistent choice. Dragon Pulse is the superior option for late-game sweeping or for strategies involving raising the Special Attack stat, such as on Calm Mind Latias. Typically, some Dragon-types such as Hydreigon will run both Draco Meteor and Dragon Pulse on the same set, since there are so many advantages to both that the redundant coverage does not matter.</p>

<h2>Related Moves</h2>
<p>Draco Meteor has much higher Base Power, but lowers the user's Special Attack by two stages.</p>
<p>Spacial Rend is stronger but has limited distribution.</p>
<p>DragonBreath exchanges 20 Base Power for a 30% chance of inflicting Paralyze.</p>

<p>Aura Sphere is a Fighting-type equivalent, and cannot miss.</p>
<p>Bug Buzz is a Bug-type equivalent and has a 10% chance to reduce the Special Defense of the target by 1 stage.</p>
<p>Earth Power is a Ground-type equivalent and has a 10% chance to reduce the Special Defense of the target by 1 stage.</p>
<p>Hyper Voice is a Normal-type equivalent.</p>
<p>Psychic is a Psychic-type equivalent and has a 10% chance to reduce the Special Defense of the target by 1 stage.</p>
<p>Sludge Bomb is a Poison-type equivalent and has a 30% chance to Poison the target.</p>
[SHORT DESC]
Always does 40 HP damage.

[LONG DESC]
<h2>Description</h2>
<p>This move always deals 40 HP damage. Has no other effects. Dragon Rage isn't affected by STAB, weakness, resistance, or any other factors.</p>

<h2>Competitive Use</h2>
<p>Unlike Seismic Toss and Night Shade, which can hit for up to 100 damage, Dragon Rage does a fixed 40 damage per use. This only makes it useful in Little Cup, where the low ammounts of HP make it capable of easy OHKOs or 2HKOs; however, because it is almost completely uncounterable, it's banned there, and therefore is unviable competitively.</p>

<h2>Related Moves</h2>
<p>Night Shade is a Ghost-type equivalent that always deals an ammount of damage equal to the user's level.</p>
<p>Seismic Toss is a Fighting-type equivalent that always deals an ammount of damage equal to the user's level.</p>
<p>Sonicboom is a Normal-type equivalent that always deals 20 HP damage.</p>
[SHORT DESC]
20% chance to flinch opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move has a 20% chance to flinch the target.</p>

<h2>Competitive Use</h2>
<p>At first glance, Dragon Rush is a viable alternative over Dragon Claw; however, it suffers from bad distribution and terrible accuracy. While Hone Claws can be used to patch up the latter drawback, using Dragon Dance or Swords Dance with Dragon Claw are almost always better options, the former raising Attack and Speed simultaneously, while the latter instantly doubles the user's Attack (a +2 Dragon Claw is stronger than a +1 Dragon Rush).</p>

<h2>Related Moves</h2>
<p>Outrage is stronger and far more accurate, despite locking in the user for 2 to 3 turns.</p>
<p>Dragon Claw is weaker but also more accurate, and therefore more consistent.</p>
<p>Dragon Tail has a significantly lower Base Power, but forces the target out.</p>
<p>Dual Chop has essentially 80 Base Power but higher accuracy, and strikes in two hits.</p>

<p>Hyper Fang is a Normal-type equivalent, with lower flinch rate and Base Power.</p>
<p>Waterfall is a Water-type equivalent, but with lower Base Power and higher accuracy.</p>
<p>Iron Head is a Steel-type equivalent, but with lower Base Power and higher accuracy.</p>
<p>Zen Headbutt is a Psychic-type equivalent, but with lower Base Power and higher accuracy.</p>
<p>Dark Pulse is a special Dark-type equivalent, but with lower Base Power and higher accuracy.</p>
[SHORT DESC]
Forces the target to switch to a random Pokemon.

[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. Dragon Tail has a move priority of -6.</p>

<h2>Competitive Use</h2>
<p>Dragon Tail 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>Outrage is twice as strong, but will cause the user to be uncontrollable for 2 to 3 turns.</p>
<p>Dragon Claw has higher Base Power and accuracy.</p>
<p>Dual Chop has higher Base Power and can deal damage after breaking a Substitute.</p>

<p>Circle Throw is a Fighting-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>
[SHORT DESC]
30% chance to paralyze opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 30% chance to inflict the paralysis status on the target.</p>

<h2>Competitive Use</h2>
<p>DragonBreath is an inferior alternative to Dragon Pulse and Draco Meteor on any specially-orientated sets. The paralysis-inducing effect does not make up for its low Base Power.</p>

<h2>Related Moves</h2>
<p>Draco Meteor has much higher Base Power, but lowers the user's Special Attack by two stages.</p>
<p>Spacial Rend is much stronger but has terrible distribution.</p>
<p>Dragon Pulse has no secondary effects, but higher Base Power.</p>

<p>Bite is a physical Dark-type equivalent, and can flinch the target.</p>
<p>Flame Wheel is a physical Fire-type equivalent and has a 10% chance to burn the target.</p>
<p>Heart Stamp is a physical Psychic-type, and can flinch the target</p>
<p>Chatter is a Flying-type equivalent, and has either a 1%, 11%, or 31% chance to inflict confusion.</p>
<p>Water Pulse is a Water-type equivalent and has a 20% chance to inflict confusion.</p>
<h2>Competitive Use</h2>
<p>Drain Punch is a move that was reborn with the onset of the fifth generations. It was almost totally unused previously because it had a fairly low Base Power and PP. In this generation, it was boosted to 75 Base Power and 16 max PP, which alone gave the move a new breath of life and is now the reliable STAB move of choice on most Fighting-types, most of the time alongside Bulk Up. Obvious mentions go to Conkeldurr and Gallade, as both Pokemon have enough bulk to set up at least one boost and slowly recover their lost health with Drain Punch and Leftovers. The fact that both can use a priority move can also improve their survival by a great amount. </p>
<p>Toxicroak is another prominent new user, thanks to Drizzle, Dry Skin, and this improved move. As long it is in the rain, it will abuse the passive recover it gets, while alternating between Substitute and Drain Punch to slowly decimates the foe’s health.</p>
<h2>Related Moves</h2>
<p>Brick Break has the same Base Power but breaks screens rather than recovering HP.</p>
<p>Close Combat and Superpower have 120 Base Power, but have a serious drawback in that they lower two of the user's stats by one stage.</p>
<p>Hammer Arm has 100 Base Power and 90% accuracy, but lowers the user's Speed by one stage.</p>
<p>Hi Jump Kick has 130 Base Power and 90% accuracy, but the user loses 50% of its health should the move not be successful.</p>
<p>Giga Drain is a special Grass-type equivalent. </p>
<h2>Competitive Use</h2>
<p> There isn’t much competitive value for this move, as it requires two very specific situations in order to work. Firstly, the target needs to already be asleep, and secondly, it can’t be a Dark-type. As soon as you put a Pokemon to sleep (an already difficult task considering the low accuracy of most sleep inducing moves available) your opponent can simply switch out to make Dream Eater useless, and thanks to Sleep Clause, you can’t put another one to sleep, making Dream Eater useless. Sleep is such a powerful status condition that most of the time it’s better to use the guaranteed one sleep turn to get a frail sweeper onto the field for free or to use a set-up move of your own. </p>
<h2>Related Moves</h2>
<p>Psychic has only a slightly lower Base Power and can be used at any time, not simply when the target is asleep.</p>
<p>Psyshock is similar to Psychic, only slightly weaker, and uses the foe’s Defense rather than Special Defense in damage calculation.</p>
<p>Nightmare is a similar Ghost-type move that also only takes effect if the target is asleep, but it will deal 1/4 of the target's max HP as damage every turn.</p>
<h2>Competitive Use</h2>
<p> Drill Peck is an oft-forgotten move in the competitive environment, usually because of the existence of Brave Bird and its much greater power, as well as the fact that most users of Drill Peck also have access to Brave Bird regardless. The only exception to this rule is Fearow, who is really the only Pokemon you will see this move used with. </p>
<h2>Related Moves</h2>
<p>Dragon Claw is a Dragon-type equivalent. </p>
<p>Seed Bomb is a Grass-type equivalent. </p>
<p>Strength is a Normal-type equivalent. </p>
<p>X-Scissor is a Bug-type equivalent. </p>
<h2>Competitive Use</h2>
<p>Not a common sight in the competitive scene. Note that it’s not because it’s a bad move, and actually it’s a pretty decent one on paper, as it’s a strong Ground-type attack with good accuracy and a high chance to land a critical hit. Unfortunately the merits end here; it has an average Base Power and is obscenely badly distributed, with only 3 fully evolved users (Fearow, Rhyperior, and Excadrill). Two of them have Earthquake at their disposal (a clearly better option) so the only real user is Fearow, who is a woeful Pokemon in its own right.</p>
<h2>Related Moves</h2>
<p>Earthquake is a more powerful option, with perfect accuracy and much better distribution. </p>
<h2>Competitive Use</h2>
<p>A new move introduced in generation V. Dual Chop hits two times on the same turn, with the same power overall as Dragon Claw. However, it has lower accuracy and worse distribution than Dragon Claw, with Garchomp and Haxorus being the only fully evolved users. Theoretically, it could be used to break Substitutes, and is typically seen on both of the above Pokemon as a more reliable complement to their powerful Outrage attacks. This is, however, only for lack of a better option, and even so, many battlers elect to use the more reliable Dragon Claw instead. </p>
<h2>Related Moves</h2>
<p>Outrage is a much more powerful alternative that locks the user into battle for 2-3 turns, and confuses it afterwards. </p>
<p>Dragon Claw is another option, with higher accuracy but no additional effect. </p>
<p>Double Hit is a similar Normal-type move with lower Base Power. </p>
<p>Double Kick is a similar Fighting-type move with lower Base Power and perfect accuracy. </p>
<h2>Competitive Use</h2>
<p>An interesting move, DynamicPunch. It guarantees that the opponent will be confused so long as it hits, which is not as reliable as would be comfortable, considering the move’s 50% accuracy in normal conditions. Thus, the only real users are the ones on Machamp’s line since they have the No Guard ability, which ignores the accuracy and evasion of all moves and Pokemon, meaning that their attacks always hit. Thus, not only is the opponent facing down guaranteed confusion on the switch, but is also smacked with a 100 BP STAB move off of 130 base Attack. </p>
<p>While the Gravity move is in play DynamicPunch gains a decent 83% accuracy, and so can be used more effectively. The problem now is that there are literally no Pokemon who can use it well, and Gravity is such an obscure, hard-to-use field effect that you will probably never see it in most competitive matches.</p>
<h2>Related Moves</h2>
<p>Brick Break is a less powerful option that can remove Reflect and Light Screen.</p>
<p>Drain Punch is a less powerful option that heals the user.</p>
<p>Hammer Arm is an option with the same power but higher accuracy that lowers the user's Speed after use.</p>
<p>Close Combat is an option with higher power and accuracy, but which lowers the user's Defense and Special Defense after use.</p>
<p>Superpower is an option with higher power and accuracy, but which lowers the user's Attack and Defense after use.</ p>
<p>Hi Jump Kick is a much more powerful and accurate option which carries the risk of severe recoil damage should it fail to hit the target.</p>
<p>Zap Cannon is an Electric-type equivalent, but inflicts paralysis and has a 120 Base Power. <p>
<p>Inferno is a Fire-type equivalent, but inflicts burn instead. </p>

Earth Power
Earthquake
Echoed Voice
Egg Bomb
Electro Ball
Electroweb
Embargo
Ember
Encore
Endeavor
Endure
Energy Ball
Entrainment
Eruption
Explosion
Extrasensory
ExtremeSpeed
Facade
Faint Attack
Fake Out
Fake Tears
False Swipe
FeatherDance
Feint
Fiery Dance
Final Gambit
[SHORT DESC]
10% chance to burn opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to burn the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>Fire Blast is a reasonably strong offensive option for Pokemon requiring power and good coverage in one move. It is often seen competitively because of its utility and widespread distribution amongst many Pokemon outside of Fire-types, mainly most Dragon-types and some odd choices like Slowbro. Unlike other moves with a Base Power of 120, most of which have even lower accuracy, Fire Blast also has an adequate 85% chance of hitting the opponent, which is a fair trade-off considering Flamethrower, another similar move, has perfect accuracy, yet less power. Its use is most notable on both offensive and defensive Pokemon needing a way to dispose of Grass- and Steel-type Pokemon not named Heatran, the main targets being Ferrothorn and Scizor.</p>

<p>When choosing a Fire-type attack, consider that there are other attacks outside of Fire Blast that have their own uses and useful traits, mainly Flamethrower's perfect accuracy or Overheat's immediately higher Base Power. Choose which will fit your Pokemon's role on the team.</p>

<h2>Related Moves</h2>
<p>Lava Plume is less powerful than Fire Blast, but it has a higher chance to burn the target.</p>
<p>Flamethrower is a less powerful, yet more accurate version of Fire Blast; it also has fewer PP.</p>
<p>Overheat is even more powerful, but it decreases the user's Special Attack by two stages after use.</p>

<h2>Related Moves</h2>
<p>Seed Flare is a Grass-type equivalent, but with a chance to lower the foe's Special Defense.</p>
<p>Thunder is an Electric-type equivalent, but with a chance to paralyze and lower accuracy.</p>
<p>Hurricane is a Flying-type equivalent, but with a chance of inducing confusion and lower accuracy.</p>
<p>Blizzard is an Ice-type equivalent, but with a chance to freeze and lower accuracy.</p>
<p>Focus Blast is a Fighting-type equivalent, but with a chance to lower the opponent's Special Defense and lower accuracy.</p>
<p>Hydro Pump is a Water-type equivalent, but does not have an effect and has lower accuracy.</p>
<p>Megahorn is a physical Bug-type equivalent, but does not have an effect.</p>
<p>Power Whip is a physical Grass-type equivalent, but does not have an effect.</p>
<p>Gunk Shot is a physical Poison-type equivalent, but with a chance to poison and lower accuracy.</p>

<h2>Competitive Use</h2>
<p>Fire Fang is less powerful and less accurate than other physical Fire-type moves such as Fire Punch and Flare Blitz. Therefore, it should only be used on Pokemon such as Garchomp that lack other Fire-type attacking options.</p>
<h2>Related Moves</h2>
<p>Fire Punch is a more powerful and more accurate alternative, but without a chance to flinch.</p>
<p>Flare Blitz is a much more powerful and accurate alternative, but deals recoil damage after use.</p>
<p>Ice Fang is an Ice-type equivalent.</p>
<p>Thunder Fang is an Electric-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Fire Pledge is fairly useless in singles play, as all of the Pokemon that have access to it have Flamethrower and Fire Blast as superior options. However, in doubles, it can be used together with Water Pledge to double the effect chance of your side's moves. This can allow Pokemon on your side with flinching moves to act as a pseudo-Jirachi, abusing the 60% chance of your opponent flinching. This can also be used to take advantage of additional statuses when attacking. However, it does not stack with Serene Grace, so Jirachi itself cannot abuse the strategy. </p>
<p>When used together with Grass Pledge, Fire Pledge provides additional residual damage. This helps to wear down the opponent, although stall is not as effective a strategy in doubles, so this strategy is less effective.</p>
<h2>Related Moves</h2>
<p>Flamethrower is a more powerful alternative but without the effects in double and triple battles.</p>
<p>Fire Blast is a much more powerful but less accurate alternative but without the effects in double and triple battles.</p>
<p>Grass Pledge is a Grass-type equivalent.</p>
<p>Water Pledge is a Water-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Fire Punch is a reliable physical Fire-type move when the recoil from Flare Blitz is undesirable. However, its power is lacking unless backed by STAB or a high Attack stat.</p>
<h2>Related Moves</h2>
<p>Blaze Kick is a more powerful but less accurate alternative.</p>
<p>Flare Blitz is a much more powerful alternative, but deals recoil damage after use.</p>
<p>Ice Punch is an Ice-type equivalent.</p>
<p>ThunderPunch is an Electric-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Fire Spin can be used to trap a Pokemon on the switch, allowing you to ensure that your counter comes in on that Pokemon, or allowing you to set up on a Pokemon that cannot touch you while it is trapped. However, as the incoming Pokemon will likely be a counter, Fire Spin will only obtain you a small amount of residual damage until you switch out.</p>
<h2>Related Moves</h2>
<p>Magma Storm is a much more powerful equivalent.</p>
<p>Bind and Wrap are both Normal-type equivalents.</p>
<p>Sand Tomb is a Ground-type equivalent.</p>
<p>Whirlpool is a Water-type equivalent.</p>
<p>Clamp is a Water-type equivalent, but with more power.</p>

Fissure
Flail
Flame Burst
Flame Charge
Flame Wheel
[SHORT DESC]
10% chance to burn opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to burn the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>Flamethrower combines high Base Power and perfect accuracy, and it is available as a Technical Machine, allowing many different Pokemon to learn it. In particular, Dragon-type Pokemon often use a Fire-type move in conjunction with their STAB moves to cover all Pokemon not named Heatran. When choosing an offensive Fire-type move, generally speaking it comes down to a choice between the raw power of Fire Blast (or even Overheat) and the reliability of Flamethrower. The choice you make depends on the Pokemon and its role in the team.</p>

<h2>Related Moves</h2>
<p>Lava Plume is less powerful than Flamethrower, but it has a higher chance to burn the target.</p>
<p>Fire Blast is a more powerful, yet less accurate version of Flamethrower; it also has fewer PP.</p>
<p>Overheat is even more powerful, but it decreases the user's Special Attack by two stages after use. It has the same PP as Fire Blast.</p>

<p>Thunderbolt is an Electric-type equivalent.</p>
<p>Ice Beam is an Ice-type equivalent.</p>
<p>Surf is a Water-type equivalent.</p>

Flare Blitz
Flash
Flash Cannon
Flatter
Fling
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.

[LONG DESC]
<h2>Description</h2>
<p>User enters "Fly" status for the round it is used, becoming invincible to basically everything. The next turn, the user flies down, hitting the opponent. Note that the Pokemon is still hit by Sky Uppercut, Thunder, Gust, Whirlwind, and Twister while in the “invulnerable” state, or if it was previously targeted by Mind Reader or Lock-On. 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. The move can hit any Pokemon on the field in a triple battle. It also has an overworld effect that lets the user fly to any town or facility with a Pokemon Center already visited.</p>

<h2>Competitive Use</h2>
<p>One 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.</p>

<h2>Related Moves</h2>
<p>Brave Bird is a much more powerful move, with recoil.</p>
<p>Aerial Ace is a perfectly accurate move with lower power.</p>
<p>Bounce is a equivalent and albeit it has less power and accuracy, it comes with a 30% chance of paralysis.</p>

<p>Dig is a less powerful Ground-type equivalent.</p>
<p>Dive is a less powerful Water-type equivalent.</p>
<p>Shadow Force is a more powerful Ghost-type equivalent.</p>

Focus Blast
Focus Energy
Focus Punch
Follow Me
Force Palm
Foresight
Foul Play
Freeze Shock
Frenzy Plant
Frost Breath
Frustration
Fury Attack
Fury Cutter
Fury Swipes
Fusion Bolt
Fusion Flare
Future Sight
Gastro Acid
Gear Grind
Giga Drain
Giga Impact
Glaciate
Glare
Grass Knot
<h2>Competitive Use</h2>
<p>Grass Pledge is fairly useless in singles play, as the Pokemon that have access to it have superior options such as Giga Drain or Energy Ball. However, in doubles, it can be used together with Fire Pledge to stack up residual damage on your opponent's side of the field, assisting in wearing down the opponent. When used together with Water Pledge, Grass Pledge can also be used to slow down the opponent; this is helpful to assist slower Pokemon on teams that would rather not run Trick Room. </p>
<h2>Related Moves</h2>
<p>Giga Drain is a more powerful alternative that also heals the user.</p>
<p>Leaf Storm is a much more powerful alternative that also cuts the user’s Special Attack after use.</p>
<p>Fire Pledge is a Fire-type equivalent.</p>
<p>Water Pledge is a Water-type equivalent.</p>

GrassWhistle
Gravity
Growl
Growth
Grudge
Guard Split
Guard Swap
Guillotine
Gunk Shot
Gust
Gyro Ball
[SHORT DESC]
Summons hail for 5 turns.

[LONG DESC]
<h2>Description</h2>
<p>This move generates the hail weather condition for five turns. Any weather condition previously on the field is removed. All Pokemon on the field are affected by these effects, even in doubles and triples. While this condition is active, all Pokemon not of the Ice-type lose 6.25% of their health at the end of every turn. The move SolarBeam will only hit with 50% of its usual Base Power. Synthesis, Moonlight, and Morning Sun will only recover 25% of a Pokemon's maximum health. Blizzard's accuracy is raised to 100%. Pokemon with Ice Body ability recover 6.25% of their maximum health at the end of every turn. Pokemon with Snow Cloak increase their evasion by 20%. If the user of this move holds the item Icy Rock, the duration of the weather becomes eight turns rather than five. Weather Ball becomes an Ice-type move with 100 power. Pokemon with the ability Forecast become Ice-type. If Hail is used while the hail weather condition is already active, the move will fail.</p>

<h2>Competitive Use</h2>
<p>Hail as a move has been rendered almost entirely obsolete by Abomasnow's ability, Snow Warning. This ability causes a permanent hailstorm as soon as Abomasnow switches in, which is infinitely easier than giving up a precious moveslot to set up Hail, allowing you to pack your team with abusers and supporters. However, hail is generally considered the least favourable weather condition, given its reliance on Ice-types, who have a great number of weaknesses, and so hail is almost unusable without Abomasnow. Don't bother using hail.</p>

<h2>Related Moves</h2>
<p>Sandstorm is the Rock-type equivalent, and summons the weather condition sandstorm.</p>
<p>Rain Dance is the Water-type equivalent, and summons the weather condition rain.</p>
<p>Sunny Day is the Fire-type equivalent, and summons the weather condition sun.</p>
<h2>Competitive Use</h2>
<p>While Hammer Arm may have a debilitating side effect and poor distribution, it is a great move for wallbreaking. Common walls such as Ferrothorn and Blissey are hit super effectively by Hammer Arm, 2HKOing them in most cases. Pokemon that usually run special attacks are great choices for the move. With this move, Tornadus can lure in Blissey and Ferrothorn and come out on top. Conkeldurr and Emboar can use it as a reliable STAB move, as they don't care too much about the Speed drop. Rhyperior and Metagross can use it for coverage, though they usually prefer Earthquake.</p>
<h2>Related Moves</h2>
<p>Brick Break is more accurate and does not lower Speed, but is significantly weaker.</p>
<p>Superpower is more accurate and stronger, but lowers Attack and Defense instead of Speed.</p>
<h2>Competitive Use</h2>
<p>Harden is an utterly useless move and should never be used seriously. Most of the Pokemon who learn Harden also learn Iron Defense, which completely outclasses Harden outside of PP (but that should never be an issue).</p>
<h2>Related Moves</h2>
<p>Withdraw has the exact same PP and effect.</p>
<p>Iron Defense has less PP, but raises Defense two stages.</p>
<p>Acid Armor has less PP, but raises Defense two stages.</p>
<p>Barrier has less PP, but raises Defense two stages.</p>
<p>Cotton Guard has less PP, but raises Defense three stages.</p>
[LONG DESC]
<h2>Description</h2>
<p>This move removes stat, accuracy, and evasion modifiers from every Pokemon on the field. This move does not count as a stat reduction for the purposes of Clear Body or White Smoke.</p>
<h2>Competitive Use</h2>
<p>While Haze is one of the most effective ways to remove stat boosts, it has bad distribution. It is mostly outclassed by Roar and Whirlwind due to their also picking up entry hazard damage into the bargain, should you have lain them down. However, Haze has the advantage of having normal priority, which benefits Murkrow, who can remove boosts before it gets hit, thanks to its Prankster ability. Milotic, who does not learn Roar or Whirlwind, can use Haze and its excellent bulk to take a hit and remove any stat boosts. Blastoise can do the same thing.</p>
<p>The user receives recoil damage equal to 1/4 of the damage dealt, rounded down. No other effect.</p>
<h2>Competitive Use</h2>
<p>Head Charge is simply a better Double-Edge. Unfortunately, only Bouffalant learns it (not counting Smeargle). With 110 base Attack and STAB backing it, Head Charge is an excellent move for Bouffalant. However, 55 base Speed really limits what could have been an excellent Pokemon. Still, Head Charge should be on almost any Bouffalant set, if you happen to be using one.</p>
<h2>Related Moves</h2>
<p>Return and Frustration have lower Base Power, but do not cause recoil.</p>
<p>Mega Kick has the same power, but lower accuracy.</p>
<p>Double-Edge has the same power, but slightly higher recoil.</p>
<p>Brave Bird is a Flying-type equivalent with slightly higher recoil.</p>
<p>Flare Blitz is a Fire-type equivalent with slightly higher recoil.</p>
<p>Volt Tackle is an Electric-type equivalent with slightly higher recoil.</p>
<p>Wood Hammer is a Grass-type equivalent with slightly higher recoil.</p>
<p>The user receives recoil damage equal to 1/2 of the damage dealt, rounded down. No other effect.</p>
<h2>Competitive Use</h2>
<p>Head Smash is one of the strongest Rock-type moves, but huge recoil and terrible distribution means that it is not so common. Due to 50% recoil (a distinction shared by no other move), Pokemon with the ability Rock Head use Head Smash best. Aggron and Relicanth get STAB and can rip through unprepared teams with Head Smash if they get a Rock Polish to boost their abysmal Speed. Rampardos, while not having Rock Head, has a massive 165 base Attack and will do great damage even to Pokemon who resist Head Smash. Emboar, Donphan, and Scrafty can use it as a coverage move, though the recoil will severely impact their otherwise good bulk. Archeops can use Head Smash with a Rock Gem to OHKO practically anything it wants, though it will become nearly useless afterwards due to its ability, Defeatist.</p>
<h2>Related Moves</h2>
<p>Stone Edge is weaker, but does not have recoil.</p>
<p>Rock Slide is half as powerful, but has better accuracy, no recoil, and a chance to flinch.</p>
<h2>Competitive Use</h2>
<p>Headbutt is too weak to be useful on most Pokemon. Dunsparce, with Serene Grace, can abuse Headbutt's flinch chance along with paralysis from Glare. Many Pokemon can attempt to use it for the flinch chance, but it is far too weak to be recommended for competitive use when there are so many better options available.</p>
<h2>Related Moves</h2>
<p>Return is stronger, but cannot flinch.</p>
<p>Double-Edge is much stronger, but cannot flinch and has recoil damage.</p>

Heal Bell
Heal Block
Heal Order
Heal Pulse
Healing Wish
Heart Stamp
Heart Swap
Heat Crash
Heat Wave
Heavy Slam
Helping Hand
Hex
Hi Jump Kick
Hidden Power
Hone Claws
Horn Attack
Horn Drill
Horn Leech
Howl
Hurricane
Hydro Cannon
Hydro Pump
Hyper Beam
Hyper Fang
Hyper Voice
Hypnosis
Ice Ball
[SHORT DESC]
10% chance to freeze opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to freeze the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>The second half of the acclaimed BoltBeam combination, Ice Beam is powerful and perfectly accurate. It is freely available as a Technical Machine, thus allowing many Pokemon, most notably Water-types, to learn it. Speaking of Water-type Pokémon, thanks to Ice Beam, Grass- and Dragon-type Pokemon aren't completely safe when facing them. Starmie is a great user of this move—with Thunderbolt, Ice Beam, and Surf, only Volt Absorb Lanturn and Shedinja cannot be hit for at least neutral damage.</p>

<h2>Related Moves</h2>
<p>Blizzard is a more powerful but less accurate version of Ice Beam, with fewer PP. It has an useful niche in Hail teams, where it has 100% accuracy.</p>

<p>Thunderbolt is an Electric-type equivalent.</p>
<p>Flamethrower is a Fire-type equivalent.</p>
<p>Surf is a Water-type equivalent.</p>

Ice Burn
Ice Fang
Ice Punch
Ice Shard
Icicle Crash
Icicle Spear
Icy Wind
Imprison
Incinerate
Inferno
Ingrain
Iron Defense
Iron Head
Iron Tail
<h2>Competitive Use</h2>
<p>Oh boy. This is Arceus’s exclusive attack, and it’s a 100% accuracy move that will change type depending on the held Plate. Since Arceus will always need to carry a Plate to change type itself, this is essentially always a STAB move which also happens to be boosted by the Plate as well, so that Arceus always has a very powerful special STAB move no matter what type it is. For this reason, it is the STAB option of choice on almost all of Arceus’s Calm Mind sets. </p>
<h2>Competitive Use</h2>
<p>Jump Kick is a decent move, and in this generation transition it was boosted to 85 Base Power, becoming a valid option. However, it has poor distribution and is more or less redundant considering notable would-be users like Mienshao and Hitmonlee also have access to the much more powerful Hi Jump Kick. Thus, the only real user would be Sawsbuck, who can use it as a coverage option to deal with Pokemon that resist his STAB moves .</p>
<h2>Related Moves</h2>
<p>Hi Jump Kick is a more powerful option, with 130 Base Power, 90% accuracy and the same amount of recoil if it misses. </p>
<h2>Competitive Use</h2>
<p>Not a useful move competitively speaking. Low Base Power and bad distribution essentially kills any use it could have had. With only five fully-evolved users available and every single one of them having a better option for a Fighting-type move, there is literally no reason whatsoever to use it. At all.</p>
<h2>Related Moves</h2>
<p>Brick Break is a less powerful option that can remove Reflect and Light Screen.</p>
<p>Drain Punch is a less powerful option that heals the user.</p>
<p>Hammer Arm is an option with the same power but higher accuracy that lowers the user's Speed after use.</p>
<p>Close Combat is an option with higher power and accuracy, but which lowers the user's Defense and Special Defense after use.</p>
<p>Superpower is an option with higher power and accuracy, but which lowers the user's Attack and Defense after use.</ p>
<p>Hi Jump Kick is a much more powerful and accurate option which carries the risk of severe recoil damage should it fail to hit the target.</p>

<p>Poison Tail is a Poison-type equivalent, but with an additional 10% chance to poison.</p>
<h2>Competitive Use</h2>
<p>An exclusive move from Alakazam's line, which thanks to poor distribution is not very well known. The effect 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. Finally, with the imperfect accuracy, it is outclassed by several other similar moves like Flash and Sand-Attack. You shouldn't use this.</p>
<h2>Related Moves</h2>
<p>Flash and Smokescreen are Normal-type equivalents with greater accuracy.</p>
<p>Sand-Attack is a Ground-type equivalent, with perfect accuracy.</p>
<h2>Competitive Use</h2>
<p>Knock Off is a utility move; it's there simply to get rid of whatever item the foe may be holding, something that is threatening to almost every Pokemon around in competitive matches. Most walls, if they lose their recovery item, become far easier to take down, while most sweepers will be crippled if they lose their boosting items. Knock Off is particularly threatening to Eviolite users, since without the defensive boosts they become (most of the time) on the verge of being useless. The fact that it does damage means it can't be stopped by Taunt. Not bad at all. The only difficulty is finding a Pokemon that can afford to give up a moveslot for it.</p>
<h2>Related Moves</h2>
<p>Thief and Covet both remove the opponent's item and give it to the user, but the user must not be holding an item itself for this to take effect.</p>
<p>Bug Bite and Pluck will take the opponent's Berry item and give its effect to the user immediately, but has no effect on other items.</p>
<p>Trick also involves interactions with the foe's item, but it will switch the items of the user and the target, and can be stopped by Taunt.</p>'


Last Resort
Lava Plume
Leaf Blade
Leaf Storm
Leaf Tornado
Leech Life
Leech Seed
Leer
Lick
Light Screen
Lock-On
Lovely Kiss
Low Kick
Low Sweep
Lucky Chant
Lunar Dance
Luster Purge
Mach Punch
Magic Coat
Magic Room
Magical Leaf
Magma Storm
Magnet Bomb
Magnet Rise
Magnitude
Me First
Mean Look
Meditate
Mega Drain
Mega Kick
Mega Punch
Megahorn
Memento
Metal Burst
Metal Claw
Metal Sound
Meteor Mash
Metronome
Milk Drink
Mimic
Mind Reader
Minimize
Miracle Eye
Mirror Coat
Mirror Move
Mirror Shot
Mist
Mist Ball
Moonlight
Morning Sun
Mud Bomb
Mud Shot
Mud Sport
Muddy Water
Mud-Slap
Nasty Plot
Natural Gift
Nature Power
Needle Arm
Night Daze
Night Shade
Night Slash
Nightmare
<h2>Competitive Use</h2>
<p>Not the most useful move, as the only users are Octillery and Kingdra, and both Pokemon have better things to do with that slot. The low Base Power is a big factor in explaining this move lack of use, but not the only one. It simply doesn't hit hard enough and reducing the target's accuracy is not a reliable strategy. Most battlers would prefer to use a more powerful Water-type attack like Surf or Hydro Pump right from the start.</p>
<h2>Related Moves</h2>
<p>Surf is a more powerful and accurate alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Mirror Shot is a Steel-type equivalent.</p>
<p>Mud Shot is a Ground-type equivalent.</p>
<h2>Competitive Use</h2>
<p>Another utility move; however, you won't see it in the majority of matches. Simply put, hitting Ghost-type Pokemon is not a hard task. Instead of reserving a slot for this you can put a move that hits said Pokemon harder if that's your concern. Also, the majority of viable users of this move have a secondary STAB or sufficiently powerful coverage moves to deal with Ghosts anyway.</p>
<p>However, someone could make a case for the benefits of using a move like Rapid Spin in conjunction with Odor Sleuth. While the only one that can use said strategy with this move is Donphan, it can be extremely useful in order to get a guaranteed Rapid Spin, if your team is overly concerned with entry hazards. Of course, Donphan will usually prefer to hit those Pokemon blocking his spins with his STAB Earthquake, or something like Assurance on the switch, as that cannot be stopped by Taunt.</p>
<h2>Related Moves</h2>
<p>Foresight is a Normal-type equivalent.</p>
<p>Miracle Eye is a Psychic-type equivalent.</p>
<h2>Competitive Use</h2>
<p>There isn't much competitive value for this move, thanks to the low PP and that a mere 10% chance of its effect activating ruins its only potential upside. The only time you may see this is when facing a Serene Grace user, but even then that means reserving an entire moveslot for this and crossing your fingers while waiting for a 20% chance to boost all stats by one stage. Not the brightest of ideas. Of course, it's male Combee's best coverage option… so that's something.</p>
<h2>Related Moves</h2>
<p>AncientPower is a Rock-type equivalent.</p>
<p>Silver Wind is a Bug-type clone.</p>
<h2>Competitive Use</h2>
<p>In terms of pure power, Outrage is right up there. As the strongest physical Dragon-type move available, it is used on pretty much every physically-inclined Dragon-type Pokemon that gets it. Its universal appeal means that it will be seen from the realms of Ubers all the way down to the lower tiers.</p>
<p>Last generation, with the Platinum Outrage tutor, it became available to pretty much every fully-evolved Dragon, and I can assure you that they enjoyed it. This move is so obscenely powerful (the same can be said about the users) that it will even dent most Steel-types, the only type of Pokemon that is resistant to it. However, using this move does not constitute an auto-win by any stretch; as said before, it locks the attacker into it, and after that the user can be revenge killed by a faster Pokemon or a powerful priority user, especially due to the confusion side-effect. Use it wisely and it can slaughter a lot of opponents.</p>
<h2>Related Moves</h2>
<p>Dragon Claw is a much less powerful but far more reliable alternative.</p>
<p>Dragon Rush is a less powerful and les accurate alternative with no negative effects.</p>
<p>Petal Dance is a special Grass-type equivalent.</p>
<p>Thrash is a Normal-type equivalent.</p>
<h2>Competitive Use</h2>
<p>Overheat is an incredibly powerful Fire-type move. However, so much sheer power comes with a high price, as after usage it will sharply reduce the user's Special Attack, making them easy opportunities for enterprising opponents. For this reason, it fits a more hit-and-run playstyle often preferred by Choice users. Unfortunately, Fire-types have that nasty weakness to Stealth Rock and considering that Choice users have to switch out a lot by nature, it can prove troublesome. Anyhow, Choice Specs Heatran gets an honourable mention because it is bulky, hits hard, and is neutral to Stealth Rock, so is a very good candidate if you are using a technique of this sort.</p>
<h2>Related Moves</h2>
<p>Fire Blast is a slightly less powerful and accurate alternative with no negative effects.</p>
<p>Flamethrower is a much less powerful but more accurate alternative with no negative effects.</p>
<p>Psycho Boost is a Psychic-type equivalent.</p>
<p>Leaf Storm is a Grass-type equivalent.</p>
<p>Draco Meteor is a Dragon-type equivalent.</p>


Pain Split
Pay Day
Payback
Peck
Perish Song
Petal Dance
Pin Missile
Pluck
[SHORT DESC]
30% chance to inflict toxic poison on the opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 30% chance of badly poisoning the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>Poison Fang is a poor move. While it has a high chance of badly poisoning the target, its bad distribution and horrible coverage cause Poison Fang to fall into obscurity. Even as a STAB move, the underwhelming power that Poison Fang provides is far from desirable, especially when taking into consideration that the Pokemon most able to use it generally have other options for a physical Poison-type move, such as Cross Poison and Poison Jab. In addition, barring Arbok and Seviper, all Poison-type Pokemon that learn Poison Fang have a secondary type, and these Pokemon almost never use their Poison-type STAB moves due the high quantity of Pokemon that either resist or are immune to Poison-type moves. Overall, if you want to use a physical Poison-type move, don't bother with Poison Fang, as Cross Poison, Poison Jab, and even Gunk Shot outclass it. If you want just to inflict toxic poison, Toxic is much more reliable.</p>
[SHORT DESC]
Poisons the target.

[LONG DESC]
<h2>Description</h2>
<p>This move poisons the target. In a double battle, this move hits both opposing Pokemon. In a triple battle, this move hits all Pokemon adjacent to the user.</p>

<h2>Competitive Use</h2>
<p>Poison Gas is not a good move mostly because of the existence of Toxic, which is not only more accurate and more available, as almost all Pokemon are capable of learning it through a TM, but the toxic poison status that Toxic inflicts is undoubtedly more desirable than the regular poison inflicted by Poison Gas. Of course, Poison Gas does hit all opponents in a double battle and all adjacent foes in a triple battle, but in those circumstances there are much more potent status conditions to use regardless. Also, Toxic Spikes does a better job of reliably poisoning all the foes on the opponent's team in one stroke, barring those that are already out.</p>

<h2>Related Moves</h2>
<p>PoisonPowder is an equivalent, but with slightly lower accuracy and PP.</p>
<p>Toxic has greater accuracy and inflicts toxic poison, which is more damaging than regular poison.</p>
[SHORT DESC]
30% chance to poison opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 30% chance of poisoning the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>In spite of its horrible coverage and the fact that almost no non-Poison-type Pokemon uses it, Poison Jab is generally a strong and useful STAB move for physical Poison-type Pokemon. Mono-Poison-type Pokemon such as Muk, Arbok, and Seviper all have to resort to using this move for their STAB move. Other Poison-type Pokemon are also able to use this move, though they will generally only do so because of a lacking movepool. Pokemon such as Qwilfish, Skuntank, and in extremely rare cases Toxicroak and Drapion are examples here. Poison Jab is a good STAB move to have overall, but never consider it for any Pokemon that isn't a Poison-type.</p>

<h2>Related Moves</h2>
<p>Cross Poison is a slightly less powerful option with only a 10% chance to poison the target, but has a higher critical hit rate.</p>
<p>Gunk Shot is a much more powerful option, but has much lower accuracy and fewer PP.</p>
[SHORT DESC]
30% chance to poison opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 30% chance of poisoning the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>Poison Sting is one of the worse moves in the entire game. Ridiculously low power, extremely awful coverage, and miserable distribution are reason enough not to use this move, if any other were needed. If you want to use a physical Poison-type move, then Cross Poison, Poison Jab, and Gunk Shot are all available. Don't bother using it, simply put.</p>

<h2>Related Moves</h2>
<p>Cross Poison is a more powerful option with only a 10% chance to poison the target, but has a high critical hit rate.</p>
<p>Poison Jab is a much more powerful option with slightly fewer PP.</p>
<p>Gunk Shot is an even more powerful option, but has much lower accuracy and fewer PP.</p>
[SHORT DESC]
Has a high critical hit rate. 10% chance to poison opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damages and has a 10% chance of poisoning the target. It also has a critical hit rate of stage 2, meaning that the move will result in a critical hit 12.5% of the time.</p>

<h2>Competitive Use</h2>
<p>Poison Tail isn't the best choice of a move. First, it's a Poison-type move, and thus suffers from lackluster coverage. Second, it's entirely outclassed by Poison Jab and Gunk Shot, which aren't even good moves regardless. Finally, while critical hits happen more often, its low power makes this almost irrelevant. Oh, and only two fully-evolved Pokemon actually get the move: Seviper and Scolipede, both of whom are relatively frail and need all the power they can get to achieve important KOs. In a nutshell, opt always for either Poison Jab or Gunk Shot.</p>

<h2>Related Moves</h2>
<p>Cross Poison is a slightly more powerful option with slightly fewer PP, and the same elevated critical hit rate.</p>
<p>Poison Jab is a more powerful option with slightly fewer PP, but with a normal critical hit rate.</p>
<p>Gunk Shot is a much more powerful option, but has much lower accuracy, fewer PP, and normal critical hit rate.</p>
[SHORT DESC]
Poisons the target.

[LONG DESC]
<h2>Description</h2>
<p>This move poisons the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>If the existence of Toxic, a move that 100% outclasses PoisonPowder, isn't enough reason to not run it, there are plenty more reasons besides. The fact that all Pokemon that learn it can also learn Stun Spore, Sleep Powder, and the powerful Spore also spells doom for PoisonPowder. The fact is that paralysis and, most importantly, sleep are much more important forms of support than both forms of poison. Don't use PoisonPowder, as all it learners always have a better status move, better even than Toxic.</p>

<h2>Related Moves</h2>

<p>Poison Gas is an equivalent with slightly higher accuracy and PP.</p>
<p>Toxic has greater accuracy and inflicts Toxic poison, which is more damaging over time than regular poison.</p>

<p>Stun Spore is an exact Grass-type equivalent that inflicts paralysis.</p>
<p>Glare is an exact Normal-type equivalent that inflicts paralysis.</p>
<p>Sleep Powder is a Grass-type equivalent that induces sleep, but with fewer PP.</p>

Pound
Powder Snow
Power Gem
Power Split
Power Swap
Power Trick
Power Whip
Present
Protect
Psybeam
Psych Up
<h2>Competitive Use</h2>
<p>Psychic is the most powerful of all special Psychic-type moves without drawbacks. Even though it has great distribution since it's a Technical Machine, it doesn't see a lot of uses in competitive play outside of STAB, because it has fairly poor coverage. However, it is commonly used as a STAB move for Pokemon such as Reuniclus and Alakazam, filling this role perfectly due to its great power and accuracy. Some battlers prefer to forgo Psychic in favor of Psyshock, since it hits most special walls harder, such as the omnipresent Blissey; however, Psychic is the more common sight in competitive battling because of its greater Base Power. It also pairs up nicely with Focus Blast, which hits Steel- and Dark-types for super effective damage.</p>
<h2>Related Moves</h2>
<p>Psyshock is a less powerful alternative that uses the opponent’s Defense stat, rather than Special Defense, in damage calculation.</p>
<p>Psycho Boost is a much more powerful alternative that also lowers the user’s Special Attack stat by two stages after each use.</p>
<p>Earth Power is a Ground-type equivalent.</p>
<p>Bug Buzz is a Bug-type equivalent.</p>

Psycho Boost
Psycho Cut
Psycho Shift
Psyshock
Psystrike
Psywave
Punishment
Pursuit
<h2>Competitive Use</h2>
<p>A very unique move introduced this generation. This non-damaging move will make the target always goes last, failing if the target has already moved, and thus only works on the turn it was used. It doesn't matter what move the target may be using; it will go last regardless. Obviously, it will never make a priority move go last, because of its own normal priority. But it can make a move with normal priority move after Trick Room, the slowest move, priority wise, in the game. If, for some reason, you need something like that, for example in doubles.</p>
<h2>Related Moves</h2>
<p>After You forces the target to move first rather than last.</p>
<h2>Competitive Use</h2>
<p>Probably the least used of all priority moves, despite being the one with the greatest distribution. There are simply no good abusers, and being a Normal-type move means that it hits nothing super effectively. The only case where you will see an effective user is Swellow; after Guts is active, the bird gains an enormous Attack level, and his blistering natural Speed makes him a threatening sweeper. Thus, he can often only be revenge killed via priority, so can avoid being prematurely killed by running Quick Attack, and is also a good move for killing weakened Scarf users. Scyther is another decent candidate thanks to its good Attack stat, Technician, and the fact that is the only priority move it has access to.</p>
<h2>Related Moves</h2>
<p>Aqua Jet is a Water-type equivalent.</p>
<p>Mach Punch is a Fighting-type equivalent.</p>
<p>Ice Shard is an Ice-type equivalent.</p>
<p>Bullet Punch is a Steel-type equivalent.</p>
<p>Shadow Sneak is a Ghost-type equivalent.</p>
<p>Vacuum Wave is a special Fighting-type equivalent.</p>
<h2>Competitive Use</h2>
<p>A move that only really has any competitive use in double or triple battles. It will protect the user's entire side from all priority attacks, giving enough time for a wall to recover, or an opening space for a frail sweeper to either set up or outright attack. However, to be honest it is usually a waste of time, as you could at the same time just attack, and this move does nothing to non-priority attacks.</p>
<h2>Related Moves</h2>
<p>Wide Guard also protects the user's entire field, but only for moves that damage all Pokemon at the same time.</p>
<h2>Competitive Use</h2>
<p>A newly introduced move in this Generation, and right from the early days of BW it was considered one of the best set-up moves in the entire game. As a move that makes the target a sweeper and a bulky threat (at least on the special side) at the same time, it is indeed a good thing. However, only few Pokemon that have access to this move can put it to good use. Volcarona is the obvious one when going for an offensive route, as it has colossal natural stats and brilliant STAB coverage. Lilligant is the other big sweeper, and can set up more easily using Sleep Powder alongside its Chlorophyll ability.</p>

<p>Venomoth can abuse the movein two different ways, as it can be a decent offensive force thanks to its good stats and Tinted Lens ability, but it can also use a combination of Quiver Dance and Baton Pass, allowing another, more suitable recipient do the sweep. Anyhow, always keep in mind that this move can often change the outcome of a match, so be wary.</p>
<h2>Related Moves</h2>
<p>Calm Mind is a Psychic-type move that raises the Special Attack and Special Defense by 1 stage each.</p>


Rage
Rage Powder
Rain Dance
[SHORT DESC]
Summons rain for five turns.

[LONG DESC]
<h2>Description</h2>
<p>This move generates the rain weather condition for five turns. Any weather condition previously on the field is removed. All Pokemon on the field are affected by these effects, even in doubles and triples. While this condition is active, all Water-type moves have their Base Power increased by 50%, and all Fire-type moves and SolarBeam have their power decreased by 50%. Synthesis, Moonlight, and Morning Sun will only recover 25% of a Pokemon's maximum health. The moves Thunder and Hurricane have their accuracy raised to 100%. Pokemon with the Dry Skin ability will regain 12.5% of their maximum health at the end of every turn. Pokemon with the Swift Swim ability double their Speed. Pokemon with the Rain Dish ability recover 6.25% of their maximum health at the end of every turn. Pokemon with the Hydration ability are cured of any status ailment immediately. If the user of this move holds the item Damp Rock, the duration of the weather becomes eight turns rather than five. Weather Ball becomes a Water-type move with 100 power. Pokemon with the ability Forecast become Water-type. If Rain Dance is used while the rain weather condition is already active, the move will fail.</p>

<h2>Competitive Use</h2>
<p>Rain Dance summons rain, one of the most useful weather conditions in Pokemon. With rain in play, Water-type moves increase in power, and Pokemon such as Starmie can do tremendous damage to the opponent with their STAB attacks. Pokemon with the Dry Skin ability, most notably Toxicroak, recover 12.5% of their maximum health every turn, allowing them to set up Substitute freely. Rain Dance is also one of those moves that most pokemon can learn even if they're not Water-type pokemon. Additionally, Pokemon who can use Thunder, such as Rotom-W, can abuse the move while under effects of rain as it has 100% accuracy. Hurricane can also be abused by Tornadus and Dragonite, for it also has 100% accuracy. While it is true to a certain extent that Rain Dance is obsolete because of the existence of Drizzle Politoed, there is a very good reason to use Rain Dance in standard OU instead, and that's Swift Swim. It is illegal to have a Pokemon with Swift Swim and a Pokemon with Drizzle on the same team in Smogon's standard OU; however, no such restriction applies to Rain Dance. Pokemon with Swift Swim can seriously exploit the effects of rain, because not only does it double the Pokemon's Speed, allowing it to outrun almost any pokemon, but it also boosts their Water-type STAB moves through the roof, turning Pokemon like Kingdra and Kabutops into absolute monsters. Rain Dance is most easily set up by Prankster Tornadus, who can also abuse the rain with its STAB Hurricane.</p>

<h2>Related Moves</h2>
<p>Sandstorm is the Rock-type equivalent, and summons the weather condition sandstorm.</p>
<p>Hail is the Ice-type equivalent, and summons the weather condition hail.</p>
<p>Sunny Day is the Fire-type equivalent, and summons the weather condition sun.</p>

Rapid Spin
Razor Leaf
Razor Shell
Razor Wind
Recover
Recycle
Reflect
Reflect Type
Refresh
Relic Song
Rest
Retaliate
Return
Revenge
Reversal
Roar
Roar Of Time
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rock Wrecker
Role Play
Rolling Kick
Rollout
Roost
Round
Sacred Fire
Sacred Sword
Safeguard
Sand Tomb
Sand-Attack
[SHORT DESC]
Summons a sandstorm for five turns.

[LONG DESC]
<h2>Description</h2>
<p>This move generates the sandstorm weather condition for five turns. Any other weather conditions will be cleared when this move is used. If Sandstorm is used while the sandstorm weather condition is already active, the move will fail. All Pokemon on the field are affected by these effects, even in doubles and triples. While under the effects of sandstorm, all non Rock-, Ground-, and Steel-type Pokemon will take 6.25% damage at the end of each turn. Rock-types gain a boost to their Special Defense of 50%. Pokemon with the abilities Sand Veil, Sand Rush, Sand Force, Overcoat, or Magic Guard will not receive any damage from sandstorm. Pokemon who have access to the Sand Veil ability obtain a 20% evasion boost. The move SolarBeam has its Base Power reduced by 50%. Pokemon who possess the Sand Rush ability will have their Speed doubled. Pokemon who have the Sand Force ability are granted a 30% boost to all Rock-, Ground-, and Steel-type moves. Synthesis, Moonlight, and Morning Sun only recover 25% of the Pokemon's maximum health. Weather Ball changes into a Rock-type move with 100 Base Power. If held by the user, the item Smooth Rock increases the duration of sandstorm to 8 rather than 5 turns.</p>

<h2>Competitive Use</h2>
<p>Sandstorm is one of those weather conditions that can be exploited to gain the upper advantage in battle. A surprising fact is that sandstorm was once an inferior weather condition dwelling at the same level as Hail. But ever since the fourth generation arrived, sandstorm increased its importance as a separate theme strategy to the same level as Rain Dance and Sunny Day, because the 50% increase in Special Defense for Rock-types makes it possible to set up sandstorm with relative ease. However, it is only in generation five that offensive sandstorm teams have become ubiquitous; infamous sandstorm abusers such as Landorus are able to perform their tasks more effectively under sandstorm, as Landorus can deal more damage with its Sand Force ability, and in the lower tiers, Stoutland can use the Sand Rush ability, which increases its Speed to the point where it is impossible to outrun. However, the move Sandstorm itself is obsolete because Tyranitar or Hippowdon can conjure up a permanent sandstorm weather condition with their ability, Sand Stream, and you should never try to take advantage of sandstorm without them in tow.</p>

<h2>Related Moves</h2>
<p>Rain Dance is the Water-type equivalent, and summons the weather condition rain.</p>
<p>Sunny Day is the Fire-type equivalent, and summons the weather condition sunlight.</p>
<p>Hail is the Ice-type equivalent, and summons the weather condition hail.</p>

Scald
Scary Face
Scratch
Screech
Searing Shot
Secret Power
Secret Sword
Seed Bomb
Seed Flare
Seismic Toss
Selfdestruct
Shadow Ball
Shadow Claw
Shadow Force
Shadow Punch
Shadow Sneak
Sharpen
Sheer Cold
Shell Smash
Shock Wave
Signal Beam
Silver Wind
Simple Beam
Sing
Sketch
Skill Swap
Skull Bash
Sky Attack
Sky Drop
Sky Uppercut
Slack Off
Slam
Slash
Sleep Powder
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
SmellingSalt
Smog
SmokeScreen
Snarl
Snatch
Snore
Soak
Softboiled
SolarBeam
SonicBoom
Spacial Rend
Spark
Spider Web
Spike Cannon
Spikes
Spit Up
Spite
[SHORT DESC]
No effect whatsoever.

[LONG DESC]
<h2>Description </h2>
<p>User splashes around, doing nothing at all.</p>

<h2>Competitive Use</h2>
<p>Yeah. Unless you're running a Wobbuffet and want your opponent to burst a blood vessel with frustration, you shouldn't use this. Even if you're trying to be extremely cruel to your opponent, generally speaking it's outclassed by such gems as Choice Band Kakuna and a team of Unown that spell "ORDURE".</p>

Spore
Stealth Rock
Steamroller
Steel Wing
Stockpile
Stomp
Stone Edge
Stored Power
Storm Throw
[SHORT DESC]
No additional effect.

[LONG DESC]
<h2>Description</h2>
<p>It simply deals damage. It also has an overworld effect that enables you to move big boulders, as long as one of your Pokemon knows Strength.</p>

<h2>Competitive Use</h2>
<p>Just like Cut, this move should not be your first choice on a competitive team. A lot of moves outclass Strength, and should be considered before it. Once more, there is no real reason to not use Return or Frustration in that slot since they have considerably more power.</p>

<h2>Related Moves</h2>
<p>Depending the level of happiness, Return or Frustration are excellent alternatives.</p>

<p>Drill Peck is a Flying-type equivalent.</p>
<p>Dragon Claw is a Dragon-type equivalent.</p>
<p>Seed Bomb is a Grass-type equivalent.</p>
<p>X-Scissor is a Bug-type equivalent.</p>

String Shot
Struggle
Struggle Bug
Stun Spore
Submission
Substitute
Sucker Punch
[SHORT DESC]
Summons sunlight for five turns.

[LONG DESC]
<h2>Description</h2>
<p>This move generates the sunlight weather condition for five turns. Any other weather conditions will be cleared when this move is used. All Pokemon on the field are affected by these effects, even in doubles and triples. While Sunny Day is in play, all Fire-type moves will have their Base Power boosted by 50% while all Water-type moves will decrease their Base Power by 50%. Synthesis, Moonlight, and Morning Sun will recover 2/3 of the pokemon's maximum health. The move SolarBeam will not require charging. Thunder and Hurricane will have their accuracy decrease from 70% to 50%. The move Growth will raise Attack and Special Attack by two stages each instead of one. No Pokemon will obtain the freeze status while Sunny Day is active. At the end of each turn, Pokemon with the Dry Skin ability will lose 12.5% of their health. Pokemon with Solar Power will also constantly lose 12.5% of their health at the end of every turn, but but will have their Special Attack stat boosted by 50%. Pokemon with the Chlorophyll ability will have their Speed doubled. Pokemon with the Harvest ability will always restore the Pokemon's consumed Berries at the end of every turn. Pokemon with the ability Leaf Guard are unaffected by status problems and cannot use the move Rest. Pokemon with the Flower Gift ability and its partner in double battles will have their Attack and Special Defense stats boosted. Pokemon with the Forecast ability transform into a Fire-type. Weather Ball becomes a Fire-type move with Base Power of 100. Cherrim changes its forme to Sunny Forme. The item, Heat Rock, will increase the duration of Sunny Day to 8 rather than 5 turns. If Sunny Day is used while the sunshine weather condition is already active, the move will fail.</p>

<h2>Competitive Use</h2>
<p>Sunny Day generates sunlight for five turns, and the effects of sunlight increase the power of all Fire-type moves by 50% and decrease the power of all Water-type moves by the same, giving Fire-types a rare advantage over Water-types. This means that Pokemon such as Heatran, Darmanitan, Victini, and Chandelure can fire off monstrously powerful attacks that are almost impossible to wall. Charizard also deserves special mention for its Solar Power ability, which in the sunlight turns Charizard into the stuff of nightmares for defensive teams. The sunlight also helps Grass-type Pokemon as well, as Pokemon with the Chlorophyll ability can abuse sunlight, for their Speed is doubled, allowing them to outspeed almost all unboosted Pokemon. This turns Pokemon normally quite tame Pokemon, such as Venusaur, into absolutely horrifying sweepers that can tear apart non-weather teams. Both Grass- and Fire-types also get pretty big move improvements. SolarBeam is available to both Fire-types, who can use it to counter Water-types, since it doesn't require charging on the first turn, and Grass-types, for a more powerful STAB attack. Moonlight, Synthesis, and Morning Sun can significantly restore the user's health. Furthermore, sunlight prevents the freeze status, meaning Ice Beam or Blizzard have no chance of freezing anyone in the field. However, Sunny Day will mostly be used in UU tier as in OU, Ninetales possesses the ability Drought, which permanently keeps sunlight active, and the combination of Chlorophyll with Drought is legal in OU, unlike the combination of Drizzle and Swift Swim. Unfortunately, Drought is banned in UU, so Sunny Day is your best bet there.</p>

<h2>Related Moves</h2>
<p>Sandstorm is the Rock-type equivalent, and summons the weather condition sandstorm.</p>
<p>Hail is the Ice-type equivalent, and summons the weather condition hail.</p>
<p>Rain Dance is the Water-type equivalent, and summons the weather condition rain.</p>

Super Fang
Superpower
Supersonic
[SHORT DESC]
Hits Pokemon using Dive with double Base Power.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. In a double or triple battle, this move hits all Pokémon adjacent to the user. Any target using Dive is hit with double Base Power. Outside of battle, it allows you to travel across water.</p>

<h2>Competitive Use</h2>
<p>As the only competitive Hidden Machine move, with high Base Power and perfect accuracy, Surf is available to almost every Water-type Pokémon and is often their main special STAB attack. However, due to the non-comprehensive cover of Water-type attacks, it should not be the only damaging move in the moveset, excluding niche Pokemon such as Crocune, or its user is easily walled by Grass-, Dragon-, and other Water-type Pokemon.</p>

<h2>Related Moves</h2>
<p>Scald is less powerful than Surf, but it has a high chance to burn the opponent.</p>
<p>Muddy Water has the same Base Power as Surf as well as a high chance to lower the foe's accuracy, but it has much lower accuracy and distribution.</p>
<p>Hydro Pump is a more powerful alternative, but it has lower accuracy and fewer PP.</p>

<p>Thunderbolt is an Electric-type equivalent.</p>
<p>Flamethrower is a Fire-type equivalent.</p>
<p>Ice Beam is an Ice-type equivalent.</p>

Swagger
Swallow
Sweet Kiss
Sweet Scent
Swift
Switch Gear
Switcheroo
Swords Dance
Synchronoise
Synthesis
Tackle
Tail Glow
Tail Slap
Tail Whip
Tailwind
Take Down
Taunt
Techno Blast
Teeter Dance
Telekinesis
Teleport
Thief
Thrash
Thunder
Thunder Fang
Thunder Wave
[SHORT DESC]
10% chance to paralyze opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to paralyze the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>Thunderbolt is the most powerful special Electric-type attack with 100% accuracy, which makes it a staple STAB move on many different Electric-type Pokemon, who typically have high Special Attack. It is also widely available as a Technical Machine, and thus is an extremely common coverage move for many Pokemon. Most notably, it pairs with Ice Beam to form "Bolt-Beam", a two-move combination that covers every Pokemon in the game for at least neutral damage, besides Shedinja, Magnezone, Rotom-F, Rotom-H, and Volt Absorb Lanturn. The fact that Thunderbolt has relatively high power for almost no negative side-effects whatsoever only serves to improve its case. Thunderbolt is a move to make good use of.</p>

<h2>Related Moves</h2>
<p>Thunder is a much more powerful option with a higher chance of paralysis. However, it also has much lower accuracy and fewer PP.</p>
<p>Discharge is a less powerful option with a higher chance of paralysis.</p>

<p>Flamethrower is a Fire-type equivalent.</p>
<p>Ice Beam is an Ice-type equivalent.</p>
<p>Surf is a Water-type equivalent.</p>

ThunderPunch
ThunderShock
Tickle
Torment
Toxic
Toxic Spikes
Transform
Tri Attack
Trick
[SHORT DESC]
Slower Pokemon move first for 5 turns.

[LONG DESC]
<h2>Description</h2>
<p>When Trick Room is activated, normal Speed priority is reversed for the move's duration. So Pokemon who usually go last will go first. Using Trick Room while the effects are already active will cause the effects to cease. All Pokemon on the field are affected by these effects, even in doubles and triples. Trick Room has a move priority of -7. If a Pokemon with Prankster uses Trick Room, it has a move priority of -6. Under Trick room, move priority of all moves remains the same, so a Scizor using Bullet Punch will always move before a Snorlax using Fire Punch. In-game, any Pokemon with over 1809 Speed will be unaffected by Trick Room.</p>

<h2>Competitive Use</h2>
<p>Trick Room is the centrepiece of an entire offensive playstyle, admittedly one that has gone out of favour, but can still present a credible threat. The basic idea behind it is to set up Trick Room with a bulky Pokemon such as Bronzong or Dusknoir, and then to tear apart the opponent's team with bulky, powerful, and slow sweepers such as Rhyperior, Snorlax, and Marowak. As these Pokemon are able to move first, they have a good chance to sweep; however, it takes quite an effort to set up Trick Room since it has a priority of -7, meaning it will almost always go last regardless of the user's Speed stat. While it is looked down upon in Standard OU for its short duration compared to other strategies such as weather offense, it is a common strategy in metagames where a few turns is all you need, such as VGC, where many teams are built around the move, and it is imperative to have some way to counter the strategy.</p>

<h2>Related Moves</h2>
<p>Magic Room negates the effect of the opponent's held item.<p>
<p>Wonder Room switches the Defense stat and the Special Defense stat.</p>

Triple Kick
Trump Card
Twineedle
Twister
<h2>Competitive Use</h2>
<p>There isn't much use for this move. It's a Normal-type attack that also happens to lock the user in, which are two very undesirable traits indeed. Being locked on a Normal-type attack means a free switch for any Pokemon that resists or is immune to it. In a competitive match you shouldn't give that kind of room to your opponent.</p>
<h2>Competitive Use</h2>
<p>Such a cool move, which needs to be used intelligently to work to the fullest extent. In the DP era, with the rise of Scizor this move became very well known, and for good reason. It has a healthy Base Power, which when combined with Scizor's vicious offensive ability becomes much more than a simple escape tool. It can be used as an effective scouting move, since it has a very real threat of serious damage behind it, and can often create mind games with the opponents. For example, if you use U-turn and the opponent switches on the same turn, it will give you the chance to act accordingly without wasting a turn switching.</p>
<p> It is also is worth noting that if you have a slower U-turn user, such as Celebi, this new one brought by the U-turn will enter the field unscathed. This gives you a better match-up, the obvious edge, and keeps the offensive pressure on your side. Another common strategy is to use a few strong U-turn users, such as Scizor or Landorus, in conjunction with Volt Switch users such as Rotom-W, who cover each other's weaknesses rather well, and by repeated use of both moves maintain pressure on the opponent for the duration of the battle.</p>
<p>As well as Scizor and other strong Bug-types, it's also a good move for Choice users, since they need to predict a lot by nature, and so having an easy way out to a more appropriate teammate when predicting an obvious switch from the opponent can help the team by a fair amount. A well-timed U-turn can maintain the offensive pressure on the user's side, something that's often lost when you predict wrongly with a Choice user otherwise. Finally, it's an easy way to escape from all trapping abilities, so Scizor isn't total Magnezone bait. Again, such a cool move.</p>
<h2>Related Moves</h2>
<p>Volt Switch is a special Electric-type equivalent.</p>


Vacuum Wave
V-create
Venoshock
ViceGrip
Vine Whip
Vital Throw
Volt Switch
Volt Tackle
Wake-Up Slap
<h2>Competitive Use</h2>
<p>Don’t even bother.</p>
<h2>Related Moves</h2>
<p>Surf is a more powerful alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Acid is a Poison-type equivalent.</p>
<p>Gust is a Flying-type equivalent.</p>
<p>Ember is a Fire-type equivalent.</p>
<p>Powder Snow is an Ice-type equivalent.</p>
<p>Thundershock is an Electric-type equivalent.</p>
<p>Twister is a Dragon-type equivalent.</p>
<h2>Competitive Use</h2>
<p>Water Pledge is fairly useless in singles play, as the Pokemon that have access to it have superior options such as Surf, Scald, or Hydro Pump. However, in doubles, it can be used together with Fire Pledge to double the effect chance of your side's moves (though this does not stack with Serene Grace). When used together with Grass Pledge, Water Pledge can also be used to slow down the opponent; this is helpful to assist slower Pokemon on teams that would rather not run Trick Room. </p>
<h2>Related Moves</h2>
<p>Surf is a more powerful alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Fire Pledge is a Fire-type equivalent.</p>
<p>Grass Pledge is a Grass-type equivalent.</p>
<h2>Competitive Use</h2>
<p>The only viable competitive use of this move is on Serene Grace Jirachi in rain for the extra confusion chance, as Surf, Scald, and Hydro Pump are all superior options otherwise. You could use it on Nasty Plot Technician Persian if you really wanted to, but…</p>
<h2>Related Moves</h2>
<p>Surf is a more powerful alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Bite is a physical Dark-type equivalent.</p>
<p>Flame Wheel is a physical Fire-type equivalent.</p>
<p>Heart Stamp is a physical Psychic-type equivalent.</p>
<p>Chatter is a physical Normal-type equivalent.</p>
<p>Dragonbreath is a Dragon-type equivalent.</p>
<h2>Competitive Use</h2>
<p>This move, along with its Ground-type counterpart, Mud Sport, is fairly useless; most Pokemon that have access to Water Sport already resist Fire, and the ones that don't can just run Rain Dance if they want to replicate the effect, but also boost their STAB moves as well.</p>
<h2>Related Moves</h2>
<p>Mud Sport is a Ground-type equivalent.</p>
<h2>Competitive Use</h2>
<p>This move has the potential to be immensely powerful as long as you can keep the user from being damaged. It is often used on Kyogre to deal massive damage to the opposition – between Choice Specs, Drizzle, a base 150 Special Attack stat and a 150 BP STAB move, there is basically nothing in the game that can stop it; however, in the long run, Hydro Pump and Surf are both more reliable options. For example, below 80% health, Hydro Pump is stronger, and below about 63% health, Surf is stronger. Most of the other users, such as Blastoise and Jellicent, are defensively inclined, so prefer Surf.</p>
<h2>Related Moves</h2>
<p>Surf is a less powerful but more consistent alternative.</p>
<p>Hydro Pump is a less powerful and accurate but more consistent alternative.</p>
<p>Eruption is a Fire-type equivalent.</p>

[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 if the user moves firsy. It also has an overworld effect that makes you climb waterfalls.</p>

<h2>Competitive Use</h2>
<p>Waterfall falls into a very unique category indeed: it's a physical Water-type move. Thus, it sees quite a bit of use, thanks to its healthy 80 Base Power, flawless accuracy, and large distribution, and it's worth noting that the 20% flinch chance isn't bad at all. For these reasons it has been a staple for physical Water-type Pokemon like Gyarados, Kingdra, Kabutops, and Azumarill since the DP era, when the physical/special split occurred. However, you may choose to opt for Aqua Tail instead, which gives slightly more power in exchange for slightly lower accuracy. Thus, Waterfall is mostly used on offensive sets that can't afford that unlucky miss at the most crucial times.</p>

<h2>Related Moves</h2>
<p>Aqua Tail is a slightly more powerful option that comes with an imperfect 90% accuracy.</p>
<p>Crabhammer is also a slightly more powerful alternative, but with imperfect 90% accuracy and poor distribution.</p>

<p>Hyper Fang is a Normal-type equivalent, but with a lower flinch rate.</p>
<p>Zen Headbutt is a Psychic-type equivalent, but with lower accuracy.</p>
<p>Iron Head is a Steel-type equivalent, but with a higher flinch rate.</p>
<p>Dragon Rush is a Dragon-type equivalent, but with lower accuracy.</p>
<p>Dark Pulse is a special Dark-type equivalent.</p>
<h2>Competitive Use</h2>
<p>This move is only useful on weather-reliant sweepers such as Victreebel that can use Weather Ball for a more powerful coverage move than Hidden Power. Rain sweepers have Hydro Pump and Surf, and hail sweepers have Blizzard, so sun sweepers are basically the only ones you will see using this move – the fact that the only Pokemon that will use Weather Ball are Grass-types notwithstanding.</p>
<h2>Related Moves</h2>
<p>Surf and Hydro Pump are more powerful and consistent in rain.</p>
<p>Flamethrower and Fire Blast are more powerful and consistent in sun.</p>
<p>Blizzard is more powerful and consistent in hail.</p>

Whirlpool
Whirlwind
Wide Guard
Wild Charge
Will-O-Wisp
Wing Attack
Wish
Withdraw
Wonder Room
Wood Hammer
Work Up
Worry Seed
Wrap
Wring Out
[SHORT DESC]
No additional effect.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. No other effect</p>

<h2>Competitive Use</h2>
<p>X-Scissor is the third most powerful physical Bug-type move in the game, after Megahorn and Attack Order. Unlike those, though, it has a wide distribution, as a TM move in the 5th Generation. While perhaps less popular than U-turn, it will not force the user out, making it a better option for Pokemon with set-up moves, such as Swords Dance. However, do note that Technician Scizor will prefer Bug Bite, as it has a higher Base Power factoring in the Technician boost.</p>

<h2>Related Moves</h2>
<p>Bug Bite is a less powerful move with greater PP, which also allows the user to consume the foe's held Berry.</p>
<p>Attack Order is a more powerful move with the same PP and a higher critical hit rate.</p>
<p>Megahorn is a much more powerful move with fewer PP and lower accuracy.</p>

<p>Strength is a Normal-type equivalent.</p>
<p>Drill Peck is a Flying-type equivalent.</p>
<p>Dragon Claw is a Dragon-type equivalent.</p>
<p>Seed Bomb is a Grass-type equivalent.</p>
[SHORT DESC]
Puts the target to sleep after 2 turns.

[LONG DESC]
<h2>Description</h2>
<p>The turn this move is used, a message saying "[Pokemon] yawned loudly!" will appear. At the end of the subsequent turn, the target will be afflicted with the sleep status. The effect will not occur if a status-protecting move is used or the user is afflicted by another major status condition. Yawn will fail immediately if the target is already behind a Substitute when the move is used. If the opponent switches out, it will not fall asleep and the effects are lost. If the opponent falls asleep through some means other than Yawn, and then wakes up, Yawn's effect will put the target to sleep again at the end of the following turn.</p>

<h2>Competitive Use</h2>
<p>Yawn's greatest perk is its ability to force switches; as such, it works very well with entry hazard supportyour opponent will be forced to choose between switching and taking damage, or having one of their Pokémon falling asleep. Yawn has a decent distribution, as well. It should be noted that if a Pokemon falls asleep (due to any other method) while being affected by Yawn and wakes up before Yawn takes place, then it will fall asleep again. This means that ChestoRest Kingdra among others is not entirely safe.</p>
[SHORT DESC]
Paralyzes the target.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 100% chance to paralyze the target.</p>

<h2>Competitive Use</h2>
<p>Zap Cannon looks highly promising at first, sporting 120 Base Power and causing sure-fire paralysis; however, its accuracy is a huge letdown at only 50%, so that it's an effective coin flip as to whether it hits or not. As such, to use Zap Cannon to its fullest extent, one must patch up its accuracy. Ways to do this include holding Wide Lens or Zoom Lens, or using the move Gravity. Unfortunately, Galvantula, who has both Electric-type STAB and Compoundeyes, does not have access to Zap Cannon. Eelektross can also try to use Zap Cannon in tandem with Coil's accuracy-boosting effect.</p>

<h2>Related Moves</h2>
<p>Thunder has the same Base Power but higher PP and accuracy, and a 30% chance of paralysis.</p>
<p>Thunderbolt has lower Base Power but much higher accuracy and PP, and a 10% chance of paralysis.</p>

<p>DynamicPunch is a Fighting-type equivalent, but inflicts confusion and has 100 BP instead.</p>
<p>Inferno is a Fire-type equivalent, but inflicts burn and has 100 BP instead.</p>
[SHORT DESC]
20% chance to flinch opponent.
[LONG DESC]
<h2>Description</h2>
<p>Has a 20% chance to flinch the opponent.</p>

<h2>Competitive Use</h2>
<p>Zen Headbutt is usually the "Psychic-type STAB of choice" for physically-orientated Psychic-types, facing little competition from Psycho Cut thanks to its higher Base Power and much better distribution. The flinch chance is a nice bonus, but shouldn't be counted on, unless you are running Jirachi.</p>

<h2>Related Moves</h2>
<p>Psycho Cut is a less powerful but more accurate option with a high critical hit rate.</p>

<p>Hyper Fang is a Normal-type equivalent, but with a lower flinch rate.</p>
<p>Waterfall is a Water-type equivalent, but with higher accuracy.</p>
<p>Iron Head is a Steel-type equivalent, but with higher accuracy and flinch rate.</p>
<p>Dragon Rush is a Dragon-type equivalent, but with lower accuracy.</p>
<p>Dark Pulse is a special Dark-type equivalent, but with higher accuracy.</p>
 

bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
[a]abil1[/a]Abilities A-N

[SHORT DESC]
The Pokemon's STAB modifier becomes x2.

[LONG DESC.]
<h2>Description</h2>
<p>This ability alters the user’s Same Type Attack Bonus. It becomes x2 instead of x1.5.</p>

<h2>Competitive Use</h2>
<p>This ability is very useful on paper, but it has a very low distribution, with many of the possible users rarely being used in most tiers. Porygon-Z is the best user of Adaptability, however its other ability, Download, is usually a better choice. The only other notable Pokemon to receive Adaptability is Eevee, who can use a 204 Base Power Return in Little Cup. Some Pokemon have Adaptability as their Dream World ability, but are illegal in OU due to their not being released yet. Crawdaunt is the most notable example here, as it can abuse 180 Base Power Crabhammer, coming off a high base 120 Attack.</p>
[SHORT DESC.]
Deals 25% damage when KOed by contact damage.

[LONG DESC.]
<h2>Description</h2>
<p>When a Pokemon with the ability Aftermath is KOed by a contact attack, it inflicts 25% damage to the opponent.</p>

<h2>Competitive Use</h2>
<p>This ability appears very situational, but in the right circumstances it can be very useful to hurt physical attackers, especially when Life Orb is also depleting their health. Whilst there are many better abilities, the Pokemon that have Aftermath usually have few usable alternatives. The fully evolved Pokemon that have Aftermath are Skuntank and Drifblim (although if playing with Dream World Pokemon, Garbodor and Electrode also gain the ability). Aftermath is one of the factors that make Skuntank in particular a dangerous opponent, so it should under no circumstances be underestimated. The pre-evolutions of the aforementioned Pokemon can also use this ability effectively in Little Cup.</p>
[SHORT DESC]
Blocks the effects of weather.

[LONG DESC]
<h2>Description</h2>
<p><p>All battle effects provided by any prevailing weather conditions, namely sunlight, rain, hail, sandstorm, and fog, are blocked as long as the Pokemon with this ability is in play. This includes any ability-related effects, power increase of certain attack types, and any residual damage from sandstorm and hail. The weather condition will continue to prevail until it fades or is replaced, but the battle will act as if there is no weather condition in play. Weather-related forms, such as Cherrim and Castform, will still change and take effect. When a Pokemon with Air Lock enters battle, an activation notification of "<Pokemon> has Air Lock!" will be given.</p>

<h2>Competitive Use</h2>
<p>Only one Pokemon has access to Air Lock, and that’s Rayquaza. In Ubers, Rayquaza can stymie to an extent all the Pokemon reliant on weather. Ubers is the tier where the most fearsome auto-weather inducers roam, namely Kyogre and Groudon. While Rayquaza is on the field, Chlorophyll and Swift Swim users no longer get their Speed boost, Thunder users, such as Zekrom, lose their perfect accuracy attacks, and some of the sting is taken off boosted Water- and Fire-type attacks in rain and sun, respectively.</p>

<h2>Related Abilities</h2>
<p>Cloud Nine has exactly the same effect, but with a different distribution.</p>
[SHORT DESC]
Raises the power of all moves by 30% if the Pokemon moves last.

[LONG DESC]
<h2>Description</h2>
<p>This ability increases the Base Power of any damaging attack used by the user by 30% if the user moves after the intended target of said damaging attack.</p>

<h2>Competitive Use</h2>
<p>In essence, Analytic is a Life Orb boost without recoil. Analytic is only available from the Dream World. It is a technically good ability, however, many of its users are too frail or too fast to use this ability effectively. Starmie’s biggest advantage is its base 115 Speed, and this combined with rather average 80/85/85 defenses means that it isn't going to be abusing this ability anytime soon, not to mention that it has a much better ability in the form of Natural Cure. Magnezone looks like a much better candidate, as not only is it rather slow, but it also has high defenses and a huge base 130 Special Attack stat. However, like Starmie, Magnezone has a much better ability to use in the form of Magnet Pull, which represents its entire niche in the metagame. The loss of Magnet Pull would hurt Magnezone, as it reduces its usefulness drastically. Lastly, the only other notable Pokemon to get Analytic are the Porygon family, and unfortunately they too have much better abilities to make use of. As a defensive Pokemon, Porygon2 would much prefer Trace, and Porygon-Z has Download and Adaptability to choose from already, not to mention that it isn't nearly bulky enough to be ripping through teams with Analytic.</p>
[SHORT DESC]
Raises Attack to +6 if struck by a critical hit.

[LONG DESC]
<h2>Description</h2>
<p>This ability increases the Pokemon's Attack to a maximum of +6 when it is hit by a critical hit from a damage-dealing move. This ability does not activate if the Pokemon is behind a Substitute.</p>

<h2>Competitive Use</h2>
<p>We all hate hax, so Anger Point allows you to turn an unfortunate critical hit to your advantage, giving you a Pokemon with +6 Attack and your opponent a real headache. This relies upon your actually surviving said critical hit, which is easier said than done. Indeed, most of the Pokemon who this applies to are so frail that a critical hit from almost anything will inevitably KO or cripple them. Oh, and this is ignoring the miniscule chance of this ability activating in the first place, which is, on average, 6.25% per attack. Thus, this ability should never be competitively used in singles. In double or triple battles, there are strategies employed that involve the use of Anger Point, where Pokemon such as Tauros or Primeape are partnered with Pokemon with Frost Breath or Storm Throw, both of which guarantee a critical hit. The only option for this in VGC is Krookodile, and since Anger Point Krookodile is only available from the Dream World, and also unreleased, it is both unfeasible (not to mention illegal) to run the strategy.</p>
[SHORT DESC]
<p>Alerts the Pokemon to certain dangerous moves.</p>

[LONG DESC]
<h2>Description</h2>
<p>This ability activates if the opponent's Pokemon has an offensive move that is either super effective on the Pokemon with this ability, or possesses one of the moves Selfdestruct, Explosion, Fissure, Guillotine, Horn Drill, or Sheer Cold. When activated, an activation notification of "<Pokemon>'s Anticipation made it shudder!" will be given.</p>

<h2>Competitive Use</h2>
<p>Anticipation is horrible competitively and in-game. Unlike most other competitively useless abilities, it doesn't have an in-game benefit. Toxicroak and Whiscash have better abilities, even though in Whiscash's case, Oblivious is still pretty useless. It is Wormadam's only non-Dream World ability, but Wormadam shouldn't ever be used regardless. With OHKO moves being banned in OU, half of Anticipation's purpose is removed. It doesn't distinguish the individual moves themselves, so it provides little information anyway.</p>

<h2>Related Abilities</h2>
<p>Forewarn is similar to Anticipation, but it reveals the strongest attack the foe(s) have.</p>
[SHORT DESC]
<p>Prevents switching and increases encounter rate.</p>

[LONG DESC]

<h2>Description</h2>
<p>This ability prevents the opponent's Pokemon from switching out when the Pokemon with this ability is on the field. However, this effect does not apply to Flying-types, Pokemon with Levitate, Pokemon that have used Magnet Rise, or Pokemon holding the items Shed Shell or Air Balloon. Arena Trap does not prevent the effect of Eject Button. In-game, this ability doubles the encounter rate of wild Pokemon.</p>

<h2>Competitive Use</h2>
<p>This ability is incredibly useful. Its very low distribution has only increased its niche. Three Pokemon have access to Arena Trap. Diglett is used in LC, whilst its evolution, Dugtrio, can often be seen in the upper tiers. Sometimes, Dugtrio even makes an appearance in Ubers due to its ability to trap Pokemon locked into Thunder or another Electric-type attack, and then dispatch them swiftly with a STAB Earthquake. This makes Dugtrio the perfect revenge killer, more or less guaranteeing the removal of a problem Pokemon, but Dugtrio does have a tendency to become set-up fodder afterwards.</p>

<h2>Related Abilities</h2>
<p>Shadow Tag is a similar ability, but it traps all Pokemon except Pokemon holding the item Shed Shell.</p>
[SHORT DESC]
Deals 12.5% damage to sleeping opponents per turn.

[LONG DESC]
<h2>Description</h2>
<p>At the end of the turn, during the phase Leftovers and weather damage is calculated, if the opponent is asleep, they will lose 12.5% of their max HP. This will apply to any sleep condition, and will trigger each turn the opponent is asleep.</p>

<h2>Competitive Use</h2>
<p>Darkrai may be the only Pokemon to obtain this ability, but even something as frail as Darkrai can put it to good use. Darkrai is well known for being extremely fast, and so very capable of putting a threat on the opponent's team to sleep. This will result in at least one turn of Bad Dreams damage. However, it is more likely than not that a sleeping Pokemon will switch out of Darkrai, not only out of fear of Bad Dreams, but out of fear of either a powerful switch-in, or Darkrai's powerful special attacks. All in all, this ability is decent for doing small damage, making KOs easier, but Darkrai usually will not be trapping, then stalling foes to death with it.</p>
[SHORT DESC]
Prevents critical hits.

[LONG DESC]
<h2>Description</h2>
<p>This ability prevents the Pokemon from receiving a critical hit. It has no effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>This ability is situationally useful, but suffers as there is very little that it can really accomplish outside of being a useful little perk of using the Pokemon. Another problem with it is its relatively low distribution; only three Pokemon, Kabutops, Armaldo, and Drapion, receive this ability outside of the Dream World. Generally speaking Kabutops will almost always prefer Swift Swim, though Armaldo and Drapion can perhaps find some use of it. Marowak receives it from the Dream World, and certainly it is more useful than Lightningrod, as well as Rock Head should you not be using Double-Edge.</p>

<h2>Related Abilities</h2>
<p>Shell Armor is an exact equivalent with different distribution.</p>
[SHORT DESC]
Prevents the enemy from lowering this Pokemon's Defense.

[LONG DESC]
<h2>Description</h2>
<p>Prevents the Pokemon's Defense stat from being lowered. Has no effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Moves that lower Defense are scarce if not nonexistent competitively, meaning anything with access to Big Pecks always has a better option, such as Hydration or Super Luck for Swanna and Unfezant, respectively. That said, everything with access to Big Pecks is pretty much competitively poor anyway, so don't expect to ever need an alternative.</p>

<h2>Related Abilities</h2>
<p>Hyper Cutter does the same with respect to Attack.</p>
<p>Keen Eye does the same with respect to accuracy.</p>
<p>Clear Body and White Smoke do the same with respect to all stats.</p>
[SHORT DESC]
Boosts power of Fire-type moves 50% when at 1/3 HP or less.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder's HP is equal to 1/3 of its max HP or less, all of its Fire-type moves will gain an increase of 50% Base Power. This bonus is calculated in similar to STAB.</p>

<h2>Competitive Use</h2>
<p>Blaze is usually exclusive only to the Fire-type starter Pokemon, and is their only ability. However, the advent of Dream World has brought some more usable options, such as Blaziken's Speed Boost, or Emboar's Reckless. However, there are times when Blaze can be effective. Whereas the high prevalence of priority attacks and Sandstorm has made it a less effective option, using Substitute to bring a Pokemon's HP into the range of Blaze and a Pinch Berry was an option at one point (most notably for Belly Drum Charizard). Nowadays, however, Blaze is simply a last-ditch attempt to deal some damage before the Pokemon goes down.</p>

<h2>Related Abilities</h2>
<p>Overgrow, Torrent, and Swarm are Grass-, Water-, and Bug-type equivalents, respectively.</p>
[SHORT DESC]
Speed doubles in sun.

[LONG DESC]
<h2>Description</h2>
<p>When the weather is sunny, the wielder's Speed stat is doubled. This is not equivalent to a stat boost, and cannot be Baton Passed on. Moves such as Gyro Ball and Electro Ball will be affected. If the weather condition is changed, the wielder's Speed stat will return to normal.</p>

<h2>Competitive Use</h2>
<p>Chlorophyll is an extremely powerful tool for sun-based teams. Most Grass-type attackers may pack a punch, but they are usually terribly slow. Pokemon such as Victreebel and Tangrowth have trouble launching one of their ground-shattering attacks, due to being outsped and taken out. However, many Grass-type abusers of the sun still face the same problem in that their own weather condition makes their weakness to Fire greater. Chlorophyll is an amazing ability in its own right, turning Pokemon such as Leafeon and Venusaur into dangerous attackers. However, the fundamental problem still lies with using the weather condition as a core for a team.</p>

<h2>Related Abilities</h2>
<p>Swift Swim and Sand Rush are equivalents for rain and sandstorm, respectively.</p>
[SHORT DESC]
Prevents the enemy from lowering this Pokemon's stats.

[LONG DESC]
<h2>Description</h2>
<p>The wielder is unaffected by stat-lowering effects from the opponent, such as Screech and Intimidate. The wielder can still be affected by stat-raising moves, such as Flatter or Swagger, however. Clear Body does not prevent the stat drops inflicted through status, such as the speed reduction from paralysis. Self-inflicted stat drops, such as Hammer Arm and Close Combat, are not prevented either. Brightpowder will still lower the wielder's accuracy.</p>

<h2>Competitive Use</h2>
<p>Clear Body may seem unimpressive at first, but can actually prove to be extremely effective under certain conditions. Metagross is a powerful physical attacker, but Gyarados and Salamence can often Intimidate a physical attacker, reducing its usefulness. Metagross does not have to worry about this, and as a result, is undaunted by any attempts the opponent makes to cut its sweep short, bar status or KO (it should be noted here that unless it carries ThunderPunch, Metagross is still helpless against Gyarados). Some of the other Pokemon to obtain Clear Body have better options, but sometimes it can be effective, depending on the conditions and what that Pokemon is doing.</p>

<h2>Related Abilities</h2>
<p>White Smoke is an identical equivalent with different distribution.</p>
[SHORT DESC]
Blocks the effects of weather.

[LONG DESC]
<h2>Description</h2>
<p>All battle effects provided by any prevailing weather conditions, namely sunlight, rain, hail, sandstorm, and fog, are blocked as long as the Pokemon with this ability is in play. This includes any ability-related effects, power increase of certain attack types, and any residual damage from sandstorm and hail. The weather condition will continue to prevail until it fades or is replaced, but the battle will act as if there is no weather condition in play. Weather-related forms, such as Cherrim and Castform, will still change and take effect. When a Pokemon with Cloud Nine enters battle, an activation notification of "<Pokemon> has Cloud Nine!" will be given.</p>

<h2>Competitive Use</h2>
<p>In a metagame dominated by weather, where sandstorm and rain are never too far away, Cloud Nine can be an incredibly useful tool, capable of stopping teams in their tracks. Although its distribution leaves a lot to be desired, Altaria and Golduck are by no means poor when it comes to stopping rain teams or sandstorm teams. There may be more effective checks for certain weather conditions, but Cloud Nine is more than sufficient as a temporary stop to any weather abuser's sweep.</p>

<h2>Related Abilities</h2>
<p>Air Lock is an identical equivalent with different distribution.</p>

Color Change
[SHORT DESC]
Increases this Pokemon's accuracy by 30% and increases the chance of finding items on wild Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>This ability increases a move's accuracy by 30%. For example, a move such as Sleep Powder, which ordinarily has 75% accuracy, will now have 97.5% accuracy. When a Pokemon with this ability is first in the party, it will increase the chance of a wild Pokemon having an item.</p>

<h2>Competitive Use</h2>
<p>This ability is useful on Pokemon with low-accuracy moves, and fortunately, many of the Pokemon with this ability have low-accuracy moves to exploit. Galvantula and Butterfree are possibly the most well-known of these; Galvantula can abuse a 91% accurate Thunder, while Butterfree can use a 97.5% accurate Sleep Powder and Stun Spore.</p>
[SHORT DESC]
The Pokemon's stat changes are reversed.

[LONG DESC]
<h2>Description</h2>
<p>All moves that would lower one of this Pokemon's stats increase that stat by the same amount, and all moves that would raise a stat lower it by the same amount. This also applies to moves with stat-affecting side-effects, including but not limited to:</p>
<ul>
<li>Overheat</li>
<li>Leaf Storm</li>
<li>Psycho Boost</li>
<li>Draco Meteor</li>
<li>Close Combat</li>
<li>Superpower</li>
<li>Charge Beam</li>
<li>Flame Charge</li>
</ul>
<p>Baton Pass passes on the inverted boosts. Multiple boosts in one move are all inverted.</p>

<h2>Competitive Use</h2>
<p>Serperior is the only Pokemon that can abuse Contrary, as it is the only Pokemon with access to both Contrary and a stat-lowering attack. However, it does obtain STAB on Leaf Storm, and provided Serperior stays alive, it can dish out huge damage. Contrary is one of Serperior's redeeming factors. It is also an effective deterrent or surprise for opponents using Intimidate or Memento.</p>
[SHORT DESC]
The Pokemon has a 30% chance to disable any move that hits it.

[LONG DESC]
<h2>Description</h2>
<p>Whenever an attack does damage to a Pokemon with Cursed Body, there is a 30% chance of that attack being Disabled. Does not work if the attack hits a Substitute, but does work if the attacker is behind a Substitute, or if the Pokemon with Cursed Body is knocked out by the attack. Cursed Body does not stop any multi-hit attack before the move has been completed. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Froslass is extremely frail so is unlikely to make use of the ability, and Jellicent has Water Absorb which is usually considered to be more effective. As well as this, the fact that Disable is a poor strategy which requires a move to be damaging, coupled with the low effect chance, makes it unreliable.</p>

<h2>Related Abilities</h2>
<p>Effect Spore, Flame Body, Poison Point, and Static all have a 30% chance of inflicting a negative effect on the opponent, but they all require contact to be made (via a physical attack), and inflict status conditions as opposed to Disable.</p>

Cute Charm
[SHORT DESC]
Prevents the use of Selfdestruct or Explosion. Prevents Aftermath from doing damage.

[LONG DESC]
<h2>Description</h2>
<p>This ability prohibits the use of Selfdestruct or Explosion while this Pokemon is on the field. If either move is selected in battle, it will fail, and the user will not faint. It also prevents a Pokemon with Aftermath from dealing damage after it has fainted.</p>

<h2>Competitive Use</h2>
<p>While last generation this ability had some merit, since Explosion and Selfdestruct had their power halved this generation, Damp is near enough useless, as almost no Pokemon ever run such moves anymore. It may have some situational use, but for the most part, it should be avoided if another choice is available.</p>
[SHORT DESC]
Halves the Pokemon's Attack and Special Attack if its HP drops below 50%.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder's HP falls to equal or below 50% of its maximum, the wielder's Attack and Special Attack are halved. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Defeatist hasn't just prevented Archeops from being overpowered, it has turned Archeops almost into a non-threat, due to its excessive frailty and vulnerability to many super effective attacks. It also discourages the use of Archeops' most powerful attack, Head Smash. Sadly, it is the only ability Archeops can obtain, and while it is difficult to work around, doesn't make Archeops entirely neutered.</p>
[SHORT DESC]
Boosts Attack by 2 stages for every stat drop.

[LONG DESC]
<h2>Description</h2>
<p>The Pokemon gains a two stage boost to Attack for each stage another stat is lowered by. This includes the Attack stat (whereby one stage negates the drop so the wielder only gains a one stage boost), but is not triggered by self-inflicted drops such as Close Combat, or by allied attacks in double or triple battles. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Braviary and Primeape both have access to Close Combat, but Defiant isn't triggered by self-inflicted stat drops, so this makes the entire ability slightly worse. However, it is still useful for preventing the effects of Intimidate for Bisharp, Braviary, and Primeape.</p>
[SHORT DESC]
The Pokemon gets a stat boost depending on its opponent's stats.

[LONG DESC]
<h2>Description</h2>
<p>Download raises either the Attack stat or Special Attack stat by one stage depending on the foe's lowest current defensive stat; it will raise the Special Attack stat if the foe's current Special Defense is lower than its current Defense stat. If the foe's Defense and Special Defense are equal, then the Special Attack stat is increased. Download will add the two opposing Pokémon's stats and calculate the lower stat between both in double battles.</p>

<h2>Competitive Use</h2>
<p>Only three Pokemon have the ability Download, all of them being in the Porygon evolution family. When Porygon-Z gets a Special Attack stat increase it will become a pretty threating sweeper, though Adaptability is also a tempting ability. Download is a good ability to use for Agility sweeping because if the user gets a Special Attack stat increase it will be a nice pair with a Speed Stat increase from Agility making it not very easy to counter. The only other Pokemon to get Download is Genesect, who is currently unreleased.</p>
[SHORT DESC]
Summons permanent rain.

[LONG DESC]
<h2>Description</h2>
<p>Causes rain weather upon entering the battlefield. Instead of lasting 5 turns, it lasts the entire match, unless another weather is activated. If two weather inducers are sent out at the same time, the slower of the two will have their weather set up over the faster one. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Drizzle is one of the biggest factors in any metagame it is allowed in, thanks to its permanent rain effect. It supports many Pokemon with its multitude of effects. Many Electric-type Pokemon can now run Thunder over Thunderbolt, while the few Pokemon who have Hurricane can abuse a perfect accuracy 120 Base Power attack with great neutral coverage. Pokemon who are weak to Fire-type attacks can remove their weakness with the rain, while Water-type Pokemon can use their double-STAB Water-type attacks to destroy the opponents team. In OU, Politoed is transformed from a poor excuse for a Water-type into a powerful attacker; in Ubers, Kyogre becomes nigh on uncounterable. In OU however, Drizzle cannot be used with Pokemon who use Swift Swim, such as Kabutops and Kingdra, meaning people who want to use such a strategy must use the move Rain Dance instead. Such restrictions do not, however, exist in Ubers.</p>

<h2>Related Abilities</h2>
<p>Snow Warning induces hail weather, Sand Stream induces sandstorm weather, and Drought induces sunlight.</p>
[SHORT DESC]
Summons permanent sunlight.

[LONG DESC]
<h2>Description</h2>
<p>Causes sunlight weather upon entering the battlefield. Instead of lasting 5 turns, it lasts the entire match, unless another weather is activated. If two weather inducers are sent out at the same time, the slower of the two will have their weather set up over the faster one. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Drought is, while often thought of as inferior to rain and sandstorm, a very powerful weather condition in its own right, and can spawn many different forms of team support and strategies. Many Grass-type Pokemon can now run SolarBeam without drawbacks, while getting their speed boosted by the Chlorophyll ability. Examples of these include Tangrowth, Venusaur, and Victreebel. The effects of Growth are also doubled, so a Tangrowth can gain an effective Nasty Plot and Swords Dance on the same turn. Fire-type Pokemon can blast opposing Pokemon away with their double-STAB Fire-type attacks, while also losing their Water-type weakness.</p>

<h2>Related Abilities</h2>
<p>Snow Warning induces hail weather, Drizzle induces rain weather, and Sand Stream induces sandstorm.</p>
[SHORT DESC]
The Pokemon absorbs Water-type attacks and has a weakness to Fire-type moves. Heals in rain and is damaged by sun.

[LONG DESC]
<h2>Description</h2>
<p>Pokemon with this ability take 25% more damage from Fire-type attacks than they ordinarily would, but gain 25% of their maximum HP if hit by a Water-type attack. In the rain, Pokemon with this ability gain 12.5% of their health at the end of each turn, but in the sun, they lose 12.5% of their health instead. No out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Dry Skin is a great ability in an environment where Drizzle is usable. Despite the limited distribution of Dry Skin, Pokemon can easily use the 12.5% health regain to their advantage. Toxicroak is the most notable user of this ability, as it can easy abuse Substitutes and set up Swords Dance to sweep thanks to its extra effective bulk, as well as bringing to a halt many common Water-type sweepers.</p>
[SHORT DESC]
Reduces sleep time by 50%.

[LONG DESC]
<h2>Description</h2>
<p>Pokemon with this ability will remain asleep for half as long as they normally would. For example, a Pokemon that would sleep for two turns now only sleeps for one turn. If it would be asleep for one turn only, it will wake up at the end of the same turn it was put to sleep. This effect also applies to user-induced sleep caused by moves such as Rest.</p>

<h2>Competitive Use</h2>
<p>Despite being a decent ability, many of the Pokemon who get this ability cannot utilize it well, either because they get a better secondary ability, or because they are just not very good themselves. Sleep-inducing moves are also not very common; the most common is Spore, making this ability fairly unreliable without using Rest. Many Pokemon who do get this ability however are not bulky enough to take a hit to make this an effective strategy.</p>


Effect Spore
Filter
Flame Body
Flare Boost
[SHORT DESC]
Grants immunity to Fire-type moves and increases the power of Fire-type moves by 50% when hit by a Fire-type move.

[LONG DESC]
<h2>Description</h2>
<p>Flash Fire makes the user immune to Fire-type moves and increases the power of the user’s Fire-type moves by 50% when they are hit by a Fire-type move. This ability can be activated multiple times and subsequent boosts will stack; however, if the user switches out, then all boosts will be lost. Once the user is hit by a Fire-type move, Flash Fire activates. This ability has no effect while the Pokemon is frozen.</p>

<h2>Competitive Use</h2>
<p>Flash Fire is a great ability. On teams that need to patch up a Fire-type weakness, Pokemon with this ability do a great job at doing so while also giving a big boost to their Fire-type moves. Activating Flash Fire under the sun makes for a devastating ability that inflicts massive damage, making Pokemon such as Chandelure and Heatran ridiculously powerful.</p>

<h2>Related Abilities</h2>
<p>Storm Drain gives an immunity to Water-type moves and boosts Special Attack instead.</p>
<p>Lightningrod gives an immunity to Electric-type moves and boosts Special Attack instead.</p>

Flower Gift
Forecast
Forewarn
[SHORT DESC]
Reduces damage done to a teammate by 1/4.

[LONG DESC]
<h2>Description</h2>
<p>In double and triple battles, all damage from all sources that an ally takes is reduced by 25%. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>None of the Pokemon that obtain this ability are fully evolved, so this ability is useless until Little Cup triple battles gain popularity.</p>
[SHORT DESC]
Reveals the foe's item

[LONG DESC]
<h2>Description</h2>
<p>When the Pokemon enters battle, an activation message will inform the user of the opponent's held item. In double or triple battles, the ability will reveal one opponent's item at random. No other effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>This ability can be a nice benefit, since it uncovers the foe's held item, putting you one step ahead of your opponent, as you can accurately predict the opponent's set from the item it is holding before it has even had a chance to move. For example, Rotom-W holding a Choice item will likely use Trick on you rather than a status move, or Latios holding Choice Specs will likely use Draco Meteor. However, the ability's distribution is rather disappointing, as the ability is more or less limited to poor Pokemon such as Stantler and Banette. The only halfway decent Pokemon to receive the move is Yanmega, through the Dream World, who already has two far better abilities to make use of instead.</p>

Gluttony
Guts
[SHORT DESC]
Pokemon has a 50% chance to regain its held Berry at the end of the turn it was used.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder consumes a Berry, there is a 50% chance of that Berry being restored at the end of the turn. If the weather is sunny, Harvest will always activate. The Berry consumed is remembered, so even if restoration fails or the wielder switches out, the effect may still activate at the next end of turn of being active. Harvest does not activate more than once per turn, so if the restored Berry is immediately consumed, Harvest will not trigger. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>While having a 100% success rate in the sun sounds tempting, it is important to note that using Harvest means Tropius and Exeggutor will lose Chlorophyll, which has a more useful effect. As well as this, very few Berries outside of Chesto and Lum will have any decent effects worth recycling.</p>
[SHORT DESC]
30% chance to heal an adjacent teammate of a status condition every turn.

[LONG DESC]
<h2>Description</h2>
<p>In double and triple battles, has a 30% chance of removing status conditions from an adjacent ally at the end of every turn. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Somewhat effective on Blissey and Audino in non-single battles, but careful placement must be considered in order to heal both teammates.</p>

<h2>Related Abilities</h2>
<p>Shed Skin will only heal the wielder.</p>

Heatproof
[SHORT DESC]
The Pokemon's weight is doubled.

[LONG DESC]
<h2>Description</h2>
<p>The weight of the wielder is doubled exactly. This increases the power of the wielder's Heat Crash and Heavy Slam, reduces damage taken from an opponent's Heat Crash and Heavy Slam, and increases damage taken from an opponent's Grass Knot or Low Kick. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Bronzong will always prefer its other abilities simply because they have more defensive utility. Aggron prefers Rock Head to be able to use Head Smash without worry, as opposed to a slightly more powerful Heavy Slam.</p>

<h2>Related Abilities</h2>
<p>Light Metal does the opposite, and has different distribution.</p>

Honey Gather
Huge Power
Hustle
Hydration
Hyper Cutter
Ice Body
Illuminate
[SHORT DESC]
The Pokemon appears as the last Pokemon in the party to the opponent.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder is sent out in battle, it will take on the appearance of the last Pokemon in the player's party. The PokeBall used, species name, shininess, and gender are replicated, but typing, stats, level, and moveset all remain the same. Illusion is purely aesthetic, but can lead to interesting mindgames against less experienced battlers. Illusion fades if the wielder takes direct damage from an attack. Status conditions, entry hazards, weather, Substitute, and Life Orb will not cause the Illusion to fade. If the last Pokemon is a Pokemon with Illusion, then the wielder will take on the appearance of the species of the Pokemon in the final slot. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Illusion is an immensely powerful ability, and on something as volatile as Zoroark, it can be used to play extreme mindgames with the opponent. What is notable is that Zoroark has a movepool very similar to most Ghost-types, and whereas Zoroark is weak to Fighting- and Bug-type moves, Ghost-types are immune or resistant, respectively. This makes the opponent wary of attacking, and as a result allows Zoroark to stay in play for longer. It's helpful in that it can either allow Zoroark to start an early sweep unhindered, or lets you scout for a counter to whatever you have Zoroark copying.</p>
[SHORT DESC]
This Pokemon cannot be poisoned.

[LONG DESC]

<h2>Description</h2>
<p>Pokémon with this ability cannot be poisoned.</p>

<h2>Competitive Use</h2>
<p>Only two fully evolved Pokémon have Immunity: Zangoose and Snorlax. Zangoose has access to the arguably better Toxic Boost, and most of the time Snorlax will prefer having the added resistances granted by Thick Fat. It should be noted that Snorlax can Rest the eventual poison status away, even though Rest is slightly more risky to use now thanks to the new sleep mechanics.</p>

<h2>Related Abilities</h2>
<p>Poison Heal grants immunity to poison and heals the user.</p>
<p>Toxic Boost increases the user's Attack by 50% when poisoned, but won't prevent the damage from taking place.</p>

<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Inner Focus grants immunity to flinch.</p>
[SHORT DESC]
The Pokemon transforms into the opponent when it switches in.

[LONG DESC]
<h2>Description</h2>
<p>When a Pokemon with Imposter comes into play, it uses Transform automatically. Moves, ability, stats bar HP, species, EVs bar HP, and stat changes are all copied. Item effects such as Choice Scarf are not copied, but other effects such as Intimidate and Swords Dance are. Imposter fails if the opponent is an Illusion or a Substitute. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Imposter is a godsend to Ditto, turning it from a gimmick into one of the most powerful revenge killers in the game. By giving Ditto a Choice Scarf, it is guaranteed to outspeed the opponent almost 100% of the time. In a metagame where many Pokemon are checks to themselves, Ditto can easily switch in without fear and start wreaking havoc on the opponent. While Ditto is still left with its subpar HP, the Speed it can obtain, combined with the power it can pick up from some opponents is definitely worth watching out for.</p>
[SHORT DESC]
The Pokemon bypasses the foe's Light Screen, Reflect, Mist, and Safeguard.

[LONG DESC]
<h2>Description</h2>
<p>Infiltrator ignores Reflect, Light Screen, Safeguard, and Mist when attacking the opponent. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Most of the Pokemon that have access to Infiltrator have better options. Crobat might find it useful in offensive sets, but in the most common cases, Whimsicott would prefer Prankster, and Jumpluff isn't realistically ever going to face Safeguard, even if it wants to use Sleep Powder. Reflect and Light Screen aren't massive worries, and it is usually more effective to just Brick Break them away.</p>
[SHORT DESC]
Prevents flinching.

[LONG DESC]
<h2>Description</h2>
<p>Pokémon with this ability cannot be flinched. Does not prevent the turn loss if the user is attacked while charging Focus Punch.</p>

<h2>Competitive Use</h2>
<p>Inner Focus has a very wide distribution, but most Pokémon with access to it have better options elsewhere. Inner Focus' main selling point is cancelling Fake Out's flinching, a common move on leads. Mienshao can take advantage of this when employed as a lead, but will often prefer Regenerator's healing effect or Reckless's added power.</p>

<h2>Related Abilities</h2>
<p>Steadfast raises the user's Speed upon being flinched, but the user still won't be able to move the turn it's flinched.</p>

<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
[SHORT DESC]
Prevents sleep.

[LONG DESC]

<h2>Description</h2>
<p>Pokemon with this ability cannot fall asleep. Rest will automatially fail when if the user has Insomnia. Worry Seed changes the target ability to Insomnia. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Like Vital Spirit, Insomnia grants the wielder the ability to switch into sleep-inducing moves fearlessly. Banette and Honchkrow can take advantage of this fact to switch in and fire off powerful attacks, and the former can also Skill Swap its own Insomnia to screw over Rest users. Noctowl can become virtually immune to status with Psycho Shift, and Hypno can wall special assaults all day long without fearing Hypnosis or Sleep Powder putting it to an early sleep.</p>

<h2>Related Abilities</h2>
<p>Vital Spirit is an equivalent ability with different distribution.</p>

<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>

Intimidate
[SHORT DESC]
Deals 12.5% damage when the opponent makes contact.

[LONG DESC]
<h2>Description</h2>
<p>Iron Barbs will deal damage to the opponent equal to 1/8 of their maximum HP if an attack that makes contact hits the Pokemon. Stacks with Rocky Helmet. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>While not the best it could have asked for, Ferrothorn's only ability is quite effective in helping it be the defensive behemoth it is known as. As if it wasn't defensive enough already on the physical side, opponents become less willing to hit it with Fire Punch if they're losing health.</p>

<h2>Related Abilities</h2>
<p>Rough Skin is the same ability but with a different distribution.</p>

Iron Fist
Justified
Keen Eye
Klutz
[SHORT DESC]
Prevents status effects in sunlight.

[LONG DESC]
<h2>Description</h2>
<p>Prevents status effects from afflicting the wielder in sunlight. Leaf Guard also prevents the use of Rest. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Really a situational ability that is generally outclassed by others. Leafeon gets it but would rather use Chlorophyll, and the same applies to Tangrowth, except it also gets Regenerator. Thus, it is pretty much the worst of the beneficial sun abilities.</p>

<h2>Related Abilities</h2>
<p>Chlorophyll boosts Speed in sunlight, Solar Power boosts Special Attack in sunlight at the cost of health.</p>
[SHORT DESC]
This Pokemon is immune to Ground-type moves.

[LONG DESC]
<h2>Description</h2>
<p>This Pokemon will not receive any damage from Ground-type moves. The Pokemon will also not be affected by Spikes, Toxic Spikes, and can switch out of Arena Trap. It also receives no damage from the move Sky Drop. These immunities are lost while under the effects of Gravity or Ingrain, or when holding an Iron Ball. Roost does not take away the effects of Levivate. A Pokemon with one of the abilities Mold Breaker, Teravolt, or Turboblaze ignores the effects of Levitate.</p>

<h2>Competitive Use</h2>
<p>Levitate is one of the most useful abilities in the game because it gives full immunity to Ground-type moves, some of the most common attacks in the game, and to Spikes, allowing a Pokemon with Levivate to laugh in the face of almost all entry hazards. There are a number of notable Pokemon that benefit from this ability, as otherwise they would have a weakness to Ground-type attacks, such as Gengar and Rotom-W. Levitate is a great ability on almost any Pokemon. The one exception to this rule is Rotom-S.</p>

<h2>Related Abilities</h2>
<p>Water Absorb and Storm Drain give full immunity to Water-type moves.</p>
<p>Volt Absorb and Lightingrod give full immunity to Electric-type moves.</p>
<p>Sap Sipper gives full immunity to Grass-type moves.</p>
<p>Flash Fire gives full immunity to Fire-type moves.</p>
[SHORT DESC]
The Pokemon's weight is halved.

[LONG DESC]
<h2>Description</h2>
<p>Halves the weight of the wielder. Reduces damage taken from Grass Knot and Low Kick, and increases damage taken from Heavy Slam and Heat Crash. Reduces damage done with Heavy Slam and Heat Crash. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Scizor values Technician Bullet Punch and Pursuit too much to opt for Light Metal. Metagross is more likely to be hit by Intimidate than by Low Kick or Heat Crash, making Clear Body the superior option. In UU, where Low Kick is more prevalent and stat-lowering effects are less common, Light Metal actually becomes a viable option for Registeel.</p>

<h2>Related Abilities</h2>
<p>Heavy Metal does the opposite, and has a different distribution.</p>
[SHORT DESC]
When hit with an Electric-type move, Special Attack is boosted by 1 stage. All Electric-type attacks are drawn to this Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>Gives an immunity to Electric-type attacks and, if the wielder is hit by an Electric-type attack, grants a Special Attack boost to the Pokemon. In double battles, it forces Electric attacks to hit the Lightningrod Pokemon, unless they hit both Pokemon. It also will not redirect an Electric-type Hidden Power. If Follow Me is being used, an Electric-type move will hit the Follow Me user instead. Electric type Judgment hits through Lightningrod. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>There aren't really any decent users of this ability. Manectric and Seaking are the standout ones but neither are very good and won't be seen very much outside of the lower tiers. Zapdos has this ability but it is unreleased as of right now, but once it is expect to see Lightningrod a lot more often.</p>

<h2>Related Abilities</h2>
<p>Volt Absorb restores health when hit by Electric-type moves whilst Motor Drive boosts Speed when hit by Electric-type moves. Both also give an immunity to Electric-type moves.</p>
[SHORT DESC]
Blocks paralysis.

[LONG DESC]
<h2>Description</h2>
<p>Pokémon with this ability cannot be paralyzed. If a Pokemon is paralyzed and acquires the Limber ability through an ability-changing move such as Skill Swap, the paralysis is removed, but returns when the Pokemon loses this ability. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Thunder Wave has a wide distribution as a TM; as such, it's a very common move in the metagame. Limber prevents it from working and potentially ruining a sweep. It's a solid option for most Pokemon that learn it; but is often overshadowed by options such as Technician (Persian) and Prankster (Liepard). Ditto has a much better option in Imposter, and should always use that instead of Limber.</p>

<h2>Related Abilities</h2>
<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>
[SHORT DESC]
Leeching moves cause the enemy to lose HP instead.

[LONG DESC]
<h2>Description</h2>
<p>Instead of a foe’s draining move healing them, Liquid Ooze makes them lose health equal to half the damage dealt instead. This includes damage from Leech Seed and Giga Drain. Dream Eater is not affected by this ability. This ability has no effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Tentacruel is the only competitive user of Liquid Ooze, and it prefers Rain Dish usually, but you will find it sometimes have Liquid Ooze in order to better deal with Whimsicott, Ferrothorn, and Conkeldurr. It also allows it to counter threats such as Calm Mind Virizion much more easily. A decent ability, but generally outclassed by others.</p>
[SHORT DESC]
Bounces back certain non-damaging moves.

[LONG DESC]
<h2>Description</h2>
<p>Magic Coat in an ability. Reflects any moves that change status effects (bar Memento), status conditions, entry hazards, Taunt, Encore, Disable, all other pseudo-conditions, and provides an immunity to said effects. If both Pokemon have Magic Bounce, only the ability of the target triggers. Magic Bounce only activates once per turn. Teravolt, Turboblaze and Mold Breaker all negate this ability. No known effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>This ability alone is what has propelled Espeon and Xatu to a higher level of usagebeing able to switch in and not only prevent status conditions and field effects, but to put them onto your opponent is immense. It allows your team to not have to carry a Stealth Rock user, as you can simply bounce your opponent's. It also provides many sweepers with a buffer against burn and paralysis. Similarly, it aids Espeon and Xatu in Baton Passing greatly, forming an intermediate stage of safety before your cleaner switches in.</p>

<h2>Related Abilities</h2>
<p>While not an ability, see Magic Coat for a full list of moves that are reflected by Magic Bounce.</p>
[SHORT DESC]
Prevents indirect damage.

[LONG DESC]
<h2>Description</h2>
<p>Prevents all indirect forms of damage, such as from weather, status, entry hazards, Curse, or Leech Seed. Recoil is prevented except for Struggle, including from Life Orb. Attack reduction from being burnt is not prevented, and moves such as Fire Spin will cause damage as normal. Magic Guard has no effect outside of battle. Self-inflicted HP loss, such as from Belly Drum, will still occur. The Pokemon can still hurt itself when confused and is not protected from Perish Song.</p>

<h2>Competitive Use</h2>
<p>An amazing ability that can make a Pokemon ridiculously hard to kill. The main abuser is Reuniclus, who loves all the benefits from Magic Guard, such as the lack of Life Orb recoil, damage from weather, damage from status, meaning that combined with Recover and Calm Mind it is almost impossible to kill. Sigilyph also enjoys it due to it now being immune to Stealth Rock, and being able to spread burn around whilst abusing Flame Orb and Psycho Shift. Alakazam is another colossal force with this ability, abusing recoil-free Life Orb attacks, negating its weakness to passive damage, and also enabling it to run Focus Sash viably.</p>
[SHORT DESC]
Cannot be frozen. Halves the amount of steps required to hatch eggs.

[LONG DESC]
<h2>Description</h2>
<p>Pokémon with this ability cannot be frozen. If this Pokemon is in the party, the number of steps taken to hatch a Pokemon egg is halved. This effect applies to all eggs in the party. However, this effect does not stack if there are multiple Pokemon with Flame Body or Magma Armor in the party.</p>

<h2>Competitive Use</h2>
<p>Moves capable of freezing have a very low chance of doing so. Moreover, Magma Armor suffers from terrible distribution: only three Pokémon get it, only two of which are fully evolved. Magcargo is useless either way thanks to its awful Speed, and Camerupt has a better option in Solid Rock. Keep away from this.</p>

<h2>Related Abilities</h2>
<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>
[SHORT DESC]
Prevents Steel-type Pokemon from switching. Increases the chance of encountering a Steel-type Pokemon in the wild.

[LONG DESC]
<h2>Description</h2>
<p>Prevents Steel-types from switching out of battle. If the opponent has a Shed Shell, or uses Volt Switch, Baton Pass, or U-turn, it can escape. Magnet Pull does not affect partners in double or triple battles. Out of battle, Magnet Pull increases the encounter rate of Steel types by 150%.</p>

<h2>Competitive Use</h2>
<p>A great ability, simply for the fact thatSteel-types are so common, and so dangerous, in OU. Magnezone can trap Ferrrothorn and Scizor, and then either set up on it or KO it to allow another Pokemon to sweep. Magneton can do the same job viably too due to its higher Speed, and is available in the lower tiers. Probopass, however, is fairly terrible and can't do anything besides keeping the Steel-type on the field.</p>

<h2>Related Abilities</h2>
<p>Arena Trap and Shadow Tag both prevent switching.</p>
[SHORT DESC]
Boosts Defense 50% when hit by a status move.

[LONG DESC]
<h2>Description</h2>
<p>If the Marvel Scale user is affected by a status condition, the user’s Defense is raised by 50%. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Would be a really good ability, but the status effects themselves are a real detriment. Milotic is the only fully evolved Pokemon with it, and while it is very bulky, any status ailment hurts it a lot and the negative effects outweigh the positives, especially when its Defense stat is not very good to begin with. It can be helpful to make up for being caught on the wrong end of a Will-O-Wisp, but don’t try to activate it deliberately, as you would with Guts. It just decreases the amount of time it survives.</p>
[SHORT DESC]
If allied with a Pokemon with Plus or Minus, its Special Attack increases 50%.

[LONG DESC]
<h2>Description</h2>
<p>Minus grants a 50% Special Attack boost in double or triple battles if on the field with a partner using Plus or Minus. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Really, no Pokemon that are usable have Minus; even fewer than Plus. You will never see Minus used competitively.</p>

<h2>Related Abilities</h2>
<p>Plus is a total equivalent.</p>
[SHORT DESC]
Abilities that hinder attacks are nullified.

[LONG DESC]
<h2>Description</h2>
<p>Abilities the opponent has which negate, prevent, or otherwise weaken attacks or their secondary effects are ignored. Abilities that are ignored are as follows:</p>
<ul>
<li>Battle Armor</li>
<li>Big Pecks</li>
<li>Clear Body</li>
<li>Contrary</li>
<li>Damp</li>
<li>Dry Skin</li>
<li>Filter</li>
<li>Flash Fire</li>
<li>Flower Gift</li>
<li>Friend Guard</li>
<li>Heatproof</li>
<li>Heavy Metal</li>
<li>Hyper Cutter</li>
<li>Immunity</li>
<li>Inner Focus</li>
<li>Insomnia</li>
<li>Keen Eye</li>
<li>Leaf Guard</li>
<li>Levitate</li>
<li>Light Metal</li>
<li>Lightningrod</li>
<li>Limber</li>
<li>Magic Bounce</li>
<li>Magma Armor</li>
<li>Marvel Scale</li>
<li>Motor Drive</li>
<li>Multiscale</li>
<li>Oblivious</li>
<li>Own Tempo</li>
<li>Sand Veil</li>
<li>Sap Sipper</li>
<li>Shell Armor</li>
<li>Shield Dust</li>
<li>Simple</li>
<li>Snow Cloak</li>
<li>Solid Rock</li>
<li>Soundproof</li>
<li>Sticky Hold</li>
<li>Storm Drain</li>
<li>Sturdy</li>
<li>Suction Cups</li>
<li>Tangled Feet</li>
<li>Telepathy</li>
<li>Thick Fat</li>
<li>Unaware</li>
<li>Vital Spirit</li>
<li>Volt Absorb</li>
<li>Water Absorb</li>
<li>Water Veil</li>
<li>White Smoke</li>
<li>Wonder Guard</li>
<li>Wonder Skin</li>
</ul>
<p>No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Mold Breaker is awesome, because a lot of Pokemon depend on abilities to be usable, such as Bronzong. Haxorus is by far the best user of it, allowing it to narrow its counters down to a very small number of Pokemon. Mold Breaker is great against Pokemon using Levitate, as it allows Earthquake to be used against them as a method to bring them down. Pokemon such as Pinsir can also use Mold Breaker to negate Magic Bounce, allowing it to set up Stealth Rock without trouble.</p>

<h2>Related Abilities</h2>
<p>TeraVolt and TurboBlaze both nullify abilities.</p>
[SHORT DESC]
A random stat is lowered by 1 stage and another is boosted by 2 stages every turn.

[LONG DESC]
<h2>Description</h2>
<p>At the end of each turn, the wielder has a random stat boosted by two stages, and a random stat lowered by one stage. Accuracy and evasion are included. Moody will not lower a stat at -6, nor will it raise a stat at +6. No known effects outside of battle.</p>

<h2>Competitive Use</h2>
<p>Bidoof nearly had to be banned because of this ability. Bidoof. Nearly all the Pokemon that obtain this ability have a way of abusing it to get ridiculous levels of stat boosts and eventually become able to steamroll their way through an entire team. The ability itself is very easy to take advantage of, by wasting time with Protect and Substitute until you get a load of evasion boosts, and unless one is using a defensive Bibarel, in which case Unaware is preferred, Moody is almost always the best option. Indeed, it is thought to be so overpowered that Smogon does not allow the use of Moody in any of its standard metagames, including Ubers.</p>
[SHORT DESC]
When hit with an Electric-type move, Speed is boosted 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Motor Drive gives the Pokemon an immunity to Electric-type moves, including Thunder Wave, and boosts the user’s Speed by 50% when hit by any Electric-type attack. Motor Drive also prevents a held Cell Battery from working. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>The one decent user of Motor Drive is Electivire, which was ridiculed last generation for being grossly overrated by new players. In actual fact, Electivire was never a bad Pokemon and this generation with a lot of Electric attacks, specifically Thunder, roaming around due to Drizzle, it can be a more than viable option to tackle rain teams, especially thanks to a new STAB move in Wild Charge. Zebstrika is average but really doesn't boast the same qualities that Electivire does.</p>

<h2>Related Abilities</h2>
<p>Lightningrod boosts Special Attack when hit with an Electric-type move.</p>
<p>Volt Absorb recovers health when hit by an Electric-type move.</p>
[SHORT DESC]
Boosts Attack by 1 stage if the Pokemon knocks out another Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>Whenever another Pokemon (including allies in double or triple battles) is knocked out by direct damage from an attack from the wielder, the wielder is given a one stage boost to Attack. The defending Pokemon must be knocked out from the wielder's attack, not from an ally's attack. Weather effects and status conditions do not trigger Moxie.</p>

<h2>Competitive Use</h2>
<p>The list of Pokemon to obtain this ability is frightening: Scrafty, Krookodile, Salamence, Gyarados, Honchkrow. All are powerful attackers capable of serious abuse of this ability. Whereas Intimidate takes precedence on Salamence, Krookodile, and Gyarados, and Guts is preferred on Heracross, Scrafty is the absolute best user of the ability. The use of Dragon Dance combined with decent stats and a great movepool transforms Scrafty from another Dragon Dance wannabe into a chaotic sweeper if it gets going.</p>
[SHORT DESC]
Reduces damage by 1/2 if the Pokemon is at full health.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder is at maximum HP, all damage inflicted is reduced by half. Only the first attack of a multi-hit attack is affected by the ability. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Dragonite and Lugia are renowned for being bulky and difficult to kill outside of a super effective attack as is, and Multiscale only boosts this further, making them virtually impossible to OHKO outside of STAB Blizzard from something like Glaceon. Combined with Roost, which can easily bring them back to full health while the opponent tries to attack with a weak Stone Edge, Lugia and Dragonite become insane walls who are also more than capable of hitting back.</p>

<h2>Related Abilities</h2>
<p>Sturdy guarantees the survival of a single attack while at full health.</p>
[SHORT DESC]
Type changes depending on the held plate. Prevents item loss.
[LONG DESC]
<h2>Description</h2>
<p>Multitype changes the type of the Pokemon depending on the Plate item held. Plates cannot be Knocked off or switched using Trick or Switcheroo. Multitype cannot be suppressed by Worry Seed or Gastro Acid, and Multitype cannot be copied using Trace or Role Play. Skill Swap will not work either. If a Pokemon Transforms into a Pokemon using Multitype, it will stay as its regular form unless it is holding a plate. If it is holding a Plate, it will Transform into its regular form, then into the form in which it becomes with the plate of the Transform user. There is no out of battle effect.</p>
<h2>Competitive Use</h2>
<p>This ability is insane, as it literally makes a Pokemon uncounterable. It makes it even worse that the only user is the Pokemon with the highest Base Stat Total in the game: Arceus. There are hundreds of possibilities opened up thanks to Multitype, so it needs no mention really that it is one of the best abilities in the game.</p>
[SHORT DESC]
The opponent's ability becomes Mummy when it hits the Pokemon with a contact move.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder is hit with a contact attack, the attacking Pokemon has its ability changed to Mummy. This effect is lost when the opponent switches out. Pokemon with Multitype, Wonder Guard, and Mummy are immune to this effect. No known effects outside of battle.</p>

<h2>Competitive Use</h2>
<p>Cofagrigus has no other options, but Mummy is surprisingly effective at neutering certain threats that rely on their ability to be effective, such as Scrafty, Scizor, and weather sweepers. It is worth being careful, however, as if the opponent doesn't switch and their neutered attacker has Mummy, you want to avoid going for a revenge kill straight away. A trick that is sometimes used in double or triple battles is to have a Slaking or Regigigas on one's team as well as a Cofagrigus, and then for the former to attack the latter, thus removing their negative ability. This can also be attempted in singles by luring the opponent into taking on the Mummy ability, then immediately switching to Slaking and using Pursuit.</p>
[SHORT DESC]
Cures status on switching out.
[LONG DESC]
<h2>Description</h2>
<p>Heals all status ailments upon switching out. If the ability is Traced, the status condition will be removed before the ability is, therefore curing the Pokemon. This ability heals upon the end of the battle in-game.</p>
<h2>Competitive Use</h2>
<p>A great defensive ability, mainly used on Chansey and Blissey, the perennial special walls. Starmie also loves it so it can use Rapid Spin to remove entry hazards, while being protected from paralysis and Toxic Spikes. Other Pokemon such as Roserade like it too so it can use it in combination with Rest, to fully heal itself without much to worry about except switching out safely. The ability to not be totally destroyed by Toxic is very underrated for defensive Pokemon and makes stall that much harder to beat.</p>
<h2>Related Abilities</h2>
<p>Magic Guard prevents poison and burn from doing damage, amongst other things.</p>
[SHORT DESC]
All attacks used by and used on this Pokemon will never miss.
[LONG DESC]
<h2>Description</h2>
<p>No Guard makes all moves used by the the user and targeting the user 100% accurate. It also allows Pokemon to be hit through the invulnerable turn of Fly and Dig. No Guard increases the wild encounter rate if the Pokemon is in the lead slot.</p>
<h2>Competitive Use</h2>
<p>No Guard is still known for being used with Machamp and just using DynamicPunch over and over again. Although Machamp is still horribly annoying, it is outclassed somewhat by Conkeldurr so you will not see No Guard as much. Golurk has it as a Dream World ability but isn't released yet. No Guard's potential as an ability has yet to be fully tapped into, it is seriously frightening if you think about the future possibilities, but as of right now it is only seen on Machamp.</p>
[SHORT DESC]
All moves used by this Pokemon are Normal-type.
[LONG DESC]
<h2>Description</h2>
<p>Normalize makes all moves the Normal-type instead of their ordinary typing. There is no out of battle effect.</p>
<h2>Competitive Use</h2>
<p>This ability sucks. The users suck even more however. Delcatty is the only fully-evolved Pokemon to have this, and outside of using Thunder Wave to paralyse Ground-types, there is zero reason to use this ability.</p>


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bugmaniacbob

Was fun while it lasted
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[a]abil2[/a]Abilities O-Z

[SHORT DESC]
Grants immunity to infatuation and Captivate.

[LONG DESC]
<h2>Description</h2>
<p>Pokémon with this ability aren't affected by moves or effects that only work on Pokemon of the opposite gender, namely Captivate, Cute Charm, and Attract, and are immune to infatuation.</p>

<h2>Competitive Use</h2>
<p>Infatuation and Captivate are seldom used moves, making Oblivious a terrible option. Every Pokémon with Oblivious can have another two abilities, and at least one of them is vastly superior. Steer away from it.</p>

<h2>Related Abilities</h2>
<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>
[SHORT DESC]
Grants immunity to damage from weather effects.

[LONG DESC]
<h2>Description</h2>
<p>The wielder does not take damage from sandstorm and hail. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>There is almost always a better option on any Pokemon. While it is nice to be able to confidently throw something with Overcoat onto a hail or a sandstorm team, the only notable Pokemon you would use, Forretress, Reuniclus, and Escavalier, are either Steel-type, or in the case of Reuniclus, have Magic Guard, which far outclasses Overcoat.</p>

<h2>Related Abilities</h2>
<p>Air Lock and Cloud Nine prevent weather effects from happening at all.</p>
[SHORT DESC]
Raises the power of Grass-type moves 50% when at 1/3 HP or less.
[LONG DESC]
<h2>Description</h2>
<p>Boosts the power of Grass-type moves if the user is at 33% health or below to 1.5x power. This ability has no out of battle effect.</p>
<h2>Competitive Use</h2>
<p>Most Grass-type starters, thanks to the Dream World, now have far better abilities than Overgrow. Venusaur now has Chlorophyll, and while its usefulness is debatable, Sceptile has Unburden. Torterra really can pick and choose between Overgrow and Shell Armor so if you do see it, that will be the Pokemon you see it with. Serperior has Overgrow as its only ability, but once it gets Contrary from Dream World, the chances of you seeing it use Overgrow are next to nothing.</p>
<h2>Related Abilities</h2>
<p>Torrent, Blaze, and Swarm all do the same thing as Torrent except for Water-, Fire-, and Bug-type moves respectively.</p>
[SHORT DESC]
Prevents confusion.

[LONG DESC]
<h2>Description</h2>
<p>Pokémon with this ability cannot be confused. If a Pokemon is confused and acquires the Own Tempo ability through an ability-changing move such as Skill Swap, the confusion is removed. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Confusion-inducing moves are very rare in the competitive scene, with Dynamicpunch Machamp being the only notable user, making this ability more or less worthless. To seal the nail in its coffin, every Pokémon with access to it has much better options: Slowbro and Slowking have Regenerator, Ludicolo gains Rain Dish and Swift Swim, Grumpig can use Thick Fat, and Lilligant has Chlorophyll.</p>

<h2>Related Abilities</h2>
<p>Water Veil grants immunity to burn.</p>
<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>
[SHORT DESC]
The Pokemon immediately steals an item from an attacker using a contact move.

[LONG DESC]
<h2>Description</h2>
<p>When the opponent hits the wielder with a physical attack, the wielder steals the opponent's held item. Pickpocket fails if the wielder already has an item, or if either Pokemon is behind a Substitute. No known effects outside of battle.</p>

<h2>Competitive Use</h2>
<p>Pickpocket is basically the same as Thief, but without needing to use a moveslot, and can be effective in certain situations; Weavile can equip Focus Sash, take the hit, thus burning the Sash, and then trigger Pickpocket, robbing the foe of their item and then sneaking an Ice Shard in before they retreat.</p>
[SHORT DESC]
Pokemon gains foe's consumed item after use. Adds a chance of finding an item after each in-game battle.

[LONG DESC]
<h2>Description</h2>
<p>In single battles, if a one-time use item, such as Berries or gems, is consumed by your opponent, a Pokemon with Pickup gains the used item if they are not already holding one. In double or triple battles, it can also gain an ally’s item. A Pokemon using Pickup can also gain items thrown at it using Fling. However, Eject Button and Air Balloon cannot be picked up. In double and triple battles, if more than one user of Pickup is on the field at the same time, only the faster one will pick up the used item. Outside of battle, Pickup allows the Pokemon to receive a random free item after battling if it isn't already holding one. The item collected is based on the level of the Pokemon.</p>

<h2>Competitive Use</h2>
<p>The ability has been improved from useless this generation. However, the ability is way too situational in singles battles, and in metagames like VGC, no Pokemon can really abuse Pickup anyway. Single-use items are only common in doubles and VGC so if you do see it, there would be the primary place to find it. The only decent user of it would be Ambipom anyway, which would always use Technician over Pickup. You will very seldom see Pickup used and even less of the time will it actually do something beneficial.</p>
[SHORT DESC]
If allied with a Pokemon with Plus or Minus, its Special Attack increases 50%.

[LONG DESC]
<h2>Description</h2>
<p>Plus grants a 50% Special Attack boost in double or triple battles if on the field with a partner using Plus or Minus. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Could have been a good ability in doubles if there were better abusers. Klinklang, Minun, and Plusle are horrible abusers, and Ampharos is not much better. Here’s hoping for better Plus Pokemon in Generation VI.</p>

<h2>Related Abilities</h2>
<p>Minus is a more or less total equivalent.</p>
[SHORT DESC]
Heals 1/8 HP per turn when poisoned.

[LONG DESC]
<h2>Description</h2>
<p>Recovers 12.5% of the user’s health at the end of every turn if the user is poisoned. The user takes no damage from poison and heals instead of taking damage. If the Pokemon is under the effects of Heal Block, it neither loses nor gains health from poison. This ability has no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Wow, this ability is amazing. Both Breloom and Gliscor are great and extremely annoying Pokemon due to this ability. Gliscor especially is a staple of this generation it seems, and adores the 12.5% health boost at the end of every turn, allowing it to counter the metagame’s biggest threats, such as Excadrill and Terrakion. Breloom is altogether different, usually abusing Spore and Focus Punch, but it really is all due to the health boost granted by Poison Heal. The ability is so good, both use Toxic Orb commonly as their held item to make sure they get the boost as quickly as possible with little risk.</p>

<h2>Related Abilities</h2>
<p>Toxic Boost increases Attack when the user is poisoned.</p>
[SHORT DESC]
Enemies' contact moves have a 30% chance of poisoning them.

[LONG DESC]
<h2>Description</h2>
<p>When a Pokemon using Poison Point is hit by a move that makes contact, there is a 30% chance that the foe is afflicted with regular poison. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>The two most common users you will see are Nidoqueen and Scolipede. Both set up entry hazards and neither have a better second ability that would complement them, although Sheer Force is a choice for Nidoqueen even though it is a defensively-minded Pokemon. Poison Point can be good in a pinch but usually is just annoying rather than game-changing.</p>

<h2>Related Abilities</h2>
<p>Poison Touch can poison the foe if the user uses a contact move.</p>
[SHORT DESC]
The Pokemon has a 20% chance to poison the opponent when it uses a contact move.

[LONG DESC]
<h2>Description</h2>
<p>Whenever a Pokemon is hit by a physical move from an opponent with Poison Touch, there is a 20% chance of the defending Pokemon being poisoned. No effect outside of battle, does not activate if defending Pokemon is behind a Substitute, but can activate if the attacker is behind a Substitute.</p>

<h2>Competitive Use</h2>
<p>Can be useful for Muk, but Seismitoad and Toxicroak have better options. Low effect chance makes it very shaky, and the effect is only regular poison as opposed to Toxic poison, making Poison Touch an inferior choice.</p>

<h2>Related Abilities</h2>
<p>Similar in basis to Effect Spore, Static, Flame Body, Poison Point, and Cursed Body, only the effect rate is lower and requires the wielder to be the attacker as opposed to vice versa.</p>
[SHORT DESC]
Moves that do not deal direct damage have their priority increased by one level.

[LONG DESC]
<h2>Description</h2>
<p>Increases the priority of non-attacking moves by 1. However, moves still circumvent Quick Guard.</p>

<h2>Competitive Use</h2>
<p>The ability is a powerful one on any Pokemon, although most notable on support and SubSeeder Whimsicott. Thundurus can launch rapid Nasty Plots before being Taunted, and Sableye's previously negative ability is essentially reversed. It is very difficult to find a situation where this ability is not preferred, as it can give so many advantages for the team, depending on what move is accelerated.</p>
[SHORT DESC]
Enemy attacks lose one extra PP. Increases wild encounter rate.
[LONG DESC]
<h2>Description</h2>
<p>Doubles the opponent’s PP usage by 50%. The ability works even if the user isn't affected by a move, like using Ground-type moves on a Flying-type Pokemon for example. In battles, the opponent is alerted to a Pokemon with Pressure by an activation notification. In double and triple battles, if the opponent’s move does not directly target the Pokemon with Pressure, its OO is not drained. Pressure increases the chances of battling a wild Pokemon of a higher level by 50%.</p>
<h2>Competitive Use</h2>
<p>Pressure is a pretty average ability but it has been known to have been useful in the past, on sets such as Rest + Sleep Talk Calm Mind Suicune (Crocune) and SubRoost Zapdos. Unfortunately those are still the best options in OU today, as most Pressure users reside in the Uber tier. Ho-Oh can pull off a good SubRoost set there too.</p>
[SHORT DESC]
Doubles Attack stat.
[LONG DESC]
<h2>Description</h2>
<p>Pure Power doubles the user’s Attack stat. It has no effect outside of battle.</p>
<h2>Competitive Use</h2>
<p>Obviously an amazing ability, but only one Pokemon has it. Even though Medicham’s base Attack is only 60 to begin with, Pure Power raises it to barely behind Deoxys-A, meaning Medicham should not be taken lightly at all. It also has a ridiculous STAB move to abuse in Hi Jump Kick. Medicham is frail though, and without an effective priority move cannot function effectively in the higher tiers, though its power is potent lower down the ladder.</p>
<h2>Related Abilities</h2>
<p>Huge Power is an exact equivalent with different distribution.</p>
[SHORT DESC]
Increases Speed by 50% when afflicted with a status condition.
[LONG DESC]
<h2>Description</h2>
<p>Quick Feet increases the user’s Speed by 50% if it has a status condition. This does not include confusion. The Speed drop from paralysis does not occur but there is still the possibility of being fully paralyzed. If a user of Quick Feet leads the party in game, the wild encounter rate drops by 50%.</p>
<h2>Competitive Use</h2>
<p>Quick Feet will not see much use competitively but it does make for some interesting combinations. Ursaring with Quick Feet and Facade can be a dangerous threat in the lower tiers if it is unexpected. Jolteon is a better all-round Pokemon than Ursaring but would much rather have Volt Absorb than Quick Feet anyway.</p>
<h2>Related Abilities</h2>
<p>Guts boosts Attack if afflicted with a status condition.</p>
[SHORT DESC]
Heals 1/16 max HP in rain.
[LONG DESC]
<h2>Description</h2>
<p>Rain Dish recovers 6.25% of the users health when it is raining. There is no out of battle effect.</p>
<h2>Competitive Use</h2>
<p>Rain Dish is a very good ability with rain seemingly being everywhere, so you will likely run into it. The main abusers include Tentacruel, who enjoys recovery as it doesn't get any reliable recovery moves outside of Rest and Leftovers otherwise. Ludicolo and Blastoise are both great users of Rain Dish as well, and all three are good options for a rain stall team if you ever consider making one.</p>
<h2>Related Abilities</h2>
<p>Dry Skin recovers health in the rain but loses health in sunlight.</p>
[SHORT DESC]
Boosts Speed by 1 stage when hit by a Dark-, Bug-, or Ghost-type attack.

[LONG DESC]
<h2>Description</h2>
<p>If the wielder is hit with a Ghost-, Dark-, or Bug-type attack, the wielder's Speed is boosted by one stage. A Speed boost will be granted for each hit of a multi-hit attack. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Granbull prefers Intimidate, Dunsparce has Serene Grace as its only gimmick. Sudowoodo really needs the boosts, but is usually too frail to get fast enough before dying.</p>
[SHORT DESC]
Increases the power of recoil moves by 20%.

[LONG DESC]
<h2>Description</h2>
<p>The moves Double-Edge, Take Down, Volt Tackle, Flare Blitz, Wild Charge, Head Charge, Head Smash, Hi Jump Kick, Jump Kick, Wood Hammer, and Submission have their power boosted by 20%. Struggle, although thought of as a recoil move, isn't boosted by this ability. The item Life Orb has no effect on this ability.</p>

<h2>Competitive Usage</h2>
<p>Limited in distribution, with only 7 fully evolved Pokemon getting this ability. It’s actually pretty useful, with a few Pokemon, such as Staraptor, benefiting greatly from the boost to the already devastating power of STAB Double-Edge and Brave Bird. While the increased recoil damage owing to the increased damage output cuts down on their lifespans, most of the wielders are frail already, and would appreciate the boost to their moves far more. An oddity of this ability is that it boosts the “Jump Kick” moves by 20% but doesn't increase the damage they cause to the user on missing. This means that Hitmonlee can unleash ferociously powerful attacks with little consequence (Hi Jump Kick becomes 234 Base Power factoring in STAB and Reckless). Mienshao has Reckless as a Dream World ability, so could use this tactic as well when its ability is released.</p>

<h2>Related Ability</h2>
<p>Rock Head also involves interaction with recoil moves, but instead of boosting the moves, it blocks out the recoil damage they would cause.</p>
[SHORT DESC]
Pokemon heals 1/3 of its maximum HP on switching out.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder switches out of battle, up to 1/3 of the wielder's maximum HP is restored. No effects outside of battle.</p>

<h2>Competitive Use</h2>
<p>Incredibly powerful, especially on bulky Pokemon such as Slowbro and Reuniclus. Sometimes the alternative option will be more favorable, but for a defensive team settled down for the long game, Regenerator is an amazing ability to bolster the longevity of your Pokemon.</p>

<h2>Related Abilities</h2>
<p>Natural Cure removes status effects on switching out.</p>
[SHORT DESC]
Move power depends on gender of the opponent.
[LONG DESC]
<h2>Description</h2>
<p>Boosts power of moves by 25% if the foe is of the same gender as the user. If the opponent is of the opposite gender, then the user’s move power will be decreased by 25% instead. If the foe has no gender then the move power is unaffected. There is no out of battle effect.</p>
<h2>Competitive Use</h2>
<p>Rivalry is a good ability on simulators but generally bad on WiFi or playing Pokemon on cartridges. The simple reason for this is that on nearly all simulators, the default option for gender is male, and no-one really changes it, whereas on the cartridge the gender is almost always totally random. Therefore if you want to abuse Rivalry, stick to playing on simulators and not on the DS itself. The main user of Rivalry is Haxorus, as its Attack stat is among the highest in the game, and another boost to its power will not go amiss. However, since Mold Breaker is a great asset to Haxorus, you won't see Rivalry too often even on simulators, as some of its counters are destroyed by Mold Breaker. Nidoking can abuse it also but Sheer Force is the more lucrative option.</p>
[SHORT DESC]
Recoil moves deal no recoil damage.
[LONG DESC]
<h2>Description</h2>
<p>Rock Head prevents recoil damage from moves like Double-Edge and Head Smash. This ability does not prevent recoil from Life Orb or Struggle. It also doesn't prevent recoil from Jump Kick or Hi Jump Kick missing. It has no out of battle effect.</p>
<h2>Competitive Use</h2>
<p>Rock Head is an underrated ability. The main abuser is generally seen as Aggron with its great Attack and monstrous 150BP STAB Head Smash being thrown about, although realistically in this metagame it won't have much hope of surviving long anyway. As long as the metagame is centred around sandstorm and rain, Rock Head users will not be seen often at all.</p>
<h2>Related Abilities</h2>
<p>Reckless powers up moves with recoil instead.</p>
[SHORT DESC]
Deals 12.5% damage when the opponent makes contact.
[LONG DESC]
<h2>Description</h2>
<p>Rough Skin deals 12.5% damage to foes who use contact moves upon the user. These include moves like Fire Punch but not moves like Earthquake. There is no out of battle effect.</p>
<h2>Competitive Use</h2>
<p>This ability, while good, is never seen very much. Garchomp hasn't had it released yet and even so is banned anyway. Druddigon generally prefers Sheer Force and Sharpedo always prefers Speed Boost. It would be good if it was on Pokemon who could abuse the ability, but none of the current ones can.</p>
<h2>Related Abilities</h2>
<p>Iron Barbs deals damage to the foe upon contact, and is identical to Rough Skin.</p>
[SHORT DESC]
Increases chances of successfully escaping a random battle.
[LONG DESC]
<h2>Description</h2>
<p>Run Away ensures escape from wild Pokemon. Run Away does nothing if in a battle with a trainer, nor does it have any effect if a Pokemon with Shadow Tag or Arena Trap is on the battlefield. There is no out of battle effect.</p>
<h2>Competitive Use</h2>
<p>There is no competitive use to this ability as it doesn't do anything in competitive matches.</p>
[SHORT DESC]
Increases power of Rock-, Steel-, and Ground-type attacks by 30% in a sandstorm.

[LONG DESC]
<h2>Description</h2>
<p>Rock-, Steel-, and Ground-type moves get a 30% increase in Base Power while sandstorm is the prevailing weather condition. Also provides an immunity to sandstorm damage. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>All of the Pokemon to obtain this ability already are immune to sandstorm damage (bar Shellos). Gigalith is the only Pokemon that doesn't obtain another very good alternative ability; Landorus has Sheer Force, Excadrill has Sand Rush, Probopass has Magnet Pull, Hippowdon has Sand Stream, Gastrodon has Storm Drain, and Dugtrio has Arena Trap. Landorus is the only really common user of the move to power up its STAB Earthquake as well as Stone Edge, since it is the only one naturally fast enough to make use of the power. Excadrill can also make use of it on non-sweeping sets, if you are not too bothered about the massive loss in Speed from not using Sand Rush.</p>

<h2>Related Abilities</h2>
<p>Sand Rush doubles Speed while sandstorm is active. Solar Power gives a 50% boost to Attack and Special Attack in the Sun at the cost of 10% of the wielder's health each turn.</p>
[SHORT DESC]
Speed doubles in sandstorm.

[LONG DESC]
<h2>Description</h2>
<p>If sandstorm is the prevailing weather condition, the wielder has its Speed stat doubled. Provides immunity to sandstorm damage. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>This ability is part of what makes Excadrill the huge threat it is. Incredible Attack isn't vicious if Excadrill can't get a hit in, but with decent Speed already which is then doubled by Sand Rush, Excadrill exceeds even Kingdra in weather domination. Follow this up with Swords Dance, and Excadrill becomes an unparalleled weather threat.</p>

<h2>Related Abilities</h2>
<p>Swift Swim and Chlorophyll are rain- and sun-based variants respectively. Sand Force boosts the power of certain types of move in a sandstorm.</p>
[SHORT DESC]
Summons permanent sandstorm.

[LONG DESC]
<h2>Description</h2>
<p>Causes sandstorm weather upon entering the battlefield. Instead of lasting 5 turns, it lasts the entire match, unless another weather is activated. If two weather inducers are sent out at the same time, the slower of the two will have their weather set up over the faster one. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Sand Stream is one of the best abilities available in competitive battling. Since it summons permanent sandstorm, it allows powerful abusers such as Excadrill and Landorus to truly shine. It also boosts the Special Defense of Rock-type Pokemon, making them extremely bulky special walls, such as Tyranitar. Sand Stream is also fairly useful to break opposing Focus Sashes. Even then, Sand Stream can backfire on its user, since the very same abusers can often use their opponent's sandstorm to start wrecking. Since weather cannot stack up, Sand Stream can also be used to remove permanent rain or sunshine, both of which can cause troubles if not handled correctly. It is fairly useful to stop opposing weather abusers. Still, when using a Sand Stream Pokemon, one should always consider using teammates who are not hindered by sandstorm, since it can lead to defeat quite quickly otherwise.</p>

<h2>Related Abilities</h2>
<p>Snow Warning induces hail weather, Drizzle induces rain weather, and Drought induces sunlight.</p>
[SHORT DESC]
Evasion increases by 20% in a sandstorm.

[LONG DESC]
<h2>Description</h2>
<p>Sand Veil increases the user’s evasion while in a sandstorm to 20%. Sand Veil grants immunity to sandstorm damage if the wielder isn't already. Sand Veil decreases the wild Pokemon encounter rate in areas with sandstorm by 50%.</p>

<h2>Competitive Use</h2>
<p>Sand Veil is a very, very annoying ability that has generated a lot of hate in the past due to the fact that it was so easy to abuse. However, with the banning of Garchomp, Sand Veil is very rarely seen in OU. Still, you will see the occasional Gliscor with it, as although it usually prefers Poison Heal, the extra moves granted by using Sand Veil such as Stealth Rock and Roost make it a more than viable option. No other users will be seen with it, apart from the occasional Cacturne that players use to annoy you. It is a great ability, and some players still consider it too good given that sandstorm is so prevalent.</p>

<h2>Related Abilities</h2>
<p>Snow Cloak increases evasion in hail. Sand Rush increases Speed in a sandstorm and Sand Power increases the power of Rock-, Ground-, and Steel-type moves in a sandstorm.</p>
[SHORT DESC]
Grants immunity to Grass-type moves and boosts Attack by 1 stage when hit by a Grass-type move.

[LONG DESC]
<h2>Description</h2>
<p>Provides immunity to Grass-type moves, and when the wielder is hit by a Grass-type move, a one stage boost to Attack is given. Aromatherapy does not activate Sap Sipper. Bullet Seed only gives one boost. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Azumarill is weak to Grass-type attacks, but it is unlikely to be able to absorb six Grass-type attacks in a game, and so Huge Power is the more reliable option. All the other Pokemon with access to this ability have better options, such as Stantler's Intimidate, Zebstrika's Motor Drive, and Bouffalant's Reckless.</p>

<h2>Related Abilities</h2>
<p>Storm Drain and Lightningrod boost Special Attack when hit by a Water-type and an Electric-type move, respectively. Motor Drive boosts Speed when hit with an Electric-type move. Dry Skin, Flash Fire, Motor Drive, Lightning Rod, Volt Absorb, Water Absorb, and Storm Drain all provide an immunity to a certain type of attack.</p>
SHORT DESC]
Can hit Ghost-types with Normal- and Fighting-type moves.

[LONG DESC]
<h2>Description</h2>
<p>Scrappy allows Fighting- and Normal- type moves to hit Ghost types. The damage multiplier is 1x. There is no effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Scrappy is a really good ability yet nothing can really take advantage of it in the upper tiers. Miltank and Kangaskhan both can be usable Pokemon but Snorlax outclasses both. Other Pokemon such as Swellow would much rather have Guts anyway than Scrappy, so it doesn't see much use in the upper tiers.</p>
[SHORT DESC]
This Pokemon's secondary effect chances are doubled.

[LONG DESC]
<h2>Description</h2>
<p>Any Pokemon with Serene Grace as an ability will see the secondary effect chances of their moves doubled. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Serene Grace is a very, very useful ability. First of all, it allows users of flinching moves, such as Iron Head or Rock Slide, to flinch their opponents often (Iron Head has a 60% chance of causing a flinch with Serene Grace), making them good checks to slower threats that doesn't resist those moves, pairing up very well with paralyzing moves such as Thunder Wave or Body Slam. Furthermore, it allows such Pokemon to make use of Thunder and Body Slam as reliable paralyzing moves while still damaging the opponent, making the use of Substitute in order to block status more difficult, and unable to be stopped by Taunt. It also allows them to paralyze Ground-types with Body Slam, which would be impossible with Thunder Wave. Such Pokemon include Jirachi and Togekiss in OU, while Shaymin-S enjoys an 80% chance to lower the foe’s Special Defense with Seed Flare, as well as also having access to Air Slash. All in all, Serene Grace is an awesome defensive and offensive ability that makes good use of moves that already have an high chance of causing their secondary effects.</p>
[SHORT DESC]
Prevents switching.

[LONG DESC]
<h2>Description</h2>
<p>Shadow Tag prevents all foes from switching out. If two Pokemon are facing one another with Shadow Tag, both may switch out. Also, if the opponent uses Baton Pass, U-turn, or Volt Switch, they can switch out also. The item Shed Shell also allows an opponent to escape. In doubles and triples, Shadow Tag does not affect your partner Pokemon. Shadow Tag has no effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Shadow Tag is still an awfully good ability, it’s just that now Wobbuffet has had one of its main tools, Encore, become near useless in single battles, its relative value has reduced somewhat. Therefore, although Wobbuffet is still seen, you won't see it very often. However, do not underestimate this ability, as the power of trapping an opposing Pokemon especially with something threatening like Wobbuffet is not to be underestimated. The worst is yet to come also, since Chandelure gets this as a Dream World ability, and has been proven to be horrible to face with the combination of Shadow Tag and its monstrous attacking power, not to mention the ability to freely set up Calm Mind. As far as abilities go, Shadow Tag is easily one of the best.</p>

<h2>Related Abilities</h2>
<p>Arena Trap prevents switching to Pokemon without Levitate, a Flying type, or Shed Shell holders.</p>
[SHORT DESC]
30% chance to heal status every turn.

[LONG DESC]
<h2>Description</h2>
<p>The user has a 30% chance at the end of every turn to heal itself from status affliction. If the user is burned or poisoned, when it does heal at the end of the turn, it will heal before the damage is dealt. Shed Skin has no effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Shed Skin is a good ability, but only Scrafty is really able to abuse it in the upper tiers. Scrafty also has a far superior second ability in Moxie, but a Bulk Up set with Shed Skin and Rest is a perfectly viable moveset to use, and Shed Skin can help make status an almost non-issue. Other than that though, no other Pokemon can really use it to its full potential.</p>

<h2>Related Abilities</h2>
<p>Magic Guard prevents taking damage from status moves.</p>
[SHORT DESC]
Increases power of moves with secondary effects by 30%, but removes the effects.

[LONG DESC]
<h2>Description</h2>
<p>Sheer Force boosts the power of attacks by 30%, but only works for attacks with a secondary effect, and the secondary effect is ignored. Recoil, user stat penalties, increased critical hit ratio, perfect accuracy, and variable-power attacks are primary effects and so moves with these effects are not boosted by Sheer Force. Moves with both a primary and secondary effect (such as Flare Blitz) will still gain the power increase, but the secondary ability is negated and the primary ability still takes place (in the case of Flare Blitz, the 10% burn rate is negated, but the user still takes recoil from increased power). Sheer Force also negates the effects of items that occur after damage, such as Red Card or Eject Button on the defending Pokemon, and Shell Bell or Life Orb recoil on the attacking Pokemon. It also negates the effects of the ability Color Change on the defending Pokemon. No effects outside of battle.</p>

<h2>Competitive Use</h2>
<p>The negation of Life Orb recoil has turned Sheer Force into a destructive ability. Boosting common moves such as Flamethrower, Ice Beam, Thunderbolt, Fire Blast, Crunch, Earth Power, Focus Blast, Sludge Wave, and Waterfall, Sheer Force can turn previously unimpressive Pokemon into powerhouse sweepers. Nidoking has a wide movepool, Feraligatr has Dragon Dance, and Rampardos has sky-high Attack, just to give an example of what can abuse Sheer Force effectively.</p>

<h2>Related Abilities</h2>
<p>Serene Grace raises the chance of secondary effects occuring.</p>
[SHORT DESC]
Prevents critical hits.

[LONG DESC]
<h2>Description</h2>
<p>A Pokemon using Shell Armor will never be hit by a critical hit. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>A pretty neat ability for bulky sweepers, but outside of that it is pretty worthless, since critical hits don't occur often enough to take advantage of it. Some Pokemon will use it though; Torterra will probably use it if you see it, since it will be more useful than Overgrow. Lapras could use it on a bulky set but really Hydration is always better due to Drizzle being everywhere. It’s not a very good ability but it takes an element out of the game that annoys everyone.</p>

<h2>Related Abilities</h2>
<p>Battle Armor is an exact equivalent with a different distribution.</p>
[SHORT DESC]
Secondary effects won't occur.

[LONG DESC]
<h2>Description</h2>
<p>Prevents secondary effects of moves that target the wielder from occurring. This includes 100% occurances such as from DynamicPunch and Inferno, and for such things as Body Slam and Shadow Ball. It does not prevent effects from moves where the move is dedicated to that effect, such as Thunder Wave.</p>

<h2>Competitive Use</h2>
<p>This is actually a really good ability, but you cannot expect to see it very much when the 5 Pokemon that have it are Caterpie, Metapod, Venomoth, Wurmple, and Dustox. Venomoth is somewhat usable nowadays but would always much prefer Tinted Lens to Shield Dust. The other 4 are just awful, and this is a shame, because this ability could be really good on the right Pokemon.</p>
[SHORT DESC]
Doubles all status boosts and drops.

[LONG DESC]
<h2>Description</h2>
<p>This ability doubles all stat changes applied to the wielder. Stats are still capped at 6 boosts, which becomes effectively 3 with Simple. No out of battle effect.</p>

<h2>Competitive Use</h2>
<p>No Pokemon that are decent in Standard OU these days have Simple, so while it is a fantastic ability, no Pokemon can take advantage of it. The Pokemon that have it aren’t just bad, they are terrible, so there is not much chance you will ever see Simple abused in a competitive match outside of a joke Baton Pass team with Bibarel at the end.</p>

<h2>Related Abilities</h2>
<p>Unaware ignores boosts altogether while the user is on the field.</p>
[SHORT DESC]
Multi-hit moves will always hit the maximum number of times.

[LONG DESC]
<h2>Description</h2>
<p>Increases the frequency of multi-hit moves. Moves such as Bullet Seed and Icicle Spear will always hit 5 times. Moves that aren’t affected include Double Kick and Triple Kick as they have a fixed duration. This ability has no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Skill Link is only available on Cloyster, but Cloyster is definitely a Pokemon to prepare for. After a Shell Smash, an effective 150BP Icicle Spear due to Skill Link is going to hurt everything that doesn’t resist it. Cloyster also has Rock Blast to watch out for as well. It allows multi-hit moves to become viable and moves such as Icicle Spear to become the same power as Hyper Beam without any drawbacks.</p>
[SHORT DESC]
Attack and Speed are halved for 5 turns.

[LONG DESC]
<h2>Description</h2>
<p>Slow Start halves the wielder’s Attack and Speed for 5 turns after it switches in. If the user switches out, the counter resets. This ability can be removed by Skill Swap, Gastro Acid, or Worry Seed. Slow Start has no effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>This ability makes Regigigas the worst legendary Pokemon that exists by a long way. This is probably the only ability comparable to Truant in how awful it is, so it really has zero competitive value.</p>
[SHORT DESC]
Critical hits do 3x damage instead of 2x.

[LONG DESC]
<h2>Description</h2>
<p>Critical hits deal triple the usual damage instead of double. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Sniper really isn’t that good of an ability if you consider that critical hits only have a 6.25% chance of happening. The best Pokemon to use it with might be Drapion since it can abuse Night Slash, but really Drapion has no place in OU currently. Kingdra gets it also, but it also gets Swift Swim, a much better ability, so it is very rare you will see Sniper come into effect.</p>

<h2>Related Abilities</h2>
<p>Super Luck increases chances of a critical hit.</p>
[SHORT DESC]
Evasion increases 20% in hail.

[LONG DESC]
<h2>Description</h2>
<p>Grants a 20% evasion boost if Hail is active. If the user is not of Ice type it becomes immune to Hail. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>God, this ability can be annoying. Anyway, on hail teams, you can expect to see Froslass, who will have Snow Cloak. Along with Brightpowder, this can allow Froslass to survive for longer than she ordinarily would, and thus can get up an extra layer of Spikes or another attack off. Other Pokemon such as Mamoswine will have Snow Cloak too, though they won’t necessarily be on a hail team, so you may not have to worry about Snow Cloak unless you are running it yourself.</p>

<h2>Related Abilities</h2>
<p>Sand Veil works the same way as Snow Cloak, except in sandstorm instead of Hail.</p>
[SHORT DESC]
Summons permanent hail.

[LONG DESC]
<h2>Description</h2>
<p>Causes hail weather upon entering the battlefield. Instead of lasting 5 turns it lasts the entire match, unless another weather is activated. If two weather inducers are sent out at the same time, the slower of the two will have their weather set up over the faster one. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Hail is a really underrated weather, and it definitely has a lot of use in OU currently. Ice is a great attacking type and despite it being horrible defensively, being able to prevent other weathers going up is a big plus. Abomasnow isn’t exactly awful either, being able to check Water types with its Ice/Grass typing. 100% accurate Blizzard is always nice to have as well.</p>

<h2>Related Abilities</h2>
<p>Sand Stream induces sandstorm weather, Drizzle induces rain weather and Drought induces sunlight.</p>
[SHORT DESC]
Loses HP in sun. Special Attack increases 50%.

[LONG DESC]
<h2>Description</h2>
<p>In sunshine, the Special Attack of the user is boosted by 1.5x at the cost of losing 12.5% of its health at the end of every turn. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>The one really good user of Solar Power is Charizard. You won’t see it too much but when you do, you will know about it when you do. With Drought support from Ninetales, its STAB Fire-type attacks are monstrous. Other Pokemon such as Sunflora should never be used in OU anyway so the only example you will really find is Charizard.</p>
[SHORT DESC]
Reduces damage from super effective hits by 1/4.

[LONG DESC]
<h2>Description</h2>
<p>Solid Rock reduces 2x super effective moves to 1.5x, and 4x to 3x. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Another fantastic ability that is wasted. Rhyperior could be a real threat if the current OU metagame wasn’t infested with Water-types. Camerupt and Carracosta both really are plainly not very good for one reason or another, so Solid Rock doesn’t see much use, but is a great ability regardless.</p>

<h2>Related Abilities</h2>
<p>Filter is an exact equivalent with different distribution</p>
[SHORT DESC]
Unaffected by sound moves.

[LONG DESC]
<h2>Description</h2>
<p>User is immune to all moves based on sound. This comprises all of the following:</p>

<ul>
<li>Bug Buzz</li>
<li>Chatter</li>
<li>Echoed Voice</li>
<li>GrassWhistle</li>
<li>Growl</li>
<li>Heal Bell</li>
<li>Hyper Voice</li>
<li>Metal Sound</li>
<li>Perish Song</li>
<li>Relic Song</li>
<li>Roar</li>
<li>Round</li>
<li>Screech</li>
<li>Sing</li>
<li>Snarl</li>
<li>Snore</li>
<li>Supersonic</li>
<li>Uproar</li>
</ul>

<p>The user is, however, affected by Roar of Time, SonicBoom, Heal Bell, and Growl.</p>

<h2>Competitive Use</h2>
<p>Next to none, it has to be said. All the Pokemon who have this ability have better abilities or are just too bad to make an impact in the standard tier these days. Electrode will probably run it over Static and Mr.Mime will probably use it as well, but really you never see them very often.</p>
[SHORT DESC]
Speed increases at end of the turn.

[LONG DESC]
<h2>Description</h2>
<p>Speed is increased by one stage at the end of every turn this Pokemon is on the field. It has no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>This ability single-handedly sent Blaziken from solidly UU in Generation 4 to Uber in Generation 5. It is a great ability but unfortunately the Pokemon who have it now are not really equipped to abuse it. Sharpedo has brute force on its side but it neither has the movepool or the bulk to abuse it. Yanmega is strong but it has Tinted Lens as another great ability, and Excadrill really makes it difficult to set up. You will see it but not as much as you would expect now that Blaziken is gone.</p>

<p>It should be noted that Speed Boost is one of the factors that makes Ninjask stand out as a Baton Passer, as all the Speed boosts accumulated while it is on the field can be passed on, thus making it easy to pass a couple of Speed boosts on if your opponent does not have a phazer or a Pokemon with Taunt; if they do, however, Ninjask tends to die very quickly.</p>
[SHORT DESC]
This Pokemon moves last.

[LONG DESC]
<h2>Description</h2>
<p>Stall allows the user to always move last within its priority bracket. It overrides Trick Room and Speed stats, but if the opponent uses a decreased priority move such as Dragon Tail, the user of Stall goes first instead. Stall also does not override Full Incense or Lagging Tail. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>The only user is Sableye, and Sableye is just terrible, so there is no competitive use currently for this ability, and no foreseeable one in future generations.</p>
[SHORT DESC]
Enemies' contact moves can paralyze them.

[LONG DESC]
<h2>Description</h2>
<p> When a Pokemon with this ability is hit by a move that makes contact, there is a 30% chance that the attacking foe will become paralyzed. This does work on Ground-type Pokemon. This ability increases wild encounter rate of Electric-type Pokemon by 50%.</p>

<h2>Competitive Use</h2>
<p>Static is a pretty widespread ability, yet no real standout Pokemon get it. Pikachu is probably the one that you will see the most, and even then you really won’t see it often at all. Outside of that, Manectric gets Static but would much prefer to use Lightningrod to gain a Special Attack boost. Besides, most Pokemon that have Static cannot take a physical hit anyway, so its use is very limited.</p>
[SHORT DESC]
Speed is boosted one stage when flinched.

[LONG DESC]
<h2>Description</h2>
<p>Increases the user’s Speed by one stage when flinched. This ability has no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>The main two Pokemon currently with Steadfast are Lucario and Gallade. Lucario can really choose either to use Steadfast or its other ability Inner Focus, as both are viable for it but neither are particularly good or noticeable. Gallade has no other choice but to use Steadfast, but you never really see Gallade anyway. Steadfast is a pretty rare ability but it’s around often enough that you will be affected by it from time to time.</p>

<h2>Related Abilities</h2>
<p>Inner Focus prevents the wielder from flinching.</p>
[SHORT DESC]
Increases the chance that the opponent will flinch when the Pokemon attacks. Decreases wild encounter rate.

[LONG DESC]
<h2>Description</h2>
<p>Stench has a 10% chance of flinching the opponent whenever the user attacks. This does not stack with King’s Rock or Razor Fang. In-game, Stench decreases wild encounter rate.</p>

<h2>Competitive Use</h2>
<p>Stench really isn’t that viable, but can be good in a pinch if the luck is going for you. Garbodor and Muk are two candidates for using Stench but neither will be seen outside of fun battles really.</p>

<h2>Related Abilities</h2>
<p>Illuminate increases wild encounter rate, the opposite of Stench.</p>
[SHORT DESC]
This Pokemon's item cannot be removed. Increases chance of encountering Pokemon while fishing.

[LONG DESC]
<h2>Description</h2>
<p>Prevents an item from being taken away from the user, by Trick, Knock Off, Covet, or Thief. In-game, it makes finding Pokemon whilst fishing more common.</p>

<h2>Competitive Use</h2>
<p>Really, this doesn’t have much competitive use at all; the only real user of Sticky Hold is Muk because it currently has no other viable ability, and even then you never see Muk in OU. All other abusers have far better abilities to make use of.</p>

<h2>Related Abilities</h2>
<p>Suction Cups has the same in game effect as Sticky Hold.</p>
[SHORT DESC]
When hit with a Water-type move, Special Attack is boosted by 1 stage. All Water-type attacks are drawn to this Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>All Water attacks in doubles and triples are directed towards the user and grants a Special Attack boost of one stage for each attack that hits it. The Water attacks do not do damage, giving pseudo-immunity to Water attacks. It doesn't redirect Hidden Power Water and it does not draw in Soak. It will also not prevent Surf and other multi-target moves from hitting its partner as well.</p>

<h2>Competitive Use</h2>
<p>Storm Drain was next to useless in Generation 4. Now it has given rise to Gastrodon, one of the best anti-metagame Pokemon currently. The immunity plus the Special Attack boost allows Gastrodon to check almost everything on an offensive Drizzle team and as such makes it an easy fit to a lot of teams. Outside of Gastrodon, Cradily is another possible good user of Storm Drain, given its typing, but it certainly isn't as good as Gastrodon is. Storm Drain can get really annoying fast if you have nothing to take out Gastrodon with.</p>

<h2>Related Abilities</h2>
<p>Water Absorb also creates a Water immunity, but instead of giving a Special Attack boost, recovers 25% of its health instead.</p>
[SHORT DESC]
If the Pokemon is at full HP, it will survive any attack. OHKO moves will fail.

[LONG DESC]
<h2>Description</h2>
<p>OHKO moves such as Sheer Cold and Fissure do not work on the user. If at 100% health, any move that would normally KO the user in one hit will leave it at 1HP instead. Multi-hit moves will hit through Sturdy as does Destiny Bond. Final Gambit however will not. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Sturdy is a great ability; providing that the wielder is at 100% health, they will more than likely last the turn with at least 1HP. Study has some awesome abusers, like Skarmory, Forretress, Donphan, and the Aggron family, all perfectly capable of using Sturdy to its fullest. The most 'off the wall' Sturdy user has to be Aron, who coupled with an immunity to sandstorm, can single-handedly decimate teams even at level 1, abusing Endeavor, Shell Bell and sandstorm to KO many Pokemon whilst keeping itself intact due to Sturdy. It is very competitively viable and a lot of Generation 5 matches will involve a Sturdy user.</p>
[SHORT DESC]
Cannot be forced to switch. Increases chance of encountering Pokemon while fishing.

[LONG DESC]
<h2>Description</h2>
<p>Prevents moves such as Whirlwind, Dragon Tail, and Roar from working on the wielder. In-game, it increases the chance that you might get a Pokemon whilst fishing, if the user is first in the party.</p>

<h2>Competitive Use</h2>
<p>The only real user is Cradily, and while Cradily has a great niche, especially with sandstorm as prevalent as it is, you will not see very much of it, and as such will not be seen very much competitively. It is a nice ability on bulky sweepers though, as it can allow for a successful Baton Pass chain.</p>

<h2>Related Abilities</h2>
<p>Sticky Hold has the same in-game function as Suction Cups.</p>
[SHORT DESC]
Critical hit rate doubles.

[LONG DESC]
<h2>Description</h2>
<p>Doubles the critical hit rate of moves used by the wielder. The modifier is applied before items are taken into account, so items do not have their boost doubled. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>The two Pokemon that stand out as decent users of Super Luck are Absol and Honchkrow. Both are really too frail to be used in OU, and because of that you will rarely see them, but Super Luck is a better ability than Pressure on Absol at least. For the most part though you will see Honchkrow use Insomnia, as sleep is far more prevalent, and will be more helpful. Still, a nice ability if you have the luck to abuse it.</p>
[SHORT DESC]
Boosts power of Bug-type moves 50% when at 1/3 HP or less.

[LONG DESC]

<h2>Description</h2>
<p>Boosts the power of the wielder’s Bug-type attacks by 50% if its health is 33% or less. Outside of battle, it can be used to increase the wild encounter rate.</p>

<h2>Competitive Use</h2>
<p>There isn't much competitive use to this ability, since most Bug-types suck or have better abilities. The best one to look forward to might well be Volcarona, since it takes 50% damage from Stealth Rock, so is worn down quickly, and with Quiver Dance it may well be a potent threat. Escavalier is also a Pokemon that can hit hard and use strong Bug-type moves, so the boost is welcome there too.</p>

<h2>Related Abilities</h2>
<p>Torrent, Overgrow, and Blaze do the same thing as Swarm, except with Water-, Grass-, and Fire-type attacks respectively.</p>
[SHORT DESC]
Speed doubles in rain.

[LONG DESC]

<h2>Description</h2>
<p>Swift Swim doubles the user’s Speed stat in rain. This is not treated as a stat change, so cannot be Baton Passed. It has no use outside of battle.</p>

<h2>Competitive Use</h2>
<p>Swift Swim would have so much more competitive use if it wasn't banned in combination with Drizzle. Both are still allowed, but not both on the same team. Therefore, it’s restricted to either Rain Dance teams or countering Drizzle teams. If you want to pick a certain Pokemon, take your pick; Kingdra, Kabutops, Ludicolo, Qwilfish and many others are all viable users of Swift Swim in rain. It’s a shame that Ferrothorn exists to put a stop to nearly all of them, hence why they work well in conjunction to get rid of it. It is viable, but really now you have to dedicate a team towards it to use it effectively.</p>

<h2>Related Abilities</h2>
<p>Sand Rush doubles Speed in sandstorm.</p>
<p>Chlorophyll doubles Speed in sunlight.</p>
[SHORT DESC]
When statused, the enemy is also statused. Can pass nature to wild Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>Status conditions, except for sleep and freeze, are copied onto the opponent. When bad Poison is used, from moves such as Toxic, it does pass on a bad poison status now, which it didn't in previous generations. If Psycho Shift is used to transfer status onto the user, Synchronise activates before the user is cured of the status, so it therefore fails if Psycho Shift is being used.</p>

<h2>Competitive Use</h2>
<p>Synchronise does see some use in the form of Mew now being OU. However, Mew is not seen as much as some people first expected when it was brought down from Ubers, even though it is a perfectly viable Pokemon. Other Pokemon with Synchronise such as Gardevoir have better abilities such as Trace, so really outside of Mew it isn't seen much, and doesn't have that much competitive use.</p>
[SHORT DESC]
Evasion increases when confused.

[LONG DESC]
<h2>Description</h2>
<p>Increases the evasion stat by 20% when the Pokemon is confused. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>There is literally no competitive use to this ability. Even if you do somehow manage to get the boost with one of the 7 awful Pokemon that have the ability, the chances of you getting hit by confusion are far greater than the opponent missing its attack on you, unless it is using something like DynamicPunch, which normally misses anyway.</p>

<h2>Related Abilities</h2>
<p>Sand Veil boosts evasion if sandstorm is present.</p>
<p>Snow Cloak boosts evasion if hail is present.</p>
[SHORT DESC]
Moves with 60 Base Power or less do 50% more damage.

[LONG DESC]
<h2>Description</h2>
<p>Powers up moves of 60 base power or below by 50%. This includes versions of Hidden Power below 60 base power, as well as multi-hit moves such as Bullet Seed. Pursuit does not get a boost if the opponent switches out, and Avalanche doesn't get the boost if the opponent attacks you this turn. Technician has no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Honestly one of the best abilities in the game; the main user of it is Scizor, who can hit you for great amounts of damage with its boosted Bullet Punch and Bug Bite. Other notable Pokemon include Dream World Breloom, which hasn't been released yet, but can take advantage of a boosted Bullet Seed and Mach Punch once it is, making it an extremely potent threat. Hitmontop can become a great revenger with its plethora of priority moves in its arsenal. You will see this ability a lot when you play OU.</p>

<h2>Related Abilities</h2>
<p>Adaptability boosts moves that are of the same type as the wielder, essentially creating a 2x STAB instead of a 1.5x.</p>
[SHORT DESC]
Does not take damage from allies' attacks.

[LONG DESC]
<h2>Description</h2>
<p>Prevents all damage done to the wielder from an attack from allies in double and triple battles, even if the move is aimed specifically at the wielder. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Moves that damage teammates in double and triple battles are few and far between, but in the case of attacks that hit the entire field, such as Earthquake or Explosion, this can be a useful ability to have. Otherwise, there are better options for each Pokemon that obtains it. This ability should never be used in singles.</p>
[SHORT DESC]
Abilities that hinder attacks are nullified.

[LONG DESC]
<h2>Description</h2>
<p>Abilities the opponent has which negate, prevent, or otherwise weaken attacks or their secondary effects are ignored. Abilities that are ignored are as follows:</p>

<ul>
<li>Battle Armor</li>
<li>Big Pecks</li>
<li>Clear Body</li>
<li>Contrary</li>
<li>Damp</li>
<li>Dry Skin</li>
<li>Filter</li>
<li>Flash Fire</li>
<li>Flower Gift</li>
<li>Friend Guard</li>
<li>Heatproof</li>
<li>Heavy Metal</li>
<li>Hyper Cutter</li>
<li>Immunity</li>
<li>Inner Focus</li>
<li>Insomnia</li>
<li>Keen Eye</li>
<li>Leaf Guard</li>
<li>Levitate</li>
<li>Light Metal</li>
<li>Lightningrod</li>
<li>Limber</li>
<li>Magic Bounce</li>
<li>Magma Armor</li>
<li>Marvel Scale</li>
<li>Motor Drive</li>
<li>Multiscale</li>
<li>Oblivious</li>
<li>Own Tempo</li>
<li>Sand Veil</li>
<li>Sap Sipper</li>
<li>Shell Armor</li>
<li>Shield Dust</li>
<li>Simple</li>
<li>Snow Cloak</li>
<li>Solid Rock</li>
<li>Soundproof</li>
<li>Sticky Hold</li>
<li>Storm Drain</li>
<li>Sturdy</li>
<li>Suction Cups</li>
<li>Tangled Feet</li>
<li>Telepathy</li>
<li>Thick Fat</li>
<li>Unaware</li>
<li>Vital Spirit</li>
<li>Volt Absorb</li>
<li>Water Absorb</li>
<li>Water Veil</li>
<li>White Smoke</li>
<li>Wonder Guard</li>
<li>Wonder Skin</li>
</ul>

<p>No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Zekrom could have a better ability, but offensively, it isn't a massive downfall. Being able to strike opponents such as Lightningrod Zapdos and Volt Absorb Lanturn with a STAB Bolt Strike is a powerful tool, and while Teravolt doesn't negate the everpresent Pressure in Ubers, it can be useful in taking down some other Pokemon present in Ubers, such as Forretress and Skarmory by negating Sturdy and Lugia by negating Multiscale.</p>

<h2>Related Abilities</h2>
<p>Mold Breaker and Turboblaze are copies with different distributions.</p>
[SHORT DESC]
Halves Ice- and Fire-type damage.

[LONG DESC]
<h2>Description</h2>
<p>Reduces the damage dealt by Fire- and Ice- attacks to the wielder by half. It has no effect on hail, freeze, or burn. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>The main Pokemon you will see using Thick Fat these days is Snorlax. Snorlax has taken a serious fall from grace though due to the massive influx of Fighting-types in this generation, so you won't really see it, which is a shame. It may well see more use in the future however as Mamoswine gets it as a Dream World ability.</p>

<h2>Related Abilities</h2>
<p>Heatproof halves the damage dealt by Fire-type attacks and burn damage to the wielder.</p>
[SHORT DESC]
Doubles damage on resisted hits.

[LONG DESC]
<h2>Description</h2>
<p>This ability doubles the power of moves that are "not very effective" on the opponent. Therefore, if a move was not very effective and would normally be at half damage, instead with Tinted Lens it will do damage at full power again. As for doubly resisted moves, such as Bug-type moves on a Skarmory, it will do half damage instead of quarter damage. It has no out of battle use.</p>

<h2>Competitive Use</h2>
<p>Tinted Lens is a great ability, and it’s a shame it is only limited at the moment to some quite shockingly bad Pokemon. The main users at the moment in OU would probably be Yanmega and Venomoth, both Bug-types, but neither really able to make a lasting impression in that tier. Both of these are monstroud threats in the lower tiers, but in the main metagames, Tinted Lens is an ability you very rarely see.</p>
[SHORT DESC]
Boosts power of Water-type moves by 50% when at 1/3 HP or less.

[LONG DESC]

<h2>Description</h2>
<p>Boosts Water attacks by 50% when the wielder is at 33% health or less. Torrent has no use outside of battle.</p>

<h2>Competitive Use</h2>
<p>It has next to no use as an ability these days. None of the Water-type starters get much love these days, except for maybe Blastoise, who would much rather use Rain Dish to heal its health in Rain. Swampert has fallen from grace a by quite a bit, arguably being outclassed by Gastrodon and Quagsire in the Water/Ground department, and as Swampert is the most likely Pokemon to be seen with Torrent, it is very rarely seen as an ability.</p>

<h2>Related Abilities</h2>
<p>Overgrow, Blaze, and Swarm all do the same thing as Torrent except for Grass-, Fire-, and Bug-type moves respectively.</p>
[SHORT DESC]
Attack is increased 50% when poisoned.

[LONG DESC]
<h2>Description</h2>
<p>When the user is poisoned or Toxic poisoned, the user gains a 50% boost to Attack. This is not a stat boost. No effects outside of battle.</p>

<h2>Competitive Use</h2>
<p>An increase to Attack as supposed to a straight immunity is a nice boost for Zangoose. While it must now lose HP in between turns, when coupled with Swords Dance and Toxic Orb, Zangoose becomes a ferocious attacker, rivaling even Ursaring.</p>

<h2>Related Abilities</h2>
<p>Toxic Boost is similar to Guts, only Guts activates on all status conditions, not just poison, as does Quick Feet for Speed. Flare Boost increases Special Attack and activates only on burn.</p>
[SHORT DESC]
Copies foe’s ability.

[LONG DESC]
<h2>Description</h2>
<p>Trace copies the opponent’s ability. It is able to copy Wonder Guard, but not Illusion or Multitype. In double or triple battles, it will randomly pick an opposing Pokemon to copy the ability of. If the opponent has just been KOed, Trace will copy the ability of the next Pokemon revealed in the battle.</p>

<h2>Competitive Use</h2>
<p>There is only one fully evolved user of Trace, and that’s Gardevoir. However, Porygon2 is the best user of Trace by far, being able to check Pokemon such as Salamence and Gyarados with the combination of its bulk, Eviolite, and the reflected Intimidate. It can check many other Pokemon that have abilities that have pseudo-immunities such as Water Absorb, making Porygon2 a decent choice for an OU team, so it does have at least some competitive use. Gardevoir can also be seen, but is a lot rarer than Porygon2.</p>
[SHORT DESC]
This Pokemon does nothing every other turn.

[LONG DESC]
<h2>Description</h2>
<p>Causes the user to move only every other turn. Moves such as SolarBeam, when used by a Truant Pokemon, will not work. Moves that take a turn to recharge, such as Hyper Beam, will use its recharge turn while the user is 'loafing around'. Moves that change ability, namely Worry Seed, Entrainment, and Simple Beam, do not work on a Pokemon with this ability. It has no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>Only two fully evolved Pokemon have this ability, Slaking and Durant. Durant is unreleased as of right now, so Slaking is the only real user, and as an ability, this ability has to be one of the worst in the game, if not the worst. It takes a probable Uber candidate Pokemon all the way to the bottom of the pile in terms of being usable, so it has no competitive use at all. Some say that Truant Durant could be used with Entrainment to irritate the opponent, but then all the opponent has to do is switch out on the free turn that Truant gives them.</p>
[SHORT DESC]
Abilities that hinder attacks are nullified.

[LONG DESC]
<h2>Description</h2>
<p>Abilities the opponent has which negate, prevent, or otherwise weaken attacks or their secondary effects are ignored. Abilities that are ignored are as follows:</p>

<ul>
<li>Battle Armor</li>
<li>Big Pecks</li>
<li>Clear Body</li>
<li>Contrary</li>
<li>Damp</li>
<li>Dry Skin</li>
<li>Filter</li>
<li>Flash Fire</li>
<li>Flower Gift</li>
<li>Friend Guard</li>
<li>Heatproof</li>
<li>Heavy Metal</li>
<li>Hyper Cutter</li>
<li>Immunity</li>
<li>Inner Focus</li>
<li>Insomnia</li>
<li>Keen Eye</li>
<li>Leaf Guard</li>
<li>Levitate</li>
<li>Light Metal</li>
<li>Lightningrod</li>
<li>Limber</li>
<li>Magic Bounce</li>
<li>Magma Armor</li>
<li>Marvel Scale</li>
<li>Motor Drive</li>
<li>Multiscale</li>
<li>Oblivious</li>
<li>Own Tempo</li>
<li>Sand Veil</li>
<li>Sap Sipper</li>
<li>Shell Armor</li>
<li>Shield Dust</li>
<li>Simple</li>
<li>Snow Cloak</li>
<li>Solid Rock</li>
<li>Soundproof</li>
<li>Sticky Hold</li>
<li>Storm Drain</li>
<li>Sturdy</li>
<li>Suction Cups</li>
<li>Tangled Feet</li>
<li>Telepathy</li>
<li>Thick Fat</li>
<li>Unaware</li>
<li>Vital Spirit</li>
<li>Volt Absorb</li>
<li>Water Absorb</li>
<li>Water Veil</li>
<li>White Smoke</li>
<li>Wonder Guard</li>
<li>Wonder Skin</li>
</ul>

<p>No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Reshiram can make some use out of this ability, hitting Heatran, Snorlax, Heatproof Bronzong, and Mamoswine for full power. Otherwise, it is an unused ability that can only really make a difference once every so often.</p>

<h2>Related Abilities</h2>
<p>Mold Breaker and Teravolt are copies with different distributions.</p>
[SHORT DESC]
Ignores stat changes on other Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>Unaware totally ignores all the opponent’s stat changes, positive or negative. Once the Pokemon using Unaware has left the field, the foe keeps all prior stat boosts and any that it might have gained whilst the user was on the field. Critical hits do not factor in boosts either. There is no out of battle effect.</p>

<h2>Competitive Use</h2>
<p>There is only one viable user of Unaware currently, and that is Quagsire. Quagsire however is a very good Pokemon this generation and a very good Pokemon to use on a stall team. Unaware can be a fantastic ability in that sense as it will prevent Pokemon that would otherwise destroy stall teams from setting up to do so, who are walled or countered by Quagsire due to its bulkiness and great typing. So it has some competitive use, but it is more or less limited to only one Pokemon at this time.</p>
[SHORT DESC]
Speed increases when an item is used or lost.

[LONG DESC]
<h2>Description</h2>
<p>Whenever the user loses a held item, or it is taken away by Knock Off or Thief, the user’s Speed stat doubles. This does not occur if the item has been traded by the use of Trick or Switcheroo.</p>

<h2>Competitive Use</h2>
<p>As it is only available on a few viable Pokemon, its competitive use is limited. Sceptile is probably the main abuser, and can work with the use of items like Grass Gem. Otherwise, Unburden is barely seen outside of this, as all the other Pokemon with the ability are not fit for competitive OU battles, and the Speed boost cannot be Baton Passed.</p>
[SHORT DESC]
Prevents the foe from consuming their held Berry item.

[LONG DESC]
<h2>Description</h2>
<p>Prevents the opponent from consuming a held Berry. An activation notification will be given when this Pokemon enters battle. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Every Pokemon that obtains this ability has a better option. Unnerve in itself is somewhat useless, as the only Berries that realistically see use are Lum, Chesto, and type-resist Berries, and Unnerve doesn't really do much to help win against Pokemon that would otherwise carry such Berries.</p>
[SHORT DESC]
Increases the accuracy of this Pokemon and allies on its side of the field by 10%.

[LONG DESC]
<h2>Description</h2>
<p>All moves that the wielder and its partners in double and triple battles use gain a 10% boost to accuracy. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Victini will often use lower-accuracy moves, such as Fire Blast, Overheat, Thunder, and Focus Blast, in order to gain much-needed power, and thus can almost freely abuse moves that other Pokemon would be hesitant to use. Be warned, however, that even a Victory Star-boosted Focus Blast is less accurate than an unboosted Stone Edge or Hydro Pump. Victini has no other abilities, although in double or triple battles, this can be effective on Pokemon with Hustle.</p>

<h2>Related Abilities</h2>
<p>Compoundeyes increases the accuracy of the wielder's moves by 30%.</p>
[SHORT DESC]
Prevents sleep. Increases wild encounters with higher level Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>Pokémon with this ability cannot fall asleep. Rest will automatially fail when if the user has Vital Spirit. Outside of battle, if the wielder of Vital Spirit is leading the party, then Vital Spirit increases the chance to encounter a higher-level wild Pokemon by 50%.</p>

<h2>Competitive Use</h2>
<p>Up to the fourth generation, the only fully evolved Pokémon with access to Vital Spirit were Delibird (which is absolutely useless) and Primeape. In the latter's case, it was the better option over the unreliable Overconfidence.</p>

<p>With the advent of Dream World Abilities, Magmortar and Electivire received Vital Spirit, and Primeape, Defiant. Electivire will still use the much better Motor Drive, but Magmortar can take advantage of being able to switch in a sleep-inducing move and fire off powerful attacks. In Primeape's case, Defiant can be a tempting option, but frail as it is, it will appreciate being able to switch in more often.</p>

<h2>Related Abilities</h2>
<p>Insomnia is an equivalent Ability, with different distribution.</p>

<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>
[SHORT DESC]
Heals 25% HP when hit by an Electric-type attack.

[LONG DESC]
<h2>Description</h2>
<p>In battle, Volt Absorb heals the wielder by 25% of its health when it is hit by an Electric-type attack, therefore creating a pseudo-immunity to Electric-type attacks. There is no out of battle use for this ability.</p>

<h2>Competitive Use</h2>
<p>Due to Thundurus, and Electric-type attacks being very strong in general this generation, Volt Absorb has a great use in being able to cover up an Electric weakness easily. Jolteon and Lanturn can both put a stop to most Electric-type Pokemon, though beware of coverage moves.</p>

<h2>Related Abilities</h2>
<p>Water Absorb is the same as Volt Absorb except for Water-type attacks. Lightningrod also provides an immunity to Electric-type attacks, but when it gets hit with an Electric attack, it gains a Special Attack boost.</p>
[SHORT DESC]
Heals 25% HP when hit by a Water-type attack.

[LONG DESC]
<h2>Description</h2>
<p>In battle, Water Absorb heals 25% of the wielder’s health if hit by a Water-type attack, creating a pseudo-immunity to Water. Water Absorb has no effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Many good Pokemon get Water Absorb, so competitively it has a lot of uses. Since Water is such a prevalent attacking type this generation, due to the presence of Drizzle, being able to take Water attacks becomes all the more important. Vaporeon, Jellicent, and Poliwrath are all great Pokemon to stop rain teams based on Water-types because of this ability, and thus having a Pokemon with Water Absorb can be a great asset.</p>

<h2>Related Abilities</h2>
<p>Volt Absorb is the same as Water Absorb except for Electric-type moves instead. Storm Drain also provides an immunity to Water-type moves but instead of healing provides a Special Attack boost.</p>
[SHORT DESC]
Prevents burn.

[LONG DESC]
<h2>Description</h2>
<p>Pokemon with this Ability cannot be burned. If a Pokemon is burned and acquires the Water Veil ability through an ability-changing move such as Skill Swap, the burn is removed, but returns when the Pokemon loses this ability. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Decent at best, Water Veil sees little to no use in the competitive scenario. Every Pokemon with access to it has better options such as Swift Swim, Storm Drain, or Water Absorb. Floatzel and Huntail, who could benefit from the immunity to burn, will prefer having their Speed double under rain.</p>

<h2>Related Abilities</h2>
<p>Flare Boost increases the user's Special Attack by 50% when burned, but won't prevent the damage from taking place.</p>

<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>
[SHORT DESC]
Boosts Speed by 1 stage and lowers Defense by 1 stage when hit by a physical move.

[LONG DESC]
<h2>Description</h2>
<p>Whenever the wielder takes damage from a physical attack, its Defense is lowered by one stage, and its Speed is raised by one stage. Weak Armor activates on each hit of a multi-hit move. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Kabuto and Omastar appreciate ways of boosting their Speed with the complex ban on rain in effect, but the lowering of Defense, coupled with their weakness to priority moves, makes it a very risky tactic to try.</p>
[SHORT DESC]
Prevents the enemy from lowering this Pokemon's stats. Decreases wild encounter rate.

[LONG DESC]
<h2>Description</h2>
<p>White Smoke prevents all stat reductions. This includes from abilities such as Intimidate and from moves such as FeatherDance. It does not prevent reduction that is self-inflicted, from moves like Overheat. Stat reduction is also possible if the opposing Pokemon is wielding TurboBlaze or TeraVolt as its ability. White Smoke in-game decreases the wild Pokemon encounter rate by 50%.</p>

<h2>Competitive Use</h2>
<p>As only 2 Pokemon have it, Heatmor and Torkoal, it will naturally be limited to seeing a very small amount of use, especially since in Heatmor's case it is an unreleased Dream World ability. Even with Torkoal, it doesn't prevent self stat reduction, so it is not viable with Shell Smash.</p>

<h2>Related Abilities</h2>
<p>Clear Body is pretty much identical to White Smoke, on a wider variety of Pokemon.</p>
[SHORT DESC]
Only super effective attacks harm this Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>Wonder Guard prevents all damage if the attack is not super effective. It does not prevent stat reduction through moves such as Charm and it does not prevent damage from weather such as hail. It also doesn't prevent damage from entry hazards such as Spikes or to status such as poison. Moves that don't factor in type, such as Beat Up, hit through Wonder Guard. It also cannot be targeted by Skill Swap or Role Play, and cannot be removed by Mummy; however, it can be copied with Trace. There is no outside of battle use.</p>

<h2>Competitive Use</h2>
<p>Wonder Guard is only available on one Pokemon, which is Shedinja. In fact, it is the only reason that Shedinja is usable at all, but really, it has no place in OU, due to the fact that sandstorm and Stealth Rock will kill it immediately. Instead, if you are going to use Shedinja it would be recommended to use it in Ubers, where there isn't as much hurtful weather to hit through Wonder Guard, and where Shedinja can be hit by fewer types for super effective damage. Because it is on one of the least usable Pokemon in the game, and no other Pokemon, its competitive use is extremely limited.</p>

<h2>Related Abilities</h2>
<p>Thick Fat reduces damage from Ice and Fire attacks, whilst there are lots of abilities such as Storm Drain which give immunities to a singular type.</p>
[SHORT DESC]
Reduces the chance of a status move having an effect by 50%.

[LONG DESC]
<h2>Description</h2>
<p>It causes status moves such as Thunder Wave, Spore, and Toxic to only work 50% of the time. This does not have any effect on moves such as Thunder, which have a chance to cause status as a secondary effect. It has no effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>Wonder Skin is only available on 4 Pokemon, and 3 of them are as Dream World abilities only at this time. The only current Pokemon that has it available is Sigilyph, which has a much greater second ability in Magic Guard, which is one of the main things that makes Sigilyph a viable option. As such, Wonder Skin has extremely limited competitive use at this time, but may find some niche uses on Venomoth and Delcatty in the future.</p>

<h2>Related Abilities</h2>
<p>Magic Guard prevents burn and poison damage, but does not prevent being paralysed or put to sleep.</p>
[SHORT DESC]
The Pokemon changes Forme when below 50% of its max HP.

[LONG DESC]
<h2>Description</h2>
<p>When Darmanitan's HP drops below 50% of maximum, it will change into Zen Mode at the end of the turn. If Zen Mode is removed, or Darmanitan recovers HP to over 50%, it will change back. If Zen Mode is Skill Swapped, Roleplayed, or Traced, it will not work unless on Darmanitan. No effect outside of battle.</p>

<h2>Competitive Use</h2>
<p>To reliably get Darmanitan's HP to 50% is very difficult, and at that level, it is easy to be KOed. The only really reliable way to do it is to use Belly Drum, which is pointless as in its Zen Mode, Darmanitan is seriously slow and has an extremely low Attack stat. As well as this, lowered Speed does not aid Zen Mode Darmanitan's sweeping capabilities, and so Darmanitan should stick with the abuse of Sheer Force and physical attacks. Honestly, it's not really clear what Game Freak were thinking when they thought up this ability.</p>
 

bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
[a]item[/a]Items

Ability Urge
Absorb Bulb
Adamant Orb
Aguav Berry
Air Balloon
Amulet Coin
Antidote
Apicot Berry
Armor Fossil
Aspear Berry
Awakening
Babiri Berry
BalmMushroom
Belue Berry
Berry Juice
Bicycle
Big Mushroom
Big Nugget
Big Pearl
Big Root
Binding Band
Black Belt
Black Flute
Black Sludge
BlackGlasses
Blue Flute
Blue Shard
Bluk Berry
BridgeMail D
BridgeMail M
BridgeMail S
BridgeMail T
BridgeMail V
BrightPowder
Bug Gem
[SHORT DESC]
Changes the type of Techno Blast to Fire.

[LONG DESC]
<h2>Description</h2>
<p>This ability causes the Techno Blast move to become Fire-type. It does not change it in any other way, however, and has no effect on a Pokemon without this move.</p>

<h2>Competitive Use</h2>
<p>Only two Pokemon in the game can use Techno Blast, and the only one who can actually make use of it is Genesect. However, you really shouldn't be using this item even on Genesect, for a number of reasons. For one thing, holding Burn Drive means that Genesect cannot then hold a boosting item, and will miss the kick from Life Orb or Choice Scarf dreadfully. Furthermore, Genesect has access to Flamethrower, which is more powerful than Fire-type Techno Blast regardless, and does allow you to use Life Orb. Like the other Drive items, you should never use Burn Drive competitively. It is just not worth it.<p>

<h2>Location</h2>
<p>The Burn Drive is received in Pokemon Black if you show Genesect to the Scientist inside the P2 Laboratory on Route 17. It is not obtainable in Pokemon White.</p>

Burn Heal
Calcium
Carbos
Casteliacone
Cell Battery
Charcoal
Charti Berry
Cheri Berry
Cherish Ball
Chesto Berry
Chilan Berry
Chill Drive
[SHORT DESC]
Hold item which raises Attack 50%, but locks holder into one move.

[LONG DESC]
<h2>Description</h2>
<p>The user gains a 50% increase to Attack, but can only use the first move selected until it switches out or has its Choice Band removed. This boost does not count as a stat change. If this item is replaced with another Choice item, such as by Trick or Switcheroo, then the user will not be locked into their original choice. If the holder is locked into a non-attacking move and is Taunted, they will use Struggle. If the holder is runs out of PP for the attack they are locked into, they will use Struggle, but if the PP for that move is restored by an Elixir or Leppa Berry, they can select a new attack. If a Pokemon obtains a Choice item after using an attack, they will be locked into that attack. If Magic Room is used while a Choice-locked Pokemon is on the field, then the Pokemon can switch attacks, but once Magic Room ceases to take effect, they are again locked on the move they were originally locked in on before Magic Room was used.</p>

<h2>Competitive Use</h2>
<p>Choice Band has had a huge impact on the gamemany threats are now suddenly more dangerous because of increased attacking strength right off the bat, as opposed to taking a turn to set up. However, the drawback of being able to only choose one attack is a severe onepicking the wrong move allows an opponent to switch in easily. It can transform fast nobodies into serious threats, or slow powerhouses into battering rams. Although the drawbacks are difficult to work around, Choice Band still remains a fierce item for an offensive Pokemon, which all competitive battlers should be prepared for.</p>

<h2>Location</h2>
<p>Battle Subway, 48BP.</p>
[SHORT DESC]
Hold item which raises Speed 50%, but locks holder into one move.

[LONG DESC]
<h2>Description</h2>
<p>The user gains a 50% increase to Speed, but can only use the first move selected until it switches out or has its Choice Band removed. This boost does not count as a stat change. If this item is replaced with another Choice item, such as by Trick or Switcheroo, then the user will not be locked into their original choice. If the holder is locked into a non-attacking move and is Taunted, they will use Struggle. If the holder is runs out of PP for the attack they are locked into, they will use Struggle, but if the PP for that move is restored by an Elixir or Leppa Berry, they can select a new attack. If a Pokemon obtains a Choice item after using an attack, they will be locked into that attack. If Magic Room is used while a Choice-locked Pokemon is on the field, then the Pokemon can switch attacks, but once Magic Room ceases to take effect, they are again locked on the move they were originally locked in on before Magic Room was used.</p>

<h2>Competitive Use</h2>
<p>In a metagame dominated by Speed and power, Choice Scarf stands out as one of the top items. Granting an instant boost, it turns many slow powerhouses such as Metagross and Tyranitar into devastating sweepers, and can be thrown onto Pokemon such as Terrakion and Ditto to create the best revenge killers possible. Even being locked into a single attack isn't much of a worry for a revenge killer whose job it is to switch in, attack once, and switch out again. Choice Scarf is a great item to combine with Trickbeing able to go amazingly fast and use Trick first, then forcing the opponent to take an item which cripples them, is a serious hindrance to their gameplan.</p>

<h2>Location</h2>
<p>Battle Subway, 48BP.</p>
[SHORT DESC]
Hold item which raises Special Attack 50%, but locks holder into one move.

[LONG DESC]
<h2>Description</h2>
<p>The user gains a 50% increase to Special Attack, but can only use the first move selected until it switches out or has its Choice Band removed. This boost does not count as a stat change. If this item is replaced with another Choice item, such as by Trick or Switcheroo, then the user will not be locked into their original choice. If the holder is locked into a non-attacking move and is Taunted, they will use Struggle. If the holder is runs out of PP for the attack they are locked into, they will use Struggle, but if the PP for that move is restored by an Elixir or Leppa Berry, they can select a new attack. If a Pokemon obtains a Choice item after using an attack, they will be locked into that attack. If Magic Room is used while a Choice-locked Pokemon is on the field, then the Pokemon can switch attacks, but once Magic Room ceases to take effect, they are again locked on the move they were originally locked in on before Magic Room was used.</p>

<h2>Competitive Use</h2>
<p>The least used Choice item, Choice Specs is still a powerful tool in the right hands. There are fewer hard-hitting special attackers, and even fewer candidates for an instant boost, but the few Pokemon that can make effective use of Choice Specs do so with fearsome power. Hydreigon, Latios, and Chandelure, to name a few, become horrific sweepers with the power of wreck teams when played correctly. Hydreigon in particular, with its base 125 Special Attack combined with STAB Draco Meteor, when boosted by Choice Specs makes a powerful shoutback to SpecsMence of DP. Even in Ubers and UU, the choices are fewer than for a Choice Band walbreaker, but a well-placed Choice Specs can make all the difference between an OHKO and a 2HKO.</p>

<h2>Location</h2>
<p>Battle Subway, 48BP.</p>

Chople Berry
Claw Fossil
Cleanse Tag
Clever Wing
Coba Berry
Colbur Berry
Comet Shard
Cornn Berry
Cover Fossil
Custap Berry
Custap Berry
[SHORT DESC]
Rain Dance lasts 8 turns.

[LONG DESC]
<h2>Description</h2>
<p>Any Pokemon that uses Rain Dance while holding a Damp Rock will have its duration boosted to eight turns instead of the regular five.</p>

<h2>Competitive Use</h2>
<p>Regarding competitive usage, Damp Rock is both a good and bad item. It is outclassed by Politoed and Kyogre's Drizzle in OU and Ubers respectively, as they summon permanent rain, whereas a Damp Rock-boosted Rain Dance only lasts for eight turns. However, Drizzle cannot be used in the lower tiers, nor can it be used with any Pokemon that has Swift Swim in OU, meaning that it still has a niche in the standard metagame, as well as in the lower tiers.</p>

<h2>Location</h2>
<p>Damp Rock can be found on Route 8 - Talk to the Parasol Lady.</p>

[SHORT DESC]
Raises the power of a Dark-type move by 50%. One-time use.

[LONG DESC]
<h2>Description</h2>
<p>A Pokemon holding a Dark Gem will have any Dark-type attack boosted by 50%, but it is only a one-time use.</p>

<h2>Competitive Use</h2>
<p>Dark Gem can be equipped to Pokemon such as Tyranitar and Weavile, which appreciate boosts to their Dark-type attacks, specifically Crunch, Night Slash, and Pursuit. As the Dark Gem is only a one-time use, however, it is outclassed by other boosting items, such as Life Orb, Choice Band, and Expert Belt, all of which are better over the course of a match.</p>

<h2>Location</h2>
<p>A Dark Gem can be found in a dustcloud in any of the following locations: Wellspring Cave, Chargestone Cave, Mistralton Cave, Twist Mountain, Challenger's Cave, Victory Road, or the Giant Chasm.</p>

[SHORT DESC]
Part of the storyline in BW. No other use.

[LONG DESC]
<h2>Description</h2>
<p>This item, obtained from Lenora in Nacrene City, calls out Zekrom to come and assist you against N & Reshiram in N's Castle.</p>

<h2>Competitive Use</h2>
<p>This item has no competitive use. It is purely for in-game purposes.</p>

<h2>Location</h2>
<p>Narcene City (from Lenora).</p>

[SHORT DESC]
Evolves Kirlia and Snorunt.

[LONG DESC]
<h2>Description</h2>
<p>This is an evolution stone that evolves a male Kirlia into Gallade or a female Snorunt into Froslass.</p>

<h2>Competitive Use</h2>
<p>This item has no competitive use. It is purely for in-game purposes.</p>

<h2>Location</h2>
<p>A Dawn Stone can be found on Route 10, or in a dustcloud in any of the following locations: Wellspring Cave, Chargestone Cave, Mistralton Cave, Twist Mountain, Challenger's Cave, Victory Road, or the Giant Chasm. It can also be purchased in Black City.</p>

[SHORT DESC]
Doubles Clamperl's Special Defense. Evolves Clamperl into Gorebyss.

[LONG DESC]
<h2>Description</h2>
<p>When Clamperl is traded with this item, it will evolve into a Gorebyss, while if it holds this item in battle, its Special Defense stat is doubled.</p>

<h2>Competitive Use</h2>
<p>This item can be used to help turn Clamperl into a respectable special wall in the lower tiers, as well as in Little Cup, although its main use is for in-game purposes, since it is needed to obtain a Gorebyss.</p>

<h2>Location</h2>
<p>Route 13 (requires Surf).</p>
<p>Route 13 (talk to Treasure Hunter - you receive one random treasure every day).</p>
<p>Wild Basculin - Blue Stripe Form (5%).</p>

[SHORT DESC]
Doubles Clamperl's Special Attack. Evolves Clamperl into Huntail.

[LONG DESC]
<h2>Description</h2>
<p>When Clamperl is traded with this item, it will evolve into a Huntail, while if Clamperl holds it normally in battle, its Special Attack stat is doubled.</p>

<h2>Competitive Use</h2>
<p>This item can be used to help turn Clamperl into a respectable special attacker in the lower tiers, although its main use is for in-game purposes, since it is needed to obtain a Huntail.</p>

<h2>Location</h2>
<p>Route 17 (requires Surf).</p>
<p>Route 13 (talk to Treasure Hunter - you receive one random treasure every day).</p>
<p>Wild Basculin - Red Stripe Form (5%).</p>

[SHORT DESC]
If the holder becomes infatuated, so does the enemy.

[LONG DESC]
<h2>Description</h2>
<p>If the user becomes infatuated, the effect will transfer over to the enemy, making them both infatuated.</p>

<h2>Competitive Use</h2>
<p>This item is a gimmick, as trying to infatuate a foe is an unreliable tactic.</p>

<h2>Location</h2>
<p>Opelucid City.</p>

[SHORT DESC]
Increases critical hit ratio by 1 level.

[LONG DESC]
<h2>Description</h2>
<p>If this item is used on a Pokemon, its critical hit ratio will increase by 1 level.</p>

<h2>Competitive Use</h2>
<p>This item must be used on a Pokemon (a Pokemon cannot hold it) for it to be effective. As items cannot be used in link or Wi-Fi battles, Dire Hit should never be seen in battle.</p>

<h2>Location</h2>
<p>Route 9.</p>

[SHORT DESC]
Increases critical hit ratio by 2 levels.

[LONG DESC]
<h2>Description</h2>
<p>If this item is used on a Pokemon, its critical hit ratio will increase by 2 levels.</p>

<h2>Competitive Use</h2>
<p>This item must be used on a Pokemon (a Pokemon cannot hold it) for it to be effective. As items cannot be used in link or Wi-Fi battles, Dire Hit 2 should never be seen in battle.</p>

<h2>Location</h2>
<p>It can only be used in Wonder Launcher battles, and it cannot be obtained elsewhere.</p>

[SHORT DESC]
Increases critical hit ratio by 3 levels.

[LONG DESC]
<h2>Description</h2>
<p>If this item is used on a Pokemon, its critical hit ratio will increase by 3 levels.</p>

<h2>Competitive Use</h2>
<p>This item must be used on a Pokemon (a Pokemon cannot hold it) for it to be effective. As items cannot be used in link or Wi-Fi battles, Dire Hit 3 should never be seen in battle.</p>

<h2>Location</h2>
<p>It can only be used in Wonder Launcher battles, and it cannot be obtained elsewhere.</p>

[SHORT DESC]
A Ball used to catch Pokemon that is more effective in water terrain.

[LONG DESC]
<h2>Description</h2>
<p>A Ball with a normal catch rate of 1. If a Pokemon is found while surfing, fishing, or diving, the catch rate becomes 3.5.</p>

<h2>Competitive Use</h2>
<p>This item has no competitive use. It is purely for in-game purposes.</p>

<h2>Location</h2>
<p>Wellspring Cave, Cold Storage (with Dowsing Machine), Village Bridge. It can also be purchased in Undella Town.</p>

[SHORT DESC]
Can be revived into Kabuto.

[LONG DESC]
<h2>Description</h2>
<p>When brought to the museum in Narcene City, it can be revived into a Kabuto.</p>

<h2>Competitive Use</h2>
<p>This item has no competitive use, although it is needed to obtain a Kabuto. Otherwise, it is purely for in-game purposes.</p>

<h2>Location</h2>
<p>Twist Mountain.</p>

[SHORT DESC]
Changes the type of Techno Blast to Water.

[LONG DESC]
<h2>Description</h2>
<p>This ability causes the Techno Blast move to become Water-type. It does not change it in any other way, however, and has no effect on a Pokemon without this move.</p>

<h2>Competitive Use</h2>
<p>Only two Pokemon in the game can use Techno Blast, and the only one who can actually make use of it is Genesect. However, you really shouldn't be using this item even on Genesect, for a number of reasons. For one thing, holding Douse Drive means that Genesect cannot hold a boosting item, and will miss the kick from Life Orb or Choice Scarf dreadfully. Furthermore, Genesect has access to other coverage moves, such as Thunderbolt, Ice Beam, and Flamethrower, which also allow use of another boosting item. Like the other Drive items, you should never use Douse Drive competitively. It is just not worth it.</p>

<h2>Location</h2>
<p>P2 Laboratory (Show Genesect).</p>

[SHORT DESC]
Can detect hidden items.

[LONG DESC]
<h2>Description</h2>
<p>A key item that when activated will guide the user to any nearby hidden items.</p>

<h2>Competitive Use</h2>
<p>This item has no competitive use. It is purely for in-game purposes.</p>

<h2>Location</h2>
<p>Narcene City (from Bianca).</p>

[SHORT DESC]
Raises power of Dragon-type moves 20%. Pokemon with Multitype become Dragon-type.

[LONG DESC]
<h2>Description</h2>
<p>A hold item that increases the base power of all Dragon-type moves by 20% with the exception of Dragon Rage. When held by a Pokemon with the Multitype ability, the holder's type will change to Dragon.</p>

<h2>Competitive Use</h2>
<p>Arceus can take advantage of this item to become a potent offensive threat. Being the fastest Dragon-type Pokemon in the entire game is no small threat, and Arceus can abuse the power of Dragon-type STAB to the fullest with it's incredible stats and enormous movepool, allowing it to run both Swords Dance and Calm Mind sets effectively in the Ubers metagame. Draco Plate can also be used in OU on Pokemon such as Latios, as it can be used to fake a Choice item, while continuing to boost the power of the Dragon-type move of choice.</p>

<h2>Location</h2>
<p>Undersea Ruins and Route 13.</p>

[SHORT DESC]
Raises power of Dragon-type moves 20%.

[LONG DESC]
<h2>Description</h2>
<p>This item boosts the power of Dragon-type moves by 20%.</p>

<h2>Competitive Use</h2>
<p>Dragon Fang can be used in OU on Pokemon such as Latios, as it can be used to fake a Choice item, while continuing to boost the power of the Dragon-type move of choice.</p>

<h2>Location</h2>
<p>Dragonspiral Tower.</p>

[SHORT DESC]
Raises the power of a Dragon-type move by 50%. One-time use.

[LONG DESC]
<h2>Description</h2>
<p>A Pokemon holding a Dragon Gem will have any Dragon-type attack boosted by 50%, but it is only a one-time use.</p>

<h2>Competitive Use</h2>
<p>Dragon Gem can be equipped to Pokemon such as Latios and Salamence, which appreciate boosts to their Dragon-type attacks, specifically Draco Meteor, Outrage, and Dragon Claw. As the Dragon Gem is only a one-time use, however, it is outclassed by other boosting items, such as Life Orb, Choice Band, and Expert Belt, all of which are better over the course of a match.</p>

<h2>Location</h2>
<p>A Dragon Gem can be found in a dustcloud in any of the following locations: Wellspring Cave, Chargestone Cave, Mistralton Cave, Twist Mountain, Challenger's Cave, Victory Road, or the Giant Chasm.</p>

[SHORT DESC]
Evolves Seadra into Kingdra.

[LONG DESC]
<h2>Description</h2>
<p>When traded, a Seadra holding a Dragon Scale will evolve into a Kingdra.</p>

<h2>Competitive Use</h2>
<p>This item is only needed for obtaining a Kingdra, and it has no other competitive use apart from that.</p>

<h2>Location</h2>
<p>Route 13, Route 18.</p>

[SHORT DESC]
Part of the storyline in BW. No other use.

[LONG DESC]
<h2>Description</h2>
<p>This item is part of a fossil that was taken by Team Plasma from Nacrene City. It should be taken from them in Pinwheel Forest.</p>

<h2>Competitive Use</h2>
<p>This item has no competitive use. It is purely for in-game purposes.</p>

<h2>Location</h2>
<p>Pinwheel Forest (after you defeat Team Plasma there).</p>

[SHORT DESC]
Raises power of Dark-type moves 20%. Pokemon with Multitype become Dark-type.

[LONG DESC]
<h2>Description</h2>
<p>This item boosts the power of Dark-type moves by 20%, while making Arceus become a Dark-type.</p>

<h2>Competitive Use</h2>
<p>This item is useful primarily in Ubers, where it enables Arceus to become a Dark-type. This means it can utilize a number of new strategies, including becoming a Calm Mind booster with a 100 Base Power special Dark-type attack with no drawbacks. Dread Plate can also be used in OU on Pokemon such as Hydreigon, as it can be used to fake a Choice item, while continuing to boost the power of the Dark-type move of choice. It is outclassed by other boosting items, though.</p>

<h2>Location</h2>
<p>Undersea Ruins.</p>

[SHORT DESC]
A Ball used to catch Pokemon in the Entralink forest.

[LONG DESC]
<h2>Description</h2>
<p>This Ball can only be used in Entralink forest, to catch Pokemon that have Dream World abilities.</p>

<h2>Competitive Use</h2>
<p>This item is useful only for catching Pokemon with Dream World abilities, such as Regenerator Slowbro or Multiscale Dragonite. Other than that, it is useless competitively.</p>

<h2>Location</h2>
<p>Entralink Forest.</p>

[SHORT DESC]
Evolves Porygon2 into Porygon-Z.

[LONG DESC]
<h2>Description</h2>
<p>When traded, a Porygon2 holding this item will evolve into a Porygon-Z.</p>

<h2>Competitive Use</h2>
<p>This item is only needed for obtaining a Porygon-Z, and it has no other competitive use apart from that.</p>

<h2>Location</h2>
<p>Route 13, P2 Laboratory.</p>

[SHORT DESC]
No use. Unobtainable in BW.

[LONG DESC]
<h2>Description</h2>
<p>This is a Berry that was used in the older generation games, but it now has no use.</p>

<h2>Competitive Use</h2>
<p>This item cannot be used in BW.</p>

<h2>Location</h2>
<p>Unobtainable.</p>

[SHORT DESC]
A Ball used to catch Pokemon that is more effective at night.

[LONG DESC]
<h2>Description</h2>
<p>This Ball is useful, as it has an enormous catch rate of 3.5 when in a dark area (night-time or a cave). It's catch rate is otherwise 1.</p>

<h2>Competitive Use</h2>
<p>This item has no competitive use.</p>

<h2>Location</h2>
<p>Striaton City, Castelia City. It can also be bought on Route 9, or in Driftveil City, Opelucid City, or the Pokemon League.</p>

[SHORT DESC]
Evolves Misdreavus, Murkrow, and Lampent.

[LONG DESC]
<h2>Description</h2>
<p>An evolution stone used to evolve Misdreavus into Mismagius, Murkrow into Honchkrow, and Lampent into Chandelure.</p>

<h2>Competitive Use</h2>
<p>This item is only needed to obtain the aforementioned Pokemon, and otherwise has no competitive use.</p>

<h2>Location</h2>
<p>A Dusk Stone can be found on Route 10 and Mistralton Cave, or in a dustcloud in any of the following locations: Wellspring Cave, Chargestone Cave, Mistralton Cave, Twist Mountain, Challengers Cave, Victory Road, and Giant Chasm.</p>

Earth Gem
Earth Plate
Eject Button
Electirizer
Elixir
Energy Root
EnergyPowder
Enigma Berry
Escape Rope
Ether
Everstone
Eviolite
[SHORT DESC]
Gives 50% of exp earned in battle to one Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>The holder of an Exp. Share gets a share of experience in battle as though it had participated. The points are first split into a half-share for Pokemon who actually participated, and a half-share for Exp. Share holders. These halves are then divided up normally. This results in a larger proportional share for Exp. Share holders who actually entered battle.</p>

<p>Exp. Share holders also gain a full amount of EVs, as if they had battled alone.</p>

<h2>Location</h2>
<p>An Exp. Share can be won from the Castelia City Battle Company; another one can be received as a gift from the Pokémon Fan Club Chairman for showing him a Pokemon that has grown by 25-49 levels since it was caught or received.</p>

Expert Belt
Favored Mail
Fighting Gem
Figy Berry
Fire Gem
Fire Stone
Fist Plate
Flame Orb
Flame Plate
Float Stone
Fluffy Tail
Flying Gem
Focus Band
Focus Sash
Fresh Water
Full Heal
Full Incense
Full Restore
Ganlon Berry
Genius Wing
Ghost Gem
Gracidea
Gram 1
Gram 2
Gram 3
Grass Gem
Great Ball
Green Shard
Greet Mail
Grepa Berry
Grip Claw
Griseous Orb
Guard Spec.
Haban Berry
Hard Stone
Heal Ball
Heal Powder
Health Wing
Heart Scale
Heat Rock
Helix Fossil
HM01
HM02
HM03
HM04
HM05
HM06
Hondew Berry
HP Up
Hyper Potion
Iapapa Berry
Ice Gem
Ice Heal
Icicle Plate
Icy Rock
Inquiry Mail
Insect Plate
Iron
Iron Ball
Iron Plate
Item Drop
Item Urge
Jaboca Berry
Kasib Berry
Kebia Berry
Kelpsy Berry
King's Rock
Lansat Berry
Lava Cookie
Lax Incense
Leaf Stone
[SHORT DESC]
Heals 1/16 HP each turn.

[LONG DESC]
<h2>Description</h2>
<p>The holder recovers 1/16 (6.25%) of their maximum HP at the end of each turn, rounded down. This healing occurs after damage from sandstorm or hail, but before damage from poison, burn, Nightmare, or Leech Seed.</p>

<h2>Competitive Use</h2>
<p>Leftovers is the standard against which passive healing and damage is judged. The healing amounts to 1/4 of the HP cost of Substitutea fact readily abused by savvy battlers. Leftovers is most often found on Pokémon that are trained for bulk. Generally, if a Pokemon is 2HKOed more often than not, it is unsuitable for Leftovers.</p>

<p>Leftovers most often finds itself in the hands of Substitute users, walls, tanks, and Pokemon of the defensive mold. Often, a form of passive damage (typically Toxic or Will-O-Wisp) finds its way onto the movesets of such Pokemon, along with Protect to gain a "free" turn of Leftovers recovery and passive damage. Just as often, though, users of Leftovers use the healing to aid in taking blows while they set up boosts, or attempt to break down foes with repeated unboosted attacks. If your Pokemon draws fights out longer, whether through Protect and Substitute or by virtue of its defensive stats, consider Leftovers for its held item.</p>

<p>Note that for all of its virtues, Leftovers is sorely outclassed in very fast-paced metagames, such as VGC, the Battle Subway, or Little Cup. Each of these environments has their own preference over Leftovers. In VGC, the Multi Battle Train, and the Double Battle Train in particular, it's best to eschew healing items over survivability items such as Focus Sash or a type-resistance berry. Even the Single Battle train prefers Sitrus Berry, as Pokemon rarely live much longer than four turns. Little Cup prefers Oran Berry; with such low HP counts, Leftovers will only heal 1 HP per turn and will take 10 turns to achieve the same recovery as an Oran Berry. Leftovers is best used in single or rotation battles that allow a full team of six Pokémon; any less and the stress on the remaining Pokémon to survive all threats calls for faster measures.

<h2>Location</h2>
<p>One set of Leftovers can be found in Village Bridge in a hidden trash can underneath the Bridge itself, and another can be obtained by trading for Munchlax in Undella Town during the summer. They can also be found by a very high-level Pickup user (minimum level of Lv. 81).</p>

Lemonade
Leppa Berry
Liberty Pass
Liechi Berry
[SHORT DESC]
Boosts power by 30%, user takes 10% recoil each turn it attacks.

[LONG DESC]
<h2>Description</h2>
<p>Whenever a Pokemon holding a Life Orb successfully uses a damaging attack, that attack deals 1.3x its normal damage, rounded down, and the attacker loses 1/10 of their maximum HP, even if the opponent is behind a Substitute. Damage rounds down to the minimum possible value for 10%thus, if the Pokemon has a HP stat ending in any number indivisible by 10, it can use Life Orb 11 times without dying. If a Pokemon has a HP stat of 19, then Life Orb will deal 1HP recoil per attack, so the holder can attack 19 times at most. If the attack fails, adjusts HP instead of dealing damage, or if the holder's ability is Magic Guard, or if the holder's ability is Sheer Force and the attack was boosted by Sheer Force, then the holder takes no damage from Life Orb. For multi-hit attacks, all hits are treated as a single attack for the purposes of Life Orb recoil. If the Life Orb holder uses Circle Throw or Dragon Tail and then faints from the recoil, the target is not forced out. If a Pokemon steals Life Orb by using Thief or Covet, then that Pokemon takes recoil damage afterwards.</p>

<h2>Competitive Use</h2>
<p>Life Orb is the standard in damage-boosting itemsall damage-dealing attacks, regardless of type or category, receive the boost in damage that Life Orb provides. In most cases, it outclasses the type-boosting items (x1.2 boost to their type only) and category-boosting items (x1.1 boost to physical or special moves, respectively). The only item with nearly as much comprehensive coverage and reliability is Expert Belt, which simply cannot deliver the same level of power demanded by the standards of the current metagame.</p>

<p>As a boosting item, Life Orb receives competition from two sets of items: Choice items and Jewels.</p>

<p>Choice items, consisting of Choice Band, Choice Specs, and Choice Scarf, provide a 50% boost to the holder's Attack, Special Attack, or Speed, respectively, but restrict the holder to a single move of their choosing each time they enter battle. While granting a lower boost than Band or Specs, and while providing no Speed increase, Life Orb does allow the holder to change moves without switching out and back in. If the holder has wide neutral coverage in one or two moves, or is meant to inflict massive amounts of damage to a single opponent, a Choice item is preferred. Choice Scarf, in particular, is most often seen on revenge killers, while Choice Band and Choice Specs are for wallbreakers. Life Orb's big advantage when compared to Choice items is that the ability to switch moves also enables the holder to use set-up moves such as Swords Dance and Agility, as well as moves such as Substitute and Toxic, so is more suited to late-game sweepers who clean up weakened teams, and need no boost in Speed.</p>

<p>Gems, on the other hand, come in types instead of categories. Each Gem provides a 50% boost to the damage of an attack of their type, and is then consumed. For example, Fire Gem increases the holder's first Fire-type attack each game to 1.5 times its normal strength, and then vanishes. LuresPokemon tooled to draw out and defeat their usual counters and checksoften employ Gems to lend bite to their surprise attacks. A Tyranitar might, for example, surprise its usual counter Skarmory with an Electric Gem Thunderbolt. Pokemon that want to lose their item, such as those with the ability Unburden or the move Acrobat, also often employ Gems to get a significant boost and then enjoy the benefit of a lost item. Life Orb, when compared to Gems, is much more consistent than a Gemit is neither consumed on the first attack, nor is it keyed to any one type. Life Orb is by far the more useful item in most situationsGems are called for only with very specific builds.</p>

<p>The only real downside to Life Orb is the passive damage aspect, which when combined with sandstorm, entry hazards, and possibly Substitute, can really weaken your sweeper very quickly. This is also unfavourable in another way, since the damage taken from Life Orb instantly tells your opponent what item you have, so you have basically no chance of bluffing a set you are not running if you attack even once. However, if you have a fast and reasonably strong sweeper on your team that needs some added damage to score certain 2HKOs or OHKOs, or simply wants to trade longevity for killing power, look no further than Life Orb.</p>

<h2>Location</h2>
<p>Life Orbs can be bought from the Battle Subway for 48 Battle Points.</p>

Light Ball
Light Clay
Light Stone
Like Mail
Luck Incense
[SHORT DESC]
Boosts experience points 50% when held.

[LONG DESC]
<h2>Description</h2>
<p>When held by a Pokémon who participated in battle, the Exp. Points awarded to that Pokémon are multiplied by 1.5.</p>

<h2>Location</h2>
<p>A Lucky Egg is given to you by Professor Juniper in Chargestone Cave during the main story. They can also be found, albeit very rarely using a Pokemon of level 41-60 with the ability Pickup, and the Treasure Hunter on Route 13 will sometimes yield Lucky Eggs.</p>

Lucky Punch
[SHORT DESC]
Cures status. Consumed after use.

[LONG DESC]
<h2>Description</h2>
<p>When the holder is afflicted with poison, Toxic poison, paralysis, burn, sleep, confusion, or is frozen while holding this item, they will immediately consume their Lum Berry to cure themselves of that status condition. Natural Gift will consume a held Lum Berry to become a 60 BP Flying attack.</p>

<h2>Competitive Use</h2>
<p>Lum Berry can provide an excellent buffer for Pokémon that attract status attacks. Fast, frail sweepers are ruined by paralysis; most physical attackers are crippled by burn; and many bulkier checks and walls don't appreciate Toxic poison or sleep. All of these Pokemon enjoy the protection of a Lum Berry, as it allows them to switch in to such things as Breloom, Gengar, or Jirachi with impunity at least once. Pokemon that can set up on the turn they soak up a status are especially good users of Lum Berrythis item allows Metagross to use Agility on a Thunder Wave, for example.</p>

<p>Users of moves such as Substitute, which blocks status, or Pokemon with status-curing abilities like Natural Cure or Shed Skin, will find Lum Berry redundant and often appreciate a healing, protective, or boosting item more. Users of Heal Bell or Aromatherapy can cure their own status abnormalties and those of their teamates, eliminating the need for a Lum Berry. Users of Restwhich cures HP and statuswill prefer either a healing item, to space out their uses of Rest, or Chesto Berry, which cures sleep specifically and will never be prematurely consumed by paralysis or poison.</p>

<h2>Location</h2>
<p>Several Lum Berries are given to you over the course of the main story. You can get one on Route 3, and can get another one every day by completing the Village Bridge Restaurant mini-game. Additional Lum Berries can be obtained via the Pokémon Dream World.</p>

Lustrous Orb
Luxury Ball
Macho Brace
Magmarizer
Magnet
Mago Berry
Magost Berry
Master Ball
Max Elixir
Max Ether
Max Potion
Max Repel
Max Revive
Meadow Plate
Mental Herb
Metal Coat
Metal Powder
Metronome
Micle Berry
Mind Plate
Miracle Seed
MooMoo Milk
Moon Stone
Muscle Band
Muscle Wing
Mystic Water
Nanab Berry
Nest Ball
Net Ball
NeverMeltIce
Nomel Berry
Normal Gem
Nugget
Occa Berry
Odd Incense
Old Amber
Old Gateau
Oran Berry
Oval Stone
Pal Pad
Pamtre Berry
Parlyz Heal
Pass Orb
Passho Berry
Payapa Berry
Pearl
Pearl String
Pecha Berry
Persim Berry
Petaya Berry
Pinap Berry
Plume Fossil
Poison Barb
Poison Gem
Poke Ball
Poke Doll
Poké toy
Pomeg Berry
Potion
Power Anklet
Power Band
Power Belt
Power Bracer
Power Herb
Power Lens
Power Weight
PP Max
PP Up
Premier Ball
Pretty Wing
Prism Scale
Prop Case
Protector
Protein
Psychic Gem
Pure Incense
Qualot Berry
Quick Ball
Quick Claw
Quick Powder
Rabuta Berry
RageCandyBar
Rare Bone
Rare Candy
Rawst Berry
Razor Claw
Razor Fang
Razz Berry
Reaper Cloth
Red Card
Red Flute
Red Shard
Relic Band
Relic Copper
Relic Crown
Relic Gold
Relic Silver
Relic Statue
Relic Vase
Repeat Ball
Repel
Reply Mail
Reset Urge
Resist Wing
Revival Herb
Revive
Rindo Berry
Ring Target
Rock Gem
Rock Incense
Rocky Helmet
Root Fossil
Rose Incense
Rowap Berry
RSVP
Safari Ball
Salac Berry
Scope Lens
Sea Incense
Sharp Beak
Shed Shell
Shell Bell
Shiny Stone
Shoal Salt
Shoal Shell
Shock Drive
Shuca Berry
Silk Scarf
SilverPowder
Sitrus Berry
Skull Fossil
Sky Plate
Smoke Ball
Smooth Rock
Soda Pop
Soft Sand
Soothe Bell
Soul Dew
Spell Tag
Spelon Berry
Splash Plate
Spooky Plate
Star Piece
Stardust
Starf Berry
Steel Gem
Stick
Sticky Barb
Stone Plate
Sun Stone
Super Potion
Super Repel
Super Rod
Sweet Heart
Swift Wing
Tamato Berry
Tanga Berry
Thanks Mail
Thick Club
Thunderstone
Timer Ball
TinyMushroom
TM01
TM02
TM03
TM04
TM05
TM06
TM07
TM08
TM09
TM10
TM11
TM12
TM13
TM14
TM15
TM16
TM17
TM18
TM19
TM20
TM21
TM22
TM23
TM24
TM25
TM26
TM27
TM28
TM29
TM30
TM31
TM32
TM33
TM34
TM35
TM36
TM37
TM38
TM39
TM40
TM41
TM42
TM43
TM44
TM45
TM46
TM47
TM48
TM49
TM50
TM51
TM52
TM53
TM54
TM55
TM56
TM57
TM58
TM59
TM60
TM61
TM62
TM63
TM64
TM65
TM66
TM67
TM68
TM69
TM70
TM71
TM72
TM73
TM74
TM75
TM76
TM77
TM78
TM79
TM80
TM81
TM82
TM83
TM84
TM85
TM86
TM87
TM88
TM89
TM90
TM91
TM92
TM93
TM94
TM95
[SHORT DESC]
A map of the Unova region.

[LONG DESC]
<h2>Description</h2>
<p>Allows you to see the towns, routes, and other key places in the Unova region, along with some details about these places. No competitive use.</p>

<h2>Location</h2>
<p>Receive from your Mother after receiving the Pokedex from Professor Juniper.</p>
[SHORT DESC]
Poisons the holder.

[LONG DESC]
<h2>Description</h2>
<p>Inflicts the holder of the item with the Toxic poison status ailment at the end of the turn that the holder switches in.</p>

<h2>Competitive Use</h2>
<p>Toxic Orb is a really good item, if used properly. You may wonder why you would ever want to intentionally poison your own Pokemon; however, this is forgetting that certain abilities, such as Guts and Quick Feet, can be forcibly activated by this item's effect, powering up the holder to a great extent. The move Facade also gains an almost-guaranteed 140 Base Power, which is a very useful all-purpose attacking move, especially on STAB users such as Swellow and Ursaring. Toxic Orb is particularly effective when used with a Poison Heal Pokemon, such as Gliscor or Breloom, which not only grants them immunity to status, but makes them nigh-on indestructible thanks to the instant recovery every turn.

<h2>Location</h2>
<p>Can be bought at the Battle Subway for 16 Battle Points.</p>
[SHORT DESC]
Raises power of Poison-type moves 20%. Pokemon with Multitype become Poison-type.

[LONG DESC]
<h2>Description</h2>
<p>Toxic Plate increases Poison Type moves by 20%, and any Pokemon with the ability Multitype will change their typing to Poison-type as soon as they switch in. The move Judgment becomes Poison-type.</p>

<h2>Competitive Use</h2>
<p>As with all the Plate items, the only time you should ever use them is if you are using Arceus. Generally speaking, Poison-type Arceus is usually deemed to be less effective than other Arceus Formes at pure attacking, though it still can run a ferocious Calm Mind set. Thus, it is usually run as a supporter, making use of the Poison-type's good defensive abilities and Arceus's formidable support movepool.</p>

<h2>Location</h2>
<p>Under Undella Bay. Requires Dive and Surf.</p>
[SHORT DESC]
Raises power of Psychic-type moves 20%.

[LONG DESC]
<h2>Description</h2>
<p>Increases the power of all damage-dealing Psychic-type moves by 20%.</p>

<h2>Competitive Use</h2>
<p>As with all the other type-boosting items, this item should never be used competitively. Even though it has no drawbacks to its use, its usefulness is lowered as it only boosts one type of move. Thus, offensive Pokemon that need type coverage lose the boosts to their coverage attacks provided by other items, as well as the big boosts that you could get from more common items such as Life Orb and Choice Band. In short, it lacks the power and comprehensive usefulness that is needed in a competitive item, so don't bother using it. If you don't like the drawbacks of Life Orb and the Choice items, Expert Belt is usually a much better alternative.</p>

<h2>Location</h2>
<p>Dreamyard.</p>
[SHORT DESC]
A ball used to catch Pokemon that is more effective than a Great Ball.

[LONG DESC]
<h2>Description</h2>
<p>A Poke Ball capsule with a permanent catch rate of 2.</p>

<h2>Location</h2>
<p>All Pokemarts after earning 5 or more badges.</p>
[SHORT DESC]
Evolves Porygon into Porygon2.

[LONG DESC]
<h2>Description</h2>
<p>When a Porygon holding this item is traded, it will, once arriving in the receiving player's game, evolve into a Porygon2.</p>

<h2>Location</h2>
<p>One can be found on the floor in Route 15. The Treasure Hunter on Route 13 may also give you one.</p>
[SHORT DESC]
Records battles over Wifi or in the Battle Subway. Also tracks the number of Battle Points earned.

[LONG DESC]
<h2>Description</h2>
<p>Vs. Recorder is an item that will keep track of selected battles as video recordings, allows you to see your progress in the Battle Subways, and keeps a record of your Battle Points.</p>

<h2>Location</h2>
<p>When you first enter the Battle Subway, an NPC gives you the Vs. Recorder.</p>

Wacan Berry
Water Gem
Water Stone
Watmel Berry
Wave Incense
Wepear Berry
White Flute
White Herb
Wide Lens
Wiki Berry
Wise Glasses
X Accuracy
X Accuracy 2
X Accuracy 3
X Accuracy 6
X Attack
X Attack 2
X Attack 3
X Attack 6
X Defend
X Defend 2
X Defend 3
X Defend 6
X Sp. Def
X Sp. Def 2
X Sp. Def 3
X Sp. Def 6
X Special
X Special 2
X Special 3
X Special 6
X Speed
X Speed 2
X Speed 3
X Speed 6
Xtransceiver
Yache Berry
Yellow Flute
Yellow Shard
Zap Plate
Zinc
Zoom Lens
[a]bott[/a]
[jump=top]Back to top[/jump]
 
firecape said anything helps!
Code:
[SHORT DESC]
Has no effect whatsoever. 

[LONG DESC]
<h2>Description </h2>
<p>User splashes around, doing nothing at all. (Seriously, what else can I put here?!</p>
<h2>Analysis </h2>

<p>Splash is Magikarp's signature move, which while causing absolutly nothing in-game will make your opponent to start laughing and stop concentrating to the game usually causing either you winning by a time-out in PO or giving you an easy switch into Electivire, Lanturn, Sawsbuck or even Emolga who will not only absorb the attack, but will then cause a switch allowing them to cripple anything switching in with coverage moves or status. In all seriousness though, Splash is essentially the worst move in Pokemon ever. Don't use it.</p>

Yeah i know.
 
I reserve Flamethrower, Ice Beam and Surf.
[SHORT DESC]
10% chance to burn opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to burn the target. No other effect.</p>

<h2>Analysis</h2>
<p>Flamethrower combines high Base Power and perfect accuracy and it is available as a Technical Machine, allowing several Pokémon to learn this move. Dragon-type Pokémon often use a Fire-type move in conjunction with their STAB move to hit all Pokémon not named Heatran. Many players still hesitate between the raw power of Fire Blast (or even Overheat) and the reliability of Flamethrower when they reserve a moveslot for a Fire-type move. The choice depends on the Pokémon and its role in the team.</p>

<h2>Related Moves</h2>
<p>Lava Plume is less powerful than Flamethrower, but it has a higher chance to burn the target.</p>
<p>Fire Blast is a more powerful, yet less accurate version of Flamethrower; it also has fewer PP.</p>
<p>Overheat is even more powerful, but it decreases the user's Special Attack by two stages after use. It has the same PP as Fire Blast.</p>

<p>Thunderbolt is an Electric-type equivalent.</p>
<p>Ice Beam is an Ice-type equivalent.</p>
<p>Surf is a Water-type equivalent.</p>

[SHORT DESC]
10% chance to freeze opponent.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to freeze the target. No other effect.</p>

<h2>Analysis</h2>
<p>The second half of the acclaimed BoltBeam combination, Ice Beam is powerful and perfectly accurate. It is a Technical Machine, thus allowing many Pokémon, especially Water-type ones, to learn it. Speaking of Water-type Pokémon, thanks to Ice Beam, Grass and Dragon-type Pokémon aren't completely safe when facing them. Starmie is a great user of this move: with Thunderbolt, Ice Beam and Surf, only Lanturn and Shedinja aren't covered by these three moves.</p>

<h2>Related Moves</h2>
<p>Blizzard is a more powerful but less accurate version of Ice Beam, with fewer PP. It has an useful niche in Hail teams, where it has 100% accuracy.</p>

<p>Thunderbolt is an Electric-type equivalent.</p>
<p>Flamethrower is a Fire-type equivalent.</p>
<p>Surf is a Water-type equivalent.</p>

[SHORT DESC]
Hits Pokémon using Dive with double Base Power.

[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. In a double or triple battle, this move hits all Pokémon adjacent to the user. Any target using Dive is hit with double Base Power.</p>

<h2>Analysis</h2>
<p>As the only competitive Hidden Machine move, with high base Power and perfect accuracy, Surf is available to almost every Water-type Pokémon and is often their main special STAB attack. It must not be the only damaging move in the moveset, excluding niches such as Crocune, or its user is easily walled by Grass-, Dragon- and other Water-type Pokémon.</p>

<h2>Related Moves</h2>
<p>Scald is less powerful than Surf, but it has a chance to burn the opponent.</p>

<p>Thunderbolt is an Electric-type equivalent.</p>
<p>Flamethrower is a Fire-type equivalent.</p>
<p>Ice Beam is an Ice-type equivalent.</p>
 

a fairy

I’ll be at PAX East! Will you?
is a Tournament Directoris a Site Content Manageris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Social Media Contributor Alumnus
Community Leader
Town Map
[SHORT DESC]
A map of the Unova region.
[LONG DESC]
Allows you to see the towns, routes, and other key places, along with some details about the places.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p></p>

<h2>Location</h2>
<p>Receive from your Mother after receiving the Pokedex from Professor Juniper.</p>

Toxic Orb
[SHORT DESC]
Poisons the holder.
[LONG DESC]
Inflicts the holder of the item with the Badly Poisoned status ailment.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p>Toxic Item is a really good item, if used properly. However, not used properly, it can have devastating effects on the sorry person who misused it's awesome power.
However, used properly, it can be an extreme help. Using it on Pokemon who either benefit or are not effected by Poison are the best abusers of this.</p>

<h2>Location</h2>
<p>Received at the Battle Subway for 16 Battle Points.</p>


Toxic Plate
[SHORT DESC]
Raises power of Poison-type moves 20%. Pokemon with Multitype become Poison-type.
[LONG DESC]
Toxic Plate increases Poison Type moves by 20%, and any Pokemon with the ability Multitype will turn completely into the Poison type, with whatever weakness and resistance gained with the type.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p>Unless your using Arceus, don't use this item. Even then, this item should only be used if you need your Arceus to absorb Toxic Spikes.</p>

<h2>Location</h2>
<p>Under Undella Bay. Requires Dive and Surf.</p>

TwistedSpoon
[SHORT DESC]
Raises power of Psychic-type moves 20%.
[LONG DESC]
Just another of the 20% type boosting items, TwistedSpoon is for Psychic types. It's not amazing, but it's still a special item for Psychic types.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p>Should never be use. There are other items that outclass it completely.</p>

<h2>Location</h2>
<p>Dreamyard</p>

Ultra Ball
[SHORT DESC]
A ball used to catch Pokemon that is more effective than a Great Ball.
[LONG DESC]
Not much to say, but it has a .5 higher catch rate than a Great Ball
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p></p>

<h2>Location</h2>
<p>All Pokemarts after earning 5 or more badges.</p>

Up-Grade
[SHORT DESC]
Up-Grade Evolves Porygon into Porygon2.
[LONG DESC]
When a Porygon holding this item is traded, it will, once arriving in the receiving player's game, evolve into a Porygon2.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p></p>

<h2>Location</h2>
<p>Route 13, Round 15.</p>

Vs. Recorder
[SHORT DESC]
Records battles over Wifi or in the Battle Subway. Also tracks the number of Battle Points earned.
[LONG DESC]
Vs. Recorder is an item that will keep track of selected battles as video recordings, allows you to see your progress in the Battle Subways, and keeps a record of your Battle Points.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p></p>

<h2>Location</h2>
<p>When you first enter the Battle Subway, an NPC gives you the Vs. seeker</p>

done
 
How far should we go for related moves? Since under Aerial Ace a whole bunch of Flying type moves are listed where their only relation is that they are flying type moves.
 
Reserving Frisk, Levitate, and Trick Room.

Frisk
[SHORT DESC]
Reveals the foe's held item
[LONG DESC]
<h2>Description</h2>
<p>The pokemon can check what the opponent is holding. No other effect outside of battle.</p>

<h2>Analysis</h2>
<p>This ability can benefit you since it uncovers the foe's held item giving you one step further than your opponent as you can predict incoming moves based off from the item itself. For example, Rotom-W holding a choiced item will likely use Trick on you or Latios holding Choice Specs will likely use Draco Meteor. However, the distribution lacks the use of the ability since another ability of that pokemon is superior. For example, Stantler has either Intimidate or Frisk but clearly Intimidate is more useful. Also in double and triple battles, Frisk will randomly select an opponent in the field.</p>
<h2>Related Abilities</h2>
<p>Anticipation reveals foe's super effective move.</p>


Levitate
[SHORT DESC]
The pokemon is immune to all Ground-type attacks, Spikes, and Toxic Spikes. No other effect outside of battle.
[LONG DESC]
<h2>Description</h2>
<p>The pokemon will not receive any damage from Ground-type moves. The pokemon will also not be affected by Spikes, Toxic Spikes, and can switch out of Arena Trap. These immunities are lost while under the effects of Gravity or Ingrain, or when holding an Iron Ball. Roost does not take away the effects of Levivate. A pokemon with the ability, Mold Breaker, ignores the effects of Levitate.</p>

<h2>Analysis</h2>
<p>A very useful ability because it gives full immunity to Ground-types and to Spikes allowing a pokemon with Levivate to safely switch in from Ground-type moves. Pokemon that benefit from this ability are Gengar, Eelektross, Rotom, Lunatone, Solrock, Bronzong, and Weezing for they have full immunity of their weakness. Cryogonal and Claydol can safely switch in and use Rapid Spin without being affected by Spikes.</p>

<h2>Related Abilities</h2>
<p>Water Absorb and Storm Drain gives full immunity to Water-type moves. </p>
<p>Sap Sipper gives full immunity to Grass-type moves.</p>
<p>Flash Fire gives full immunity to Fire-type moves.</p>
<p>Lightingrod gives full immunity to Electric-type moves.</p>


Trick Room
[SHORT DESC]
The user creates a bizarre room where slower pokemon move first. No other effects.
[LONG DESC]
<h2>Description</h2>
<p>When activated, speed is inverted when the move is in play. So pokemon who usually go last will go first for five turns.</p>

<h2>Analysis</h2>
<p>A move suitable for slow pokemon such as Snorlax, Ferrothorn, Scizor, Rhyperior, Gastrodon, and many more as they are able to move first giving them a chance to sweep or recover. However, it takes quite an effort to set-up Trick Room since it has a priority of -7 meaning this move will always go last regardless of the Speed stat. But when activated, slow pokemon can abuse Trick Room for their advantage. When Trick Room is activated and another pokemon uses Trick Room it reverts back to a normal state meaning Trick Room disappears as soon as another pokemon uses Trick Room.</p>

<h2>Related Moves</h2>
<p>Magic Room negates the effect of the opponent's held item.<p>
<p>Wonder Room switches the Defense stat and the Special Defense stat.</p>


Reseving Hail, Rain Dance, Sandstorm, Sunny Day, Dig, Dive, and Fly.

Hail
[SHORT DESC]
User creates a hailstorm that damages non Ice-type pokemon.
[LONG DESC]
<h2>Description</h2>
<p>User summons a hailstorm damaging all non Ice-type pokemon. The effect will only last for five turns. Synthesis, Moonlight, and Morning Sun will only cure 1/4 of the pokemon's maximum health. Blizzard has a 100% of damaging the oppening while also having a 30% of ignoring the effects of Protect or Detect. Pokemon with Ice Body ability recovers 1/18 of their maximum health every turn. Pokemon with Snow Cloak increase their evasion by 20%. Pokemon holding an Icy Rock will increase the duration of Hail from five to eight turns. Weather Ball becomes an Ice-type move. Castform becomes an Ice-type.</p>

<h2>Analysis</h2>
<p>Hail is considered as an inferior weather move because not many pokemon rely on it. Ice Body only heals 1/18 of the pokemon's maximum HP which wouldn't make a difference at all. Snow Cloak is useful but the distribution is small since only a total of seven pokemon has access to it. Hail is also the only weather move that doesn't increases speed which makes it underclass from the other weather conditions. As a result, not many would want to give up a turn for Hail.</p>

<h2>Related Moves</h2>
<p>Sandstorm is the Ground-type equivalent.</p>
<p>Rain Dance is the Water-type equivalent.</p>
<p>Sunny Day is the Fire-type equivalent.</p>


Rain Dance
[SHORT DESC]
The user creates heavy rain boosting Water-type moves by 50%.
[LONG DESC]
<h2>Description</h2>
<p>The user summons heavy rain increasing the power of Water-type moves. The effect lasts for five turns. Any Fire-type move and Solarbeam will decrease by 50% and will take two turns to use Solarbeam. Synthesis, Moonlight, and Morning Sun will only cure 1/4 of the pokemon's maximum health. Thunder will have an accuracy of 100% under heavy rain and has a 30% chance of bypassing the effects of Protect or Detect. Hurricane will also have an accuracy of 100%. Pokemon with the Dry Skin ability will regain 1/8 of their maximum health for every turn under heavy rain. Pokemon with Swift Swim doubles their Speed. Pokemon with Rain Dish recovers 1/18 of their maximum health. Damp Rock increases the duration of heavy rain from five to eight. Weather Ball becomes a Water-type move. Castform transforms into a Water-type.</p>

<h2>Analysis</h2>
<p>Rain Dance is one of the most useful weather conditions in pokemon competiting against Sunny Day and Sandstorm. With heavy rain on play, Water-type moves increase in power and can do tremendous damage to the opponent. Pokemon with the Dry Skin ability, most specifically Toxicroak, recovers 1/8 of their maximum health allowing it to set-up Substitute freely. Rain Dance is also one of those moves that most pokemon can learn even if they're not Water-type pokemon. Additionally, pokemon who rely on Thunder, such as Thundurus, can abuse the move while under effects of heavy rain as it has 100% accuracy and a 30% chance of hitting through Protect or Detect. Hurricane can also be abused for it also has 100% accuracy destroying anything its path. However, pokemon possessing the ability, Swift Swim, can seriously exploit the effects of rain because it doubles the pokemon's Speed allowing it to outrun almost any pokemon. When heavy rain is activated, play cautiously as many pokemon abuse heavy rain giving them a higher chance of winning.</p>

<h2>Related Moves</h2>
<p>Hail is the Ice-type equivalent.</p>
<p>Sandstorm is the Ground-type equivalent.</p>
<Sunny Day is the Fire-type equivalent.</p>


Sunny Day
[SHORT DESC]
Summons sunlight for five turns.
[LONG DESC]
<h2>Description</h2>
<p>This move will summon the sunlight weather condition for five turns. Any other weather conditions will be cleared when this move is used. While Sunny Day is in play, all Fire-type moves will be boosted by 50% while all Water-type moves will decrease by 50%. Synthesis, Moonlight, and Morning Sun will recover 2/3 of the pokemon's maximum health. The move, Solarbeam, will not require charging. Thunder will have its accuracy decrease from 70% to 50%. No pokemon will obtain the Frozen status while Sunny Day is active. Pokemon with the Chlorophyll ability will have their Speed doubled. Pokemon with the ability, Leaf Guard, are unaffected by status problems. Pokemon with the Flower Gift ability and its partner in double battles will have their stats boosted. Pokemon with the Forecast ability transforms into a Fire-type. Weather Ball becomes a Fire-type move with base power of 100. At the end of each turn, pokemon with the Dry Skin ability will lose 0.125% of their health. Pokemon with Solar Power will also constantly lose 0.125% of their health but in exchange of having its Special Attack boosted. The item, Heat Rock, will increase the duration of Sunny Day to 8 rather than 5 turns.</p>

<h2>Analysis</h2>
<p>Sunny Day generates sunlight for five turns and the effects of sunlight increases all Fire-type moves by 50% and decreases all Water-type moves by half giving Fire-types an advantage over Water-types. Pokemon with the Chlorophyll ability can abuse sunlight for its Speed is doubled allowing it to outspeed almost all unboosted pokemon. Solarbeam can also be used freely to counter Water-types since it doesn't require to charge at the first turn. Moonlight, Synthesis, and Morning Sun can significantly restore the user's health. Furthermore, sunlight prevents the Frozen status meaning Ice Beam or Blizzard have no chance of freezing anyone in the field. Sunlight is also a good way to check pokemon with Dry Skin, most notably Toxicroak, as its health constantly erodes at the end of each turn. Thunder also has its accuracy lowered to 50% making it a poor choice while under sunlight. However, Sunny Day will mostly be used in UU tier as Ninetales possess the ability, Drought, which permanently keeps sunlight active and the combination of Chlorophyll with Drought is legal unlike the combination of Drizzle and Swift Swim is illegal. Still, Sunny Day is also one of those moves that most pokemon can learn and pokemon in the UU tier will benefit more in sunlight since the low speed and special attack is lacking.</p>

<h2>Related Moves</h2>
<p>Sandstorm is the Rock-type equivalent, and summons the weather condition sandstorm.</p>
<p>Hail is the Ice-type equivalent, and summons the weather condition hail.</p>
<p>Rain Dance is the Water-type equivalent, and summons the weather condition rain.</p>



Sandstorm
[SHORT DESC]
Summons a sandstorm for five turns.
[LONG DESC]
<h2>Description</h2>
<p>This move will generate the sandstorm weather condition that lasts for five turns and any other weather conditions will be cleared when this move is used. The item, Smooth Rock, increases the duration of Sandstorm to 8 rather than 5 turns. While under the effects of sandstorm, all non Rock-, Ground-, and Steel-type will take residual damage at the end of each turn while also boosting all Rock-types Special Defense by 50%. Pokemon with the ability, Sand Veil, Sand Rush, Sand Force, Overcoat, or Magic Guard will not receive any damage from Sandstorm. In addition, pokemon who has access to the Sand Veil ability obtains a 25% evasion boost while pokemon who possess the Sand Rush ability will have their Speed doubled and pokemon who have the Sand Force ability are granted a 30% boost to all Rock-, Ground-, and Steel-type moves. Synthesis, Moonlight, and Morning Sun only recovers 25% of the pokemon's maximum health during the time when sandstorm is active. At the same time, Weather Ball changes into a Rock-type move but pokemon with the ability, Forecast, will not transform into a Rock-type.</p>

<h2>Analysis</h2>
<p>Sandstorm is one of those weather conditions that can be exploited to gain the upper advantage in battle. A surprising fact is that Sandstorm was once an inferior weather condition dwelling at the same level as Hail. But ever since the introduction of Genaration IV arrived, Sandstorm increased its ranks to the same league as Rain Dance and Sunny Day because the 50% increase in Special Defense for Rock-types makes it possible to set-up Sandstorm without having to faint before it can be utilized. Famous sandstorm abusers such as Excadrill and Landorus are able to perform their task effectively under sandstorm as they can deal more damage with the Sand Force ability. On the other hand, Excadrill can choose to take the Sand Rush ability which significantly increase its Speed. However, the move itself is antiquated because Tyranitar or Hippowdon can conjure up a permanent sandstorm weather condition with the ability, Sand Stream. Granting all this, sandstorm is a unique weather conditions since both defensive and offensive strategies are viable compared to Sunny Day and Rain Dance being in the offensive side of the spectrum.</p>

<h2>Related Moves</h2>
<p>Rain Dance is the Water-type equivalent, and summons the weather condition rain.</p>
<p>Sunny Day is the Fire-type equivalent, and summons the weather condition sunlight.</p>
<p>Hail is the Ice-type equivalent, and summons the weather condition hail.</p>


Dig
[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p></p>

<h2>Related Moves</h2>
<p></p>


Dive
[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p></p>

<h2>Related Moves</h2>
<p></p>


Fly
[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p></p>

<h2>Related Moves</h2>
<p></p>


I'm tired. I'll do the rest later. =)

EDIT 2: Sorry I've been really busy with school assignments. D=
 
Reserving X-Scissor, Yawn, After you, Zap Cannon and Zen Headbutt:

[SHORT DESC]
No additional effect.
[LONG DESC]
<h2>Description</h2>
<p>This move deals damage.</p>

<h2>Analysis</h2>
<p>X-Scissor is the third most powerful physical Bug-type move in the game, after Megahorn and Attack Order. Unlike those, though, it has a wide distribution, being a TM move in the 4th and 5th Generations. While less popular than U-turn, it will not force the user out, making it a better option for Pokémon with set up moves, such as Swords Dance.</p>

<h2>Related Moves</h2>
<p>Strength is a Normal-type equivalent.</p>
<p>Drill Peck is a Flying-type equivalent.</p>
<p>Dragon Claw is a Dragon-type equivalent.</p>
<p>Seed Bomb is a Grass-type equivalent.</p>


[SHORT DESC]
Puts the target to sleep after 2 turns.
[LONG DESC]
<h2>Description</h2>
<p>The turn this move is used, a message saying "(insert Pokémon here) yawned loudly!" will appear. At the end of the subsequent turn, the target will fall Asleep.</p>

<h2>Analysis</h2>
<p>Yawn's greatest perk is its ability to force switches; as such it works great with entry hazards support - your opponent will be forced to choose between switching and taking damage, or having one of their Pokémon falling Asleep. Yawn has a decent distribution, as well.

It should be noted that if a Pokémon falls Alseep (due to any other methods) while being affected by Yawn and wakes up before Yawn takes place, then it will fall Asleep again.</p>


[SHORT DESC]
The target will attack first on the next turn.
[LONG DESC]
<h2>Description</h2>
<p>The target will move first on the next turn, even if it has negative priority.</p>

<h2>Analysis</h2>
<p>After You is surely an interesting move; however, it suffers from poor distribution. Its main use would be in Double or Triple battles: target a slow but powerful ally such as Rampardos or Rhyperior to make it move first next turn and dish out powerful moves. After You allows moves with negative priority to go first, which can be useful with Roar and Whirlwind, phazing out the opponent before it can act.</p>

<h2>Related Moves</h2>
<p>Quash makes the target move later instead of first.</p>
<p>Me First copies a damage dealing move selected by the target (but not yet executed) and executes it at 150% power, provided the user goes first.</p>


[SHORT DESC]
Paralyzes the target.
[LONG DESC]
<h2>Description</h2>
<p>Has a 100% chance to Paralyze the target.</p>

<h2>Analysis</h2>
<p>Zap Cannon looks highly promising at first, sporting 120 Base Power and causing sure-fire Paralysis; however, its accuracy is a huge let down at 50%. As such, to use Zap Cannon to its fullest extent, one must patch up its accuracy. Ways to do this include holding Wide Lens or Zoom Lens or using the move Gravity. Unfortunately, Galvantula, who has Electric-stab and Compoundeyes, does not have access to Zap Cannon.</p>

<h2>Related Moves</h2>
<p>DynamicPunch is a Fighting-type equivalent, but inflicts Confusion and has 100 BP instead.</p>
<p>Infeno is a Fire-type equivalent, inflicting Burn. It also has 100 BP as opposed to Zap Cannon's 120.</p>


[SHORT DESC]
20% chance to flinch opponent.
[LONG DESC]
<h2>Description</h2>
<p>Has a 20% chance to flinch the opponent.</p>

<h2>Analysis</h2>
<p>Zen Headbutt is usually the "Psychic-type STAB of choice" for physical-oriented Psychic-types, facing little competition from Psycho Cut thanks to its higher BP and much better distribution. The flinch chance is a nice bonus, but shouldn't be counted on.</p>

<h2>Related Moves</h2>
<p>Hyper Fang is a Normal-type equivalent, but with a lower flinch rate.</p>
<p>Waterfall is a Water-type equivalent, sporting better accuracy and higher flinch rate.</p>
<p>Iron Head is a Steel-type equivalent, and it also has higher accuracy and flinch rate.</p>
 
Reserving a few more:

[SHORT DESC]
Lowers user's Special Attack by 2 stages.
[LONG DESC]
<h2>Description</h2>
<p>This move lowers the user's Special Attack by 2 stages. Can only be taught to Dragon-type Pokémon (including Arceus holding Draco Plate).</p>

<h2>Analysis</h2>
<p>Draco Meteor is a force to be reckoned with, thanks to its whopping 140 Base Power. Being a Dragon-type move, it hits everything bar Steel-types neutrally, dealing high damage in the process. Thanks to its unfortunate effect of lowering the Special Attack of the user, it fits a hit-and-run playstyle, favored by Choice Specs and Choice Scarf users. It also has great distribution (every single Dragon-type Pokémon can learn it). This is the Dragon-type special move to use if power is prefered over consistency.</p>

<h2>Related Moves</h2>
<p>Dragon Pulse is a more accurate albeit weaker option.</p>

<p>Overheat is a Fire-type equivalent.</p>
<p>Leaf Storm is a Grass-type equivalent.</p>
<p>Psycho Boost is a Psychic-type equivalent.</p>


[SHORT DESC]
No additional effect.
[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. Has no other effects.</p>

<h2>Analysis</h2>
<p>Dragon Claw is the bread and butter physical Dragon-type move. While significantly weaker than Outrage, it has the advantage of not locking the user into a rampage of 2 or 3 turns, and as such is a superior option if such thing is undesirable.</p>

<h2>Related Moves</h2>
<p>Outrage is a much more powerful move, but makes the user uncontrollable for 2 to 3 turns.</p>
<p>Dragon Tail is weaker, but forces the target out.</p>
<p>Dual Chop essentially has the same Base Power, and can break Substitutes on the first hit and deal damage with the second.</p>

<p>Strength is a Normal-type equivalent.</p>
<p>Drill Peck is a Flying-type equivalent.</p>
<p>X-Scissor is a Bug-type equivalent.</p>
<p>Seed Bomb is a Grass-type equivalent.</p>


[SHORT DESC]
Boosts user's Attack and Speed by 1 stage.
[LONG DESC]
<h2>Description</h2>
<p>Rises the user's Attack and Speed by 1 stage each.</p>

<h2>Analysis</h2>
<p>Arguably the best set up move for physical sweepers, Dragon Dance can make a Pokémon ready to sweep in only one turn of set up. Most Pokémon that learn Dragon Dance can make good use of it, and even though some of those sets fell into obscurity due to the rise of new threats in the fifth generation, its still a force to be reckoned with.</p>

<h2>Related Moves</h2>
<p>Bulk Up is a Fighting-type move that raises Attack and Defense by 1 stage each.</p>
<p>Calm Mind is a Psychic-type move that raises Special Attack and Special Defense by 1 stage each.</p>
<p>Cosmic Power is a Psychic-type move that raises Defense and Special Defense by 1 stage each.</p>
<p>Growth is a Normal-type move that raises Attack and Special Attack by 1 stage each (2 stages in sunlight).</p>
<p>Hone Claws is a Dark-type move that raises Attack and Accuracy by 1 stage each.</p>
<p>Stockpile is a Normal-type move that raises Defense and Special Defense by 1 stage each.</p>


[SHORT DESC]
No additional effect.
[LONG DESC]
<h2>Description</h2>
<p>This move deals damage. Has no other effects.</p>

<h2>Analysis</h2>
<p>Like Dragon Claw to Outrage, Dragon Pulse faces fierce competition from Draco Meteor for Dragon-type special move of choice. The considerably lower Base Power is alleviated by no drawbacks, making it the most consistent choice. Dragon Pulse is the superior option for late game sweeps or for strategies involving raising the Special Attack stat, such as Calm Mind.</p>

<h2>Related Moves</h2>
<p>Draco Meteor has much higher Base Power, but lowers the user's Special Attack by two stages.</p>
<p>Spacial Rend is stronger but has terrible distribution.</p>
<p>Dragonbreath exchanges 20 Base Power for a 30% chance of inflicting Paralyze.</p>

<p>Aura Sphere is a Fighting-type equivalent, and cannot miss.</p>
<p>Bug Buzz is a Bug-type equivalent and has a 10% chance to reduce the Special Defense of the target by 1 stage.</p>
<p>Earth Power is a Ground-type equivalent and has a 10% chance to reduce the Special Defense of the target by 1 stage.</p>
<p>Hyper Voice is a Normal-type equivalent.</p>
<p>Psychic is a Psychic-type equivalent and has a 10% chance to reduce the Special Defense of the target by 1 stage.</p>
<p>Sludge Bomb is a Poison-type equivalent and has a 30% chance to Poison the target.</p>


[SHORT DESC]
Always does 40 HP damage.
[LONG DESC]
<h2>Description</h2>
<p>This move always deals 40 HP damage. Has no other effects. Dragon Rage isn't affected by STAB, Weakness, Resistance, or any other factors.</p>

<h2>Analysis</h2>
<p>Unlike Seismic Toss and Night Shade, which can hit for up to 100 damage, Dragon Rage does a fixed 40 damage per use. This only makes it useful in Little Cup, where the low ammounts of HP make it capable of easy OHKOs or 2HKOs; but its banned there, and therefore is unviable competitively.</p>

<h2>Related Moves</h2>
<p>Night Shade is a Ghost-type equivalent that always deals an ammount of damage equal to the user's level.</p>
<p>Seismic Toss is a Fighting-type equivalent that always deals an ammount of damage equal to the user's level.</p>
<p>Sonicboom is a Normal-type equivalent that always 20 HP damage.</p>


I was unsure wether or not to list Zen Headbutt and variants as equivalents to this one; feel free to remove them if you prefer (or add Dragon Rush to Zen Headbutt's list of equivalents).
[SHORT DESC]
20% chance to flinch opponent.
[LONG DESC]
<h2>Description</h2>
<p>This move has a 20% chance to flinch the target.</p>

<h2>Analysis</h2>
<p>At first glance, Dragon Rush is a viable alternative over Dragon Claw; however, it suffers from bad distribution and terrible accuracy. While Hone Claws can be used to patch up its weakness, using Dragon Dance or Swords Dance with Dragon Claw are frequently better options, the former raising Attack and Speed simultaneously, while the latter instantly doubles the user's Attack (a +2 Dragon Claw is stronger than a +1 Dragon Rush).</p>

<h2>Related Moves</h2>
<p>Outrage is stronger and far more accurate, despite locking the user for 2 to 3 turns.</p>
<p>Dragon Claw is weaker but also more accurate, and therefore more consistent.</p>
<p>Dragon Tail has a significantly lower Base Power, but forces the target out.</p>
<p>Dual Chop has essentially 80 Base Power but higher accuracy, and strikes in two hits.</p>

<p>Hyper Fang is a Normal-type equivalent, with lower flinch rate and Base Power.</p>
<p>Waterfall is a Water-type equivalent, but with lower Base Power and higher accuracy.</p>
<p>Iron Head is a Steel-type equivalent, but with lower Base Power and higher accuracy.</p>
<p>Dark Pulse is a special Dark-type equivalent, but with lower Base Power and higher accuracy.</p>


[SHORT DESC]
Forces the target to switch to a random Pokemon.
[LONG DESC]
<h2>Description</h2>
<p>This move forces the target out, forcing the opponent to send out a new Pokémon randomly, after dealing damage.</p>

<h2>Analysis</h2>
<p>Dragon Tail acts like a Roar and a damaging move mixed together. Its main advantage over other phazing moves is being able to work even under Taunt. Its a good option for mono attacking sets, to avoid being phazed out. Keep in mind that has negative priority like Roar and Whirlwind.</p>

<h2>Related Moves</h2>
<p>Outrage is twice as strong, but will cause the user to be uncontrollable for 2 to 3 turns.</p>
<p>Dragon Claw has higher Base Power and accuracy.</p>
<p>Dual Chop has a higher Base Power and can deal damage after breaking a Substitute.</p>

<p>Circle Throw is a Fighting-type equivalent.</p>
<p>Waterfall is a Water-type equivalent, but with lower Base Power and higher accuracy.</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>


[SHORT DESC]
30% chance to paralyze opponent.
[LONG DESC]
<h2>Description</h2>
<p>This move has a 30% chance to inflict Paralyze status on the target.</p>

<h2>Analysis</h2>
<p>DragonBreath is an inferior alternative to Dragon Pulse and Draco Meteor on special oriented sets. The Paralyze-inducing effect does not make up for its low Base Power.</p>

<h2>Related Moves</h2>
<p>Draco Meteor has much higher Base Power, but lowers the user's Special Attack by two stages.</p>
<p>Spacial Rend is stronger but has terrible distribution.</p>
<p>Dragon Pulse has no secondary effects, but higher Base Power.</p>

<p>Bite is a physical Dark-type equivalent, and can flinch the target.</p>
<p>Flame Wheel is a physical Fire-type equivalent and has a 10% chance to burn the target.</p>
<p>Heart Stamp is a physical Psychic-type, and can flinch the target</p>
<p>Chatter is a Flying-type equivalent, and has either a 1%, 11% or 31% chance to inflict Confusion.</p>
<p>Water Pulse is a Water-type equivalent and has a 20% chance to inflict Confusion.</p>
 
I don't like to post here repeatedly but I'd just like to say that Luxpluff91's submissions are almost exactly what is wanted here, and they're a pretty good example of what I originally envisaged these submissions being.
Hmmm.... I'll try my best on creating these while also meeting your standards. I did my best on the Sandstorm one. I think...
 

Zystral

めんどくさい、な~
is a Contributor Alumnusis a Top Smogon Media Contributor Alumnus
[SHORT DESC]
Protects the Pokémon from Defense-lowering attacks.

[LONG DESC]
<h2>Description</h2>
<p>Prevents the Pokémon's Defense stat from being lowered. Has no effect outside of battle.</p>

<h2>Analysis</h2>
<p>Moves that lower Defense are scarce if not nonexistent competitively, meaning anything with access to Big Pecks always has a better option, such as Hydration or Super Luck. That said, everything with access to Big Pecks is pretty much competitively poor anyway, so don't expect to need an alternative.</p>

<h2>Related Abilities</h2>
<p>Hyper Cutter does the same with respect to Attack, Clear Body and White Smoke with respect to all stats, Keen Eye with respect to accuracy.</p>


[SHORT DESC]
Makes stat changes have an opposite effect.

[LONG DESC]
<h2>Description</h2>
<p>All moves that would lower a stat increase that stat by the same amount, and all moves that would raise a stat lower it by the same amount. Applies also to moves with stat-affecting side-effects including:</p>
<ul>
<li>Overheat</li>
<li>Leaf Storm</li>
<li>Psycho Boost</li>
<li>Draco Meteor</li>
<li>Close Combat</li>
<li>Superpower</li>
<li>Charge Beam</li>
<li>Flame Charge</li>
</ul>
<p>Baton Pass passes on the inverted boosts. Multiple boosts in one move are all inverted.</p>

<h2>Analysis</h2>
<p>Serperior is the only Pokemon that can abuse Contrary, as it is the only Pokemon with access to both Contrary and a stat-lowering attack. However, it does obtain STAB on Leaf Storm, and provided Serperior stays alive, it can dish out huge damage. Contrary is one of Serperior's redeeming factors. It is also an effective deterrent or surprise for opponents using Intimidate or Memento.</p>

<h2>Related Abilities</h2>
<p>There are no related abilities</p>


[SHORT DESC]
May disable a move used on the Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>Whenever an attack does damage to a Pokemon with Cursed Body there is a 30% chance of that attack being Disabled. Does not work if the attack hits a Substitute, but does work if the attacker is behind a Substitute, or if the Pokemon with Cursed Body is knocked out by the attack. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Froslass is extremely frail so is unlikely to make use of the ability, and Jellicent has Water Absorb which is much more effective. As well as this, the fact that Disable is a poor strategy which requires a move to be damaging, coupled with the low effect chance makes it unreliable.</p>

<h2>Related Abilities</h2>
<p>Effect Spore, Flame Body, Poison Point, and Static all have a 30% chance of inflicting a negative effect on the opponent, but they all require contact to be made (via a physical attack), and inflict status conditions as opposed to Disable.</p>


[SHORT DESC]
Lowers stats when HP becomes half or less.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder's HP falls to below 51% of maximum, the wielder's Attack and Special Attack are halved. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Defeatist hasn't just prevented Archeops from being overpowered, it has turned Archeops into a non-threat, due to excessive frailty and vulnerability to many super effective attacks. It also discourages the use of Archeops' most powerful attack, Head Smash. Sadly, it is the only ability Archeops can obtain, and while it is difficult to work around, doesn't make Archeops entirely neutered.</p>

<h2>Related Abilities</h2>
<p>No related abilities</p>


[SHORT DESC]
When its stats are lowered, Attack increases.

[LONG DESC]
<h2>Description</h2>
<p>The Pokemon gains a two stage boost to Attack for each stage another stat is lowered by. This includes the Attack stat (whereby one stage negates the drop so the wielder only gains a one stage boost), but is not triggered by self-inflicted drops such as Close Combat, or by allied attacks in Double or Triple Battles. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Braviary and Primeape both have access to Close Combat, but Defiant isn't triggered by self-inflicted stat drops, so this makes the entire ability slightly worse. However, it is still useful for preventing the effects of Intimidate for Bisharp, Braviary, and Primeape.</p>

<h2>Related Abilities</h2>
<p>No related abilities.</p>


[SHORT DESC]
Reduces damage done to allies.

[LONG DESC]
<h2>Description</h2>
<p>In Double and Triple Battles, all damage from all sources that an ally takes is reduces by 25%. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>None of the Pokemon that obtain this ability are fully evolved, so this ability is useless until Little Cup Triple Battles gains popularity.</p>

<h2>Related Abilities</h2>
<p>No related abilities</p>


[SHORT DESC]
May create another Berry if one is used.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder consumes a Berry, there is a 50% chance of that Berry being restored at the end of the turn. If the weather is sunny, Harvest will always activate. The Berry consumed is remembered, so even if restoration fails or the wielder switches out, the effect may still activate at the next end of turn of being active. Harvest does not activate more than once per turn, so if the restored Berry is immediately consumed, Harvest will not trigger. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>While having a 100% success rate in the sun sounds tempting, it is important to note that using Harvest means Tropius and Exeggutor will lose Chlorophyll, which has more effective effects. As well as this, very few Berries outside of Chesto and Lum will have any decent effects worth recycling.</p>

<h2>Related Abilities</h2>
<p>No related abilities</p>


[SHORT DESC]
May heal an ally's status conditions.

[LONG DESC]
<h2>Description</h2>
<p>In Double and Triple Battles, has a 30% chance of removing status conditions from an adjacent ally. 30% activates the healing of both allies. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Somewhat effective on Blissey and Audino in non-Single Battles, but careful placement must be considered to heal both teammates.</p>

<h2>Related Abilities</h2>
<p>Shed Skin will only heal the wielder.</p>


[SHORT DESC]
Doubles the Pokemon's weight.

[LONG DESC]
<h2>Description</h2>
<p>The weight of the wielder is doubled exactly. This increases the power of the wielder's Heat Crash and Heavy Slam, reduces damage taken from an opponent's Heat Crash and Heavy Slam, and increases damage taken from an opponent's Grass Knot or Low Kick. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Bronzong will always prefer its other abilities simply because they have more defensive utility. Aggron prefers Rock Head to be able to use Head Smash without worry, as opposed to a slightly more powerful Heavy Slam.</p>

<h2>Related Abilities</h2>
<p>Light Metal does the opposite, and has different distribution.</p>


Those are some of the new Gen V abilities. I'll get round to all the New to Gen V ones sooner or later before working on non-Gen V.
 

a fairy

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Community Leader
After I finish with my CAPASB business, 'll talk with Zy about splitting the Abilities.
 
Going for a few Abilities, this time.

[SHORT DESC]
Prevents burn.

[LONG DESC]

<h2>Description</h2>
<p>Pokémon with this Ability cannot be burned.</p>

<h2>Analysis</h2>
<p>Decent at best, Water Veil sees little to no use in the competitive scenario. Every Pokémon with access to it has better options such as Swift Swim, Storm Drain or Water Absorb. Floatzel and Huntai, who could benefit from the immunity to burn, will prefer having their Speed double under rain.</p>

<h2>Related Abilities</h2>
<p>Flare Boost increases the user's Special Attack by 50% when burned, but won't prevent the damage from taking place.</p>

<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>


[SHORT DESC]
Prevents sleep. Increases wild encounters with higher level Pokemon.

[LONG DESC]

<h2>Description</h2>
<p>Pokémon with this Ability cannot fall asleep. Rest will automatially fail when if the user has Vital Spirit.</p>

<h2>Analysis</h2>
<p>Up to the fourth generation, the only fully evolved Pokémon with access to Vital Spirit were Delibird (which is absolutely useless) and Primeape. In the latter's case, it was the better option over the unreliable Overconfidence.</p>

<p>With the advent of Dream World Abilities, Magmortar and Electivire received Vital Spirit, and Primeape, Defiant. Electivire will still use the much better Motor Drive, but Magmortar can take advantage of being able to switch in a sleep-inducing move and fire off powerful attacks. In Primeape's case, Defiant can be a tempting option, but frail as it is, it will appreciate being able to switch in more often.</p>

<h2>Related Abilities</h2>
<p>Insomnia is an equivalent Ability, with different distribution.</p>

<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>


[SHORT DESC]
Prevents confusion.

[LONG DESC]

<h2>Description</h2>
<p>Pokémon with this Ability cannot be confused.</p>

<h2>Analysis</h2>
<p>Confusion-inducing moves are very rare in the competitive scene, making this Ability worthless. To seal the nail in its coffin, every Pokémon with access to it has much better options: Slowbro and Slowking have Regenerator, Ludicolo gains Rain Dish and Swift Swim, Grumpig can use Thick Fat, and Lilligant has Chlorophyll.</p>

<h2>Related Abilities</h2>
<p>Water Veil grants immunity to burn.</p>
<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>


[SHORT DESC]
Grants immunity to infatuation and Captivate.

[LONG DESC]

<h2>Description</h2>
<p>Pokémon with this Ability aren't affected by infatuation or Captivate.</p>

<h2>Analysis</h2>
<p>Infatuation and Captivate are seldom used moves, making Oblivious a terrible option. Every Pokémon with Oblivious can have other two Abilities, and at least one of them is vastly superior. Steer away from it.</p>

<h2>Related Abilities</h2>
<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>


[SHORT DESC]
Blocks paralysis.

[LONG DESC]

<h2>Description</h2>
<p>Pokémon with this Ability cannot be paralyzed.</p>

<h2>Analysis</h2>
<p>Thunder Wave has a wide distribution as a TM; as such, its a very common move in the metagame. Limber prevents it from working and potentially ruining a sweep. It's a solid option for most Pokémon that learn it; but overshadowed by options such as Technician (Persian), Reckless (Hitmonlee), and Prankster (Liepard). Ditto has a much better option in Imposter, and should always use that instead of Limber.</p>

<h2>Related Abilities</h2>
<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>


[SHORT DESC]
Cannot be frozen. Halves the amount of steps required to hatch eggs.

[LONG DESC]

<h2>Description</h2>
<p>Pokémon with this Ability cannot be frozen.</p>

<h2>Analysis</h2>
<p>Moves capable of freezing have a very low chance of doing so. Moreover, Magma Armor suffers from terrible distribution: only three Pokémon learn it, two of which are fully evolved. Magcargo is useless either way thanks to its awful Speed, and Camerupt has a better option in Solid Rock. Keep away from this.</p>

<h2>Related Abilities</h2>
<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>


[SHORT DESC]
This Pokemon cannot be poisoned.

[LONG DESC]

<h2>Description</h2>
<p>Pokémon with this Ability cannot be poisoned.</p>

<h2>Analysis</h2>
<p>Only two fully evolved Pokémon have Immunity: Zangoose and Snorlax. Zangoose has access to the arguably better Toxic Boost, and most of the time Snorlax will prefer having the added resistances granted by Thick Fat. It should be noted that Snorlax can Rest the eventual poison status away, even though Rest is slightly more risky to use now thanks to the new sleep mechanics.</p>

<p>In Little Cup, Gligar can make use of Immunity to thwart any attempts of poisoning it to end its sweep.</p>

<h2>Related Abilities</h2>
<p>Poison Heal grants immunity to poison and heals the user.</p>
<p>Toxic Boost increases the user's Attack by 50% when poisoned, but won't prevent the damage from taking place.</p>

<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Inner Focus grants immunity to flinch.</p>


[SHORT DESC]
Prevents flinching.

[LONG DESC]

<h2>Description</h2>
<p>Pokémon with this Ability cannot be flinched. Does not prevent the turn loss if the user is attacked while charging Focus Punch.</p>

<h2>Analysis</h2>
<p>Inner Focus has a very wide distribution, but most Pokémon with access to it have better options elsewhere. Inner Focus' main selling point is cancelling Fake Out's flinching, a common move on leads. Mienshao can take advantage of this when employed as a lead, but will often prefer Regenerator's healing effect or Reckless' added power.</p>

<h2>Related Abilities</h2>
<p>Steadfast raises the user's Speed upon being flinched, but the user still won't be able to move the turn it's flinched.</p>

<p>Vital Spirit and Insomnia grant immunity to sleep.</p>
<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>


[SHORT DESC]
Prevents sleep.

[LONG DESC]

<h2>Description</h2>
<p>Pokémon with this Ability cannot fall asleep. Rest will automatially fail when if the user has Insomnia. Worry Seed changes the target Ability to Insomnia.</p>

<h2>Analysis</h2>
<p>Like Vital Spirit, Insomnia grants the wielder the ability to switch in sleep-inducing moves fearlessly. Banette and Honchkrow can take advantage of this fact to switch in and fire powerful attacks, and the former can also Skill Swap its own Insomnia to screw over Rest users. Noctowl can become virtually immune to status with Psycho Shift, and Hypno can wall special assaults all day long without fearing Hypnosis or Sleep Powder putting it to an early sleep.</p>

<h2>Related Abilities</h2>
<p>Vital Spirit is an equivalent Ability with different distribution.</p>

<p>Water Veil grants immunity to burn.</p>
<p>Own Tempo grants immunity to confusion.</p>
<p>Oblivious grants immunity to infatuation and Captivate.</p>
<p>Limber grants immunity to paralysis.</p>
<p>Magma Armor grants immunity to freeze.</p>
<p>Immunity grants immunity to poison.</p>
<p>Inner Focus grants immunity to flinch.</p>
 

Zystral

めんどくさい、な~
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[SHORT DESC]
Comes out disguised as the Pokemon in the back.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder is sent out in battle, it will take on the appearance of the last Pokemon in the player's party. The PokeBall used, species name, shininess, and gender are replicated, but typing, stats, level, and moveset all remain the same. Illusion is purely aesthetic. Illusion fades if the wielder takes direct damage from an attack. Status conditions, entry hazards, weather, Substitute, and Life Orb will not cause the Illusion to fade. If the last Pokemon is a Pokemon with Illusion, then the wielder will take on the appearance of the species of the Pokemon in the final slot. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Illusion is an immensely powerful ability, and on something as volatile as Zoroark, it can be used to play extreme mindgames with the opponent. What is notable is that Zoroark has a movepool very similar to most Ghost-types, and whereas Zoroark is weak to Fighting- and Bug-type moves, Ghost-types are immune or resistant, respectively. This makes the opponent wary of attacking, and as a result allows Zoroark to stay in play for longer. It's helpful in that it can either allow Zoroark to start an early sweep unhindered, or lets you scout for a counter to whatever you have Zoroark copying.</p>

<h2>Related Abilities</h2>
<p>No related abilities</p>


[SHORT DESC]
It transforms itself into the Pokemon it is facing.

[LONG DESC]
<h2>Description</h2>
<p>When a Pokemon with Imposter comes into play, it uses Transform automatically. Moves, ability, stats bar HP, species, EVs bar HP, and stat changes copied. Item effects such as Choice Scarf are not copied, but other effects such as Intimidate and Swords Dance are. Imposter fails if the opponent is an Illusion or a Substitute. No effect outside of battle</p>

<h2>Analysis</h2>
<p>Imposter is a godsend to Ditto, turning it from a gimmick into one of the most powerful revenge killers in the format. By giving Ditto a Choice Scarf, it is guaranteed to outspeed the opponent 100% of the time. In a metagame where many Pokemon are checks to themselves, Ditto can easily switch in without fear and start wreaking havoc on the opponent. While Ditto is still left with its subpar HP, the speed it can obtain, combined with the power it can pick up from some opponents is definitely worth watching out for.</p>

<h2>Related Abilities</h2>
<p>No related abilities</p>


[SHORT DESC]
Passes through the foe's barriers and strikes.

[LONG DESC]
<h2>Description</h2>
<p>Infiltrator ignores Reflect, Light Screen, Safeguard, and Mist when attacking the opponent. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Most of the Pokemon that have access to Infiltrator have better options. Crobat might find it useful in offensive sets, but in the most common cases, Whimsicott would prefer Prankster, and Jumpluff isn't realistically facing Safeguard if it wants to use Sleep Powder. Reflect and Light Screen aren't massive worries, and it is usually more effective to just Brick Break them away.</p>

<h2>Related Abilities</h2>
<p>No related abilities</p>


[SHORT DESC]
Inflicts damage to the Pokemon upon contact.

[LONG DESC]
<h2>Description</h2>
<p>Iron Barbs will deal damage to the opponent equal to 1/8 of their maximum HP if an attack that makes contact hits. Stacks with Rocky Helmet. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>While not the best it could have asked for, Ferrothorn's only ability is quite effective in helping it be the defensive behemoth it is known as. If it weren't defensive enough already on the physical side, opponents become less willing to hit it with Fire Punch if they're losing health.</p>

<h2>Related Abilities</h2>
<p>Rough Skin is the same ability but with a different distribution</p>


once again, more later.
 

Zystral

めんどくさい、な~
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[SHORT DESC]
Halves the Pokemon's weight.

[LONG DESC]
<h2>Description</h2>
<p>Halves the weight of the wielder. Reduces damage taken from Grass Knot and Low Kick, and increases damage taken from Heavy Slam and Heat Crash. Reduces damage done with Heavy Slam and Heat Crash. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Scizor values Technician Bullet Punch and Pursuit too much to opt for Light Metal. Metagross is more likely to be hit by Intimidate than by Low Kick or Heat Crash, making Clear Body the superior option. In UU, where Low Kick is more prevalent and stat-lowering effects are less common, Light Metal actually becomes a viable option for Registeel.</p>

<h2>Related Abilities</h2>
<p>Heavy Metal does the opposite, and has a different distribution.</p>


[SHORT DESC]
Reflects status-changing moves.

[LONG DESC]
<h2>Description</h2>
<p>Magic Coat in an ability. Any moves that change status effects (bar Memento), status conditions, entry hazards, Taunt, Encore, Disable, all other pseudo-conditions, and provides an immunity to said effects. If both Pokemon have Magic Bounce only the ability of the target triggers. Magic Bounce only activates once per turn. Teravolt, Turboblaze and Mold Breaker all negate this ability. No known effect outside of battle.</p>

<h2>Analysis</h2>
<p>This ability alone is what has propelled Espeon and Xatu to a higher level of usage - being able to switch in and not only prevent status conditions and field effects, but to put them onto your opponent is immense. It allows your team to not have to carry a Stealth Rock user, as you can simply bounce your opponent's. It also provides many sweepers with a buffer against burn and paralysis. Similarly, it aids Espeon and Xatu in Baton Passing greatly, forming an intermediate stage of safety before your cleaner switches in.</p>

<h2>Related Abilities</h2>
<p>While not an ability, see <a href="/dp/moves/magic_coat/">Magic Coat</a> for a full list of moves that are reflected by Magic Bounce.</p>


[SHORT DESC]
Raises one stat and lowers another.

[LONG DESC]
<h2>Description</h2>
<p>At the end of each turn, the wielder has a random stat boosted by two stages, and a random stat lowered by one stage. Accuracy and Evasion are included. Moody will not lower a stat at -6, nor will it raise a stat at +6. No known effects outside of battle.</p>

<h2>Analysis</h2>
<p>Bibarel had to be banned because of this ability. Nearly all the Pokemon that obtain this ability have a way of abusing it to get ridiculous stat boosts and eventually become able to steamroll their way through an entire team. The ability itself is very easy to take advantage of, and unless one is using a defensive Bibarel, in which case Unaware is preferred, Moody is almost always the best option.</p>

<h2>Related Abilities</h2>
<p>No related abilities</p>


[SHORT DESC]
Boosts attack after knocking out any Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>Whenever another Pokemon (including allies in Double or Triple Battles) is knocked out by direct damage from an attack from the wielder, the wielder is given a one stage boost to Attack. The defending Pokemon must be knocked out from the wielder's attack, not from an ally. Weather effects and status conditions do not trigger Moxie.</p>

<h2>Analysis</h2>
<p>The list of Pokemon to obtain this ability is frightening: Scrafty, Krookodile, Salamence, Gyarados, Honchkrow. All powerful attackers capable of serious abuse of this ability. Whereas Intimidate takes precedence on Salamence, Krookodile, and Gyarados, and Guts is preferred on Heracross, Scrafty is the absolute best user of the ability. The use of Dragon Dance combined with decent stats and a great movepool transforms Scrafty from another Dragon Dance wannabe into a chaotic sweeper if it gets going.</p>

<h2>Related Abilities</h2>
<p>No related abilities.</p>


[SHORT DESC]
Reduces damage when HP is full.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder is at maximum HP, all damage inflicted is reduced by half. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Dragonite and Lugia are renowned for being bulky and difficult to kill outside of a super effective attack as is, and Multiscale only boosts this further, making them virtually impossible to OHKO outside of STAB Blizzard. Combined with Roost, which can easily bring them back to full health from a weak Stone Edge, Lugia and Dragonite become insane walls who are also more than capable of hitting back.</p>

<h2>Related Abilities</h2>
<p>Sturdy guarantees the survival of a single attack while at full health.</p>


[SHORT DESC]
Contact with this Pokemon spreads this Ability.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder is hit with a physical attack, the attacking Pokemon has its ability changed to Mummy. This effect is temporary. No known effects outside of battle.</p>

<h2>Analysis</h2>
<p>Cofagrigus has no other options, but Mummy is surprisingly effective at neutering certain threats that rely on their ability to be effective, such as Scrafty, Excadrill, and Serperior (although in the case of the latter, no contact moves are used, so Mummy doesn't take effect). It is worth being careful, however, as if the opponent doesn't switch and their neutered attacker is has Mummy, you want to avoid going for a revenge kill straight away.</p>

<h2>Related Abilities</h2>
<p>No related abilities.</p>


[SHORT DESC]
Protects the Pokemon from damage from the weather.

[LONG DESC]
<h2>Description</h2>
<p>The wielder does not take damage from Sandstorm and Hail. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>There is almost always a better option on any Pokemon. While it is nice to be able to confidently throw something with Overcoat onto a Hail or a Sand team, the only notable Pokemon you would use, Forretress, Reuniclus, and Escavalier, are either Steel-type, or in the case of Reuniclus, have Magic Guard, which far outclasses Overcoat.</p>

<h2>Related Abilities</h2>
<p>Air Lock and Cloud Nine prevent weather effects from happening at all.</p>


[SHORT DESC]
Steals an item when hit by another Pokemon.

[LONG DESC]
<h2>Description</h2>
<p>When the opponent hits the wielder with a physical attack, the wielder steals the opponent's held item. Pickpocket fails if the wielder already has an item, or if either Pokemon is behind a Substitute. No known effects outside of battle.</p>

<h2>Analysis</h2>
<p>Basically Theif without needing to use a moveslot, can be effective in certain situations; Weavile can equip Focus Sash, take the hit, thus burning the Sash, and then trigger Pickpocket, robbing the foe of their item and then sneaking an Ice Shard in before they retreat.</p>

<h2>Related Abilities</h2>
<p>No related abilities.</p>


[SHORT DESC]
May poison targets when a Pokemon makes contact.

[LONG DESC]
<h2>Description</h2>
<p>Whenever a Pokemon is hit by a physical move from an opponent with Poison Touch, there is a 20% of the defending Pokemon being poisoned. No effect outside of battle, does not activate if defending Pokemon is behind a Substitute, but can activate if the attacker is behind a Substitute.</p>

<h2>Analysis</h2>
<p>Can be useful for Muk, but Seismitoad and Toxicroak have better options. Low effect chance makes it very shaky, and the effect is only regular poison as opposed to Toxic poison, making Poison Touch an inferior choice.</p>

<h2>Related Abilities</h2>
<p>Similar in basis to Effect Spore, Static, Flame Body, Poison Point, and Cursed Body, only the effect rate is lower and requires the wielder to be the attacker as opposed to vice versa.</p>


[SHORT DESC]
Gives priority to a status move.

[LONG DESC]
<h2>Description</h2>
<p>Increases the priority of non-attacking moves by 1. However, moves still circumvent Quick Guard.</p>

<h2>Analysis</h2>
<p>The ability is a powerful one on any Pokemon, although most notable on support and SubSeeder Whimsicott. Tornadus can launch rapid Nasty Plots before being Taunted, and Sableye's previously negative ability is essentially reversed. It is very difficult to find a situation where this ability is not preferred, as it can gain so many advantages for the team, depending on what move is accelerated.</p>

<h2>Related Abilities</h2>
<p>No related abilities.</p>


[SHORT DESC]
Some move types scare it and boost its Speed.

[LONG DESC]
<h2>Description</h2>
<p>If the wielder is hit with a Ghost-, Dark-, or Bug-type attack, the wielder's Speed is boosted by one stage. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Granbull prefers Intimidate, Dunsparce has Serene Grace as its only gimmick. Sudowoodo really needs the boosts, but is usually too frail to get fast enough before dying.</p>

<h2>Related Abilities</h2>
<p>No related abilities.</p>


[SHORT DESC]
Restores a little HP when withdrawn from battle.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder switches out of battle, up to 1/3 of the wielder's maximum HP is restored. No effects outside of battle.</p>

<h2>Analysis</h2>
<p>Incredibly powerful, especially on bulky Pokemon such as Slowbro and Reuniclus. Sometimes the alternate option will be more favourable, but for a defensive team settled down for the long game, Regenerator is an amazing ability to bolster the longevity of your Pokemon.</p>

<h2>Related Abilities</h2>
<p>Natural Cure removes status effects on switching out.</p>


[SHORT DESC]
Boosts certain moves' power in a sandstorm.

[LONG DESC]
<h2>Description</h2>
<p>Rock-, Steel-, and Ground-type moves get a 30% increase in power while sandstorm is the prevailing weather condition. Also provides an immunity to sandstorm damage. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>All of the Pokemon to obtain this ability already are immune to sandstorm damage (bar Shellos). Gigalith is the only Pokemon that doesn't obtain a superior ability; Landorus has Sheer Force, Excadrill has Sand Rush, Probopass has Magnet Pull, Hippowdon has Sand Stream, Gastrodon has Storm Drain, and Dugtrio has Arena Trap. An interesting use on the already powerful Gigalith, but useless elsewhere.</p>

<h2>Related Abilities</h2>
<p>Sand Rush doubles Speed while sandstorm is active. Solar Power gives a 50% boost to Attack and Special Attack in the Sun at the cost of 10% of the wielder's health each turn.</p>


[SHORT DESC]
Boosts the Pokemon's Speed in a sandstorm.

[LONG DESC]
<h2>Description</h2>
<p>If sandstorm is the prevalent weather condition, the wielder has its Speed stat doubled. Provides immunity to sandstorm damage. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>This ability is part of what makes Excadrill the huge threat it is. Incredible Attack isn't vicious if Excadrill can't get a hit in, but with decent Speed already which is then doubled by Sand Rush, Excadrill exceeds even Kingdra in weather domination. Follow this up with Swords Dance, and Excadrill becomes a threat that is unparalleled.</p>

<h2>Related Abilities</h2>
<p>Swift Swim and Chlorophyll are Rain- and Sun-based variants respectively. Sand Force boosts the power of certain types of move in a sandstorm.</p>


[SHORT DESC]
Boosts Attack when hit by a grass move.

[LONG DESC]
<h2>Description</h2>
<p>Provides immunity to Grass-type moves, and when the wielder is hit by a Grass-type move, a one stage boost to Attack is given. Aromatherapy does not activate Sap Sipper. Bullet Seed only gives one boost. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Azumarill is weak to Grass-type attacks, but it is unlikely to be able to absorb six Grass-type attacks in a game, and so Huge Power is the more reliable option. All the other Pokemon with access to this ability have better options, such as Stantler's Intimidate, Zebstrika's Motor Drive, and Bouffalant's Reckless.</p>

<h2>Related Abilities</h2>
<p>Storm Drain and Lightningrod boost Special Attack when hit by a Water-type and an Electric-type move, respectively. Motor Drive boosts Speed when hit with an Electric-type move. Dry Skin, Flash Fire, Motor Drive, Lightning Rod, Volt Absorb, Water Absorb, and Storm Drain all provide an immunity to a certain type of attack.</p>


[SHORT DESC]
Removes added effects to increase move damage.

[LONG DESC]
<h2>Description</h2>
<p>Sheer Force boosts the power of attacks by 30%, but only works for attacks with a secondary effect, and the secondary effect is ignored. Recoill, user stat penalties, increased critical hit ratio, perfect accuracy, and variable-power attacks are primary effects and so are not boosted by Sheer Force. Moves with both a primary and secondary effect (such as Flare Blitz) will still gain the power increase, but the secondary ability is negated and the primary ability still takes place (in the case of Flare Blitz, the 30% burn rate is negated, but the user still takes recoil from increased power). Sheer Force also negates the effects of items that occur after damage, such as Red Card or Eject Button on the defending Pokemon, and Shell Bell or Life Orb recoil on the attacking Pokemon. No effects outside of battle.</p>

<h2>Analysis</h2>
<p>The negation of Life Orb recoil has turned Sheer Force into a destructive ability. Boosting common moves such as Flamethrower, Ice Beam, Thunderbolt, Fire Blast, Crunch, Earth Power, Focus Blast, Sludge Wave, and Waterfall, Sheer Force can turn previously unimpressive Pokemon into powerhouse sweepers. Nidoking has a wide movepool, Feraligatr has Dragon Dance, and Rampardos has sky-high Attack, just to give an example of what can abuse Sheer Force.</p>

<h2>Related Abilities</h2>
<p>Inverse of Serene Grace, which raises chance of secondary effects occuring.</p>


[SHORT DESC]
Anticipates an ally's attack and dodges it.

[LONG DESC]
<h2>Description</h2>
<p>Prevents all damage done to the wielder from an attack from allies in Double and Triple Battles, even if the move is aimed specifically at the wielder. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Moves that damage teammates in Double and Triple Battles are few and far between, but in the case of a attacks that hit the entire field, such as Earthquake or Explosion, this can be a useful ability to have. Otherwise, there are better options for each Pokemon that obtains it.</p>

<h2>Related Abilities</h2>
<p>No related abilities.</p>


[SHORT DESC]
Moves can be used regardless of abilities.

[LONG DESC]
<h2>Description</h2>
<p>Abilities the opponent has which negates, prevents, or otherwise weakens attacks or their secondary effects are ignored. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Zekrom could have better abilities, but offensively, it isn't a massive downfall. Being able to strike opponents such as Zapdos and Lanturn with a STAB Bolt Strike is a powerful tool, and while Teravolt doesn't negate the everpresent Pressure in Ubers, it can be useful in taking down some other Pokemon present in Ubers, such as Forretress and Skarmory by negating Sturdy and Lugia by negating Multiscale.</p>

<h2>Related Abilities</h2>
<p>Mold Breaker and Turboblaze are copies with different distributions.</p>


[SHORT DESC]
Powers up physical attacks when poisoned.

[LONG DESC]
<h2>Description</h2>
<p>When the user is poisoned or Toxic poisoned, the user gains a 50% boost to Attack. This is not a stat boost. No effects outside of battle.</p>

<h2>Analysis</h2>
<p>An increase to Attack as supposed to a straight immunity is a nice boost for Zangoose. While it must now lose HP in between turns, coupled with Swords Dance and Toxic Orb, Zangoose becomes a ferocious attacker, rivalling even Ursaring.</p>

<h2>Related Abilities</h2>
<p>Toxic Boost is similar to Guts, only Guts activates on all status conditions, not just poison, as does Quick Feet for Speed.. Flare Boost increases Special Attack and activates only on burn.</p>


[SHORT DESC]
Moves can be used regardless of ability.

[LONG DESC]
<h2>Description</h2>
<p>Abilities the opponent has which negates, prevents, or otherwise weakens attacks or their secondary effects are ignored. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Reshiram can make some use out of this ability, hitting Heatran, Snorlax, Heatproof Bronzong, and Mamoswine for full power. Otherwise, it is an unused ability that can only really make a difference once every so often.</p>

<h2>Related Abilities</h2>
<p>Mold Breaker and Teravolt are copies with different distributions.</p>


[SHORT DESC]
Makes the foe nervous and unable to eat Berries.

[LONG DESC]
<h2>Description</h2>
<p>Prevents the opponent from consuming a held Berry. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Every Pokemon that obtains this ability has a better option. Unnerve in itself is somewhat useless, as the only berries that realistically see use are Lum, Chesto, and type-resist Berries, and Unnerve doesn't really do much to help win against Pokemon that would otherwise carry such Berries.</p>

<h2>Related Abilities</h2>
<p>No related abilities.</p>


[SHORT DESC]
Boosts the accuracy of allies and itself.

[LONG DESC]
<h2>Description</h2>
<p>All moves that the wielder and its partners in Double and Triple Battles use have a 10% boost to accuracy. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Victini doesn't use many low-accuracy moves, and so Fire Blast, Overheat, Thunder, and Focus Blast are the only moves that gain any notable improvement. Victini has no other abilities, although in Double or Triple Battles, this can be effective on Pokemon with Hustle.</p>

<h2>Related Abilities</h2>
<p>No related abilities.</p>


[SHORT DESC]
Physical attacks lower Defense and raise Speed.

[LONG DESC]
<h2>Description</h2>
<p>Whenever the wielder takes damage from a physical attack, its Defense is lowered by one stage, and its Speed is raised by one stage. Weak Armor activates on each hit of a multi-hit move. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>Kabuto and Omastar appreciate ways of boosting their Speed with the complex ban on Rain in effect, but the lowering of Defense, coupled with their weakness to priority moves makes it a very risky tactic to try.</p>

<h2>Related Abilities</h2>
<p>No related abilities.</p>


[SHORT DESC]
Changes the Pokemon's shape when HP is halved.

[LONG DESC]
<h2>Description</h2>
<p>When Darmanitan's HP drops below 50% of maximum, it will change into Zen Mode at the end of turn. If Zen Mode is removed, or Darmanitan recovers HP to over 50%, it will change back. If Zen Mode is Skill Swapped, Roleplayed, or Traced, it will not work unless on Darmanitan. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>To reliably get Darmanitan's HP to 50% is very difficult, and at that level, it is easy to be KOed. As well as this, lowered Speed does not aid Zen Mode Darmanitan's sweeping capabilities, and so Darmanitan should stick with the abuse of Sheer Force and physical attacks.</p>

<h2>Related Abilities</h2>
<p>No related abilities</p>


[SHORT DESC]
Powers up Special Attacks when burned.

[LONG DESC]
<h2>Description</h2>
<p>When the wielder is burned, its Special Attack is increased by 50%. No effect outside of battle.</p>

<h2>Analysis</h2>
<p>An odd ability for Drifblim, as it is rarely taking center stage as an attacker. While it is reliable to inflict burn using a Burn Orb, and Drifblim can Recover off damage, it still detracts from Drifblim's longevity. If an offensive Drifblim is to be used, then by all means Flare Boost can be effective, but for Drifblim's more common purposes, it's hardly useful.</p>

<h2>Related Abilities</h2>
<p>Guts gives an Attack boost for all status conditions, whereas Quick Feet boosts Speed for all conditions. Toxic Boost boosts attack for poison only.</p>


And that's every single new Gen V ability!
I'll get round to filling the gaps at some point.
 

a fairy

I’ll be at PAX East! Will you?
is a Tournament Directoris a Site Content Manageris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Social Media Contributor Alumnus
Community Leader
OK. I'm going to work! First I'll finish up my last post reserves!
 

a fairy

I’ll be at PAX East! Will you?
is a Tournament Directoris a Site Content Manageris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Social Media Contributor Alumnus
Community Leader
And it ends up Zy doesn't want to work with me? Dunno.

I'll see what I want to reserve.


Cut
[SHORT DESC]
Teacher*Cut*to a Pokemon.
[LONG DESC]
In outside of battle, you are able to cut down small trees, as long as one of your Pokemon knows Cut.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p>Not your first choice for a move. While this move is very prominent on the real game, it is almost never seen in competitive battles. Aside from that 1 guy laddering with a Raticate that knows Cut, do not expect anybody to be 2HKOing your Politoed with Cut.</p>

<h2>Related Moves</h2>
<p>A lot of the Normal type moves outclass this, exempt for maybe moves like Bide. And the beauty of it is, if a Pokemon can learn Cut, it can learn a move that outclasses it.</p>

Fly
[SHORT DESC]
Yeaches*Fly*to to a Pokemon.
[LONG DESC]
User enters "Fly" status for the round it it is used, invincible to basically everything but Sky Uppercut. The next turn, the user flies down, hitting the opponent.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
One of the more under-appreciated moves. It's basically Protect for the first round, and then attacks on the second. The main downfall of the move is the Protecting phase. Because if you try to use it against something weak against it, the other battler will simply switch out, and switch into a counter, safely.
<h2>Related Moves</h2>
<p>Brave Bird is a slightly more powerful move, with recoil.
Aerial Ace is a perfectly accurate move with less power.
Wing Attack is a more accurate move, but less power.</p>

Surf
[SHORT DESC]
Teaches*Surf*to a Pokemon.
[LONG DESC]
Teaches the move Surf to any Pokemon able to learn it. It also allows you to Surf above any water that is Surf-compatible.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p>HM03, also known as Surf, is possibly the most competitively viable HM, along all games. It's a staple move that was seen on almost every team in DPP, due tok it being the most reliable Water typed attack for Starmie. Even in B/W, it's still commonly used, mainly seen on the Lati twins as a counter to Tyranitar. Overall, it's possibly the best HM for competitive battling, and is definitely a good move. </p>

<h2>Related Moves</h2>
<p>Hydro Pump is a more powerful move, but with a noticable decrease in accuracy.
Waterfall is a physical variation of the move, but with a drop less power.
Muddy Water is the same, in the idea of which opponents it hits, but with different power and accuracy.</p>

Strength
[SHORT DESC]
Teaches*Strength*to a Pokemon.
[LONG DESC]
Teaches Strength to a Pokemon, provided it can learn the move. It also permits you to move larger rocks in the overworked.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p>Just like Cut, this move should not be your fist choice on a competitive team. A lot of moves outclass Strength, and should be considered before Strength. Strength has next to no real competitive value, and the only think it'll beat is a troll team.</p>

<h2>Related Moves</h2>
<p>There are too many similar moves to say, but some moves with the same power and accuracy are Hyper Fang, Razor Wind and Tri Attack.</p>

HM05
HM06

gogo hms gogo

taking a break

don't worry bmb, i'll fix this post up sooner or later
 

Celestavian

Smooth
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past SPL Champion
For Burn Drive, you mentioned that 2 Pokemon learn Techno Blast. Genesect is one, but who is the other? According to Bulbapedia, only Genesect learns it.
 

jc104

Humblest person ever
is a Top Contributor Alumnus
[SHORT DESC]

10% chance to boost all of the user's stats by 1 stage.

[LONG DESC]

<h2>Description</h2>

<p>This move deals damage and has a 10% chance to raise the user's Attack, Defense, Special Attack, Special Defense and Speed by one stage.</p>

<h2>Analysis</h2>

<p>AncientPower is not an especially useful move competitively. It is not even the most powerful special Rock-type attack, HP Rock packing greater power and considerably more PP. When you add this to the fact that the majority of Rock-types have abysmal Special Attack, and that the majority do not learn the move, you will realise that the damage output from AncientPower is never going to be great. Therefore, unless you plan on getting very lucky with AncientPower's 10% effect chance, it is probably not worth using. It may, however, see some use in finishing off weakened Pokemon, giving a potential sweeping chance with no obvious drawback, and may be used with a Serene Grace Pokemon, since the chance of a stat increase is doubled. </p>

<h2>Related Moves</h2>

<p>Silver Wind is a Bug-type equivalent.</p>
<p>Ominous Wind is a Ghost-type equivalent.</p>


[SHORT DESC]

The user always attacks first.

[LONG DESC]

<h2>Description</h2>

<p>This move deals damage and has +1 priority.</p>

<h2>Analysis</h2>

<p>Though Aqua Jet has a fairly low Base Power, as with most priority moves it sees use in combination with STAB in order to revenge kill Pokemon who are worn down or weak to it, or perhaps even to sweep in combination with a boosting move. Given the absurdly fast threats present in today's metagame, such as Sand Rush Excadrill and numerous Choice Scarf users, it is often best merely to bypass Speed altogether. With its Aqua Jet boosted by Drizzle, Choice Band and Huge Power, Azumarill can often clean up entire weakened teams despite its abysmal Speed, and sweepers such as Carracosta and Kabutops can, though more rarely, use Aqua Jet to take out faster Pokemon and other priority abusers after having used Shell Smash or Swords Dance. However, it should be remembered that Aqua Jet 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>Quick Attack is a Normal-type equivalent.</p>
<p>Mach Punch is a Fighting-type equivalent.</p>
<p>Ice Shard is an Ice-type equivalent.</p>
<p>Bullet Punch is a Steel-type equivalent.</p>
<p>Shadow Sneak is a Ghost-type equivalent.</p>
<p>Vacuum Wave is a special Fighting-type equivalent.</p>



[SHORT DESC]

User recovers 1/16th max HP each turn

[LONG DESC]

<h2>Description</h2>

<p>The user recovers 1/16th of its maximum HP, rounded down, each turn. This effect can be Baton Passed, and is removed when the user switches out.</p>

<h2>Analysis</h2>

<p>Aqua Ring is not a move seen frequently competitively. It is very rare that a Pokemon would stay in long enough to benefit from this move more than it would from another recovery move, or from simply setting up or attacking. This move may see a little use on some pure stallers in conjunction with other recovery such as from Leftovers – for instance a Walrein could become even more annoying after having set up with Aqua Ring. Though Aqua Ring may sound useful for a Baton Passing team, given the frequent use of Substitute, frequent switching into entry hazards, and that Vaporeon, a very useful Baton Passer, learns it, Ingrain almost entirely outclasses it in this regard.</p>
<h2>Related Moves</h2>


<p>Ingrain is almost identical, though it prevents the user from switching, forcibly or otherwise.</p>


[SHORT DESC]

No additional effect.

[LONG DESC]

<h2>Description</h2>

<p>This moves deals damage. No other effect.</p>

<h2>Analysis</h2>

<p>Though Aqua Tail may possess superior Base Power to the most commonly seen physical Water-type attack, Waterfall, it is somewhat rarely seen due to its lesser accuracy, and the lack of a handy flinch rate. However, it may see some use on slower Water-types and on hit-and-run attackers, such as Choice Band Swampert, since neither would a miss prove pivotal, nor would a flinch be likely. However, where Aqua Tail sees most use is on the numerous Pokemon that do not learn Waterfall – for instance, a physical attacker such as Tyranitar could use it to hit the likes of Gliscor and Hippowdon. All in all, in almost any case where Waterfall is used, Aqua Tail is an option; the extra bit of damage can sometimes turn a 2HKO into an OHKO, though you must remember that a degree of consistency is lost. Often, you cannot afford to miss, but neither can you afford to fall short of a KO, so you must consider how much damage you are doing to common switch-ins before making this decision.</p>

<h2>Related Moves</h2>

<p>Crabhammer is similar, though it has a high critical hit rate and so is the superior option on those that learn it.</p>
<p>Waterfall has 80 Base Power, 100% accuracy and a 20% flinch rate.</p>

[SHORT DESC]

Hits 2-5 times in one turn.

[LONG DESC]

<h2>Description</h2>

<p>Has a 1/3 chance to hit 2 or 3 times and a 1/6 chance to hit 4 or 5 times. This move can break though Substitute, Focus Sash and Sturdy. Each move is considered separate; each has an independent critical hit rate, and each will activate the abilities Rough Skin and Iron Barbs separately.</p>

<h2>Analysis</h2>

<p>Arm Thrust has little competitive use due to its low Base Power. Even if Arm Thrust hits 5 times, it is only as powerful as Brick Break and Drain Punch, and much weaker than moves like Close Combat and Superpower. Though this move can break though Substitutes, Focus Sashes and Sturdy it will often lack the power to do so; similarly the greater chance for a single critical hit will not let it break through a defensive booster. Therefore there is no recommended situation in which to use this move competitively.</p>

<h2>Related Moves</h2>

<p>Fury Attack, Barrage and Doubleslap are equivalent, except they are Normal-type and have 85% accuracy. </p>


[SHORT DESC]

Cures status on the user's team.

[LONG DESC]
<h2>Description</h2>

<p>This move will cure the user and all of its teammates from poison, burn, sleep, paralysis and freeze.</p>

<h2>Analysis</h2>

<p>Aromatherapy is an excellent move for use on more defensive teams as protection against status, allowing the remainder of the team to freely use Rest without necessarily having to spend 2 turns waking up. This move should ideally be used on a supporting Pokemon, for example Chansey, Blissey or Celebi.</p>

<h2>Related Moves</h2>

<p>Heal Bell is identical, now curing Soundproof Pokemon. </p>


There were a few too many multi-hit moves to include all of them in arm thrust. I can change that if you want.

edit:
[SHORT DESC]

Uses a random move from the user's team.

[LONG DESC]

<h2>Description</h2>

<p>Uses a random move from a Pokemon other than the user in the user's party. This includes fainted Pokemon. Assist cannot select the following: Assist, Chatter, Circle Throw, Copycat, Counter, Covet, Destiny Bond, Detect, Dragon Tail, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick.</p>

<h2>Analysis</h2>


<p> Assist is undoubtedly a gimmicky move, and in order to have any chance of working your entire team must be built entirely around it. The most obvious way to abuse Assist is using it to select the pseudo-Hazing moves Roar and Whirlwind without their negative priority. In conjunction with entry hazards, fast Choice Scarf Assist users and especially Liepard with Prankster can shuffle the opposing team to death without being hit, provided they select the correct moves. The remainder of your team should carry Spikes, Stealth Rock, Roar, Whirlwind and the above moves which cannot be selected by Assist. This is, of course, extremely unreliable, and as such though fun it is not recommended.</p>

<h2>Related Moves</h2>

<p> There is no move remotely comparable to Assist.</p>


[SHORT DESC]
Base Power doubles if the foe takes damage in the same turn, before the attack hits.
[LONG DESC]

<h2>Description</h2>
<p>Assurance deals damage, and its Base Power doubles should the opponent have taken damage earlier in the turn, for instance from entry hazards, Life Orb, or recoil.</p>

<h2>Analysis</h2>
<p>Assurance is a rare sight competitively, as it faces competition as a physical Dark-type attack from the much more reliable Crunch, as well as from Payback. However, since Payback no longer hits with doubled power on the switch, Assurance is now the best Dark-type attack with which to hit a predicted Ghost- or Psychic type switch in provided that Stealth Rock or Spikes is present. Assurance also suits slower, more defensive Pokemon since its power cannot be doubled if the user moves first. Donphan is a Pokemon that may be seen to use Assurance, since it lacks a better Dark-type move, and has the above attributes, often needing to hit spinblockers on the switch.</p>

<h2>Related Moves</h2>
<p>Payback has the same Base Power, but its power is doubled instead if the opponent moves first.</p>
<p>Crunch is a similar move hitting with a reliable 80 Base Power, and with a chance to lower Defense. </p>

[SHORT DESC]
30% chance to flinch opponent.

[LONG DESC]
<h2>Description</h2>
<p> Deals damage and, should the user move before the target, has a 30% chance to cause the opponent to flinch, losing the chance to attack.</p>

<h2>Analysis</h2>
<p>Astonish is such an astonishingly weak move that no-one would ever dream of using it. Even though physical Ghost-type moves are hardly strong, you are better off with Shadow Sneak or Shadow Claw, which themselves can hardly be recommended. As far as flinching goes, you are best off with the likes of Iron Head, Air Slash, and Rock Slide.</p>

<h2>Related Moves</h2>
<p>Shadow Punch, Shadow Claw, Shadow Sneak are more powerful physical Ghost-type moves, with the latter having +1 Priority</p>
<p>Iron Head, Headbutt and Rock Slide are the most powerful physical moves offering the same 30% flinch chance. </p>

[SHORT DESC]
Has a high critical hit rate.

[LONG DESC]

<h2>Description</h2>
<p>This move has a +1 critical hit rate, which means that, unless affected by items or abilities, it will be a critical hit 12.5% of the time instead of the usual 6.25%.</p>

<h2>Analysis</h2>
<p>Attack Order is the perhaps the best Physical Bug-type move out there, competing only with Megahorn, but unfortunately only Vespiquen and Smeargle are capable of using it; the former is highly uncommon and the latter has appalling stats and many better things to do. Conclusion: if for some reason you decide to use Vespiquen, use Attack Order.</p>

<h2>Related Moves</h2>
<p>X-Scissor is similar but with only 80 Base Power, a normal critical hit rate, and a much wider distribution</p>
<p>Megahorn is similar but has 120 Base Power and 85% accuracy, as well as a normal critical hit rate.</p>


edit2:

[SHORT DESC]
User passes its held item to the target.

[LONG DESC]
<h2>Description</h2>
<p> The user passes its item to the opponent, provided that the opponent carries no item and the item being passed is not mail. This cannot pass a Griseous Orb to Giratina, or a Plate to Arceus.</p>

<h2>Analysis</h2>
<p>This move is competitively useless since almost all Pokemon used competitively carry items, and it is usually better to steal their item via Trick or Switcheroo, which work in the same way should no item be carried by the opponent.</p>

<h2>Related Moves</h2>
<p>Trick and Switcheroo are similar moves, which allow the user to swap items with the target.</p>

[SHORT DESC]
Charges for 2 turns; returns double the damage received in those turns.

[LONG DESC]

<h2>Description</h2>
<p>Bide is a three-turn attack with +1 priority on each. The last Pokemon to hit the user is dealt damage on the third turn equal to double the sum of the damage dealt to the user from attacks in the first two turns. This damage is fixed, and the move will not miss, hitting Ghosts, and Pokemon using moves such as Dig and Fly. Sleep status and switching will cause the effect to end permanently. </p>

<h2>Analysis</h2>
<p>Bide is not an especially useful move competitively, in that, should the opponent not attack directly, they gain two turns of completely free setup. Also, if they are able to 2HKO, this attack will fail to deal any damage. However, in some respects, this move is more reliable than Counter and Mirror Coat, since it does not require you to predict whether the opponent will use a physical or special attack, and there is nothing immune to it. If you do decide to use Bide, make sure to use it on a very bulky Pokemon with at least moderately high HP; it also must be ensured that this Pokemon is to be attacked directly, for instance through the use of Taunt, rather than being set up on.</p>

<h2>Related Moves</h2>
<p>Counter is a Fighting-type, one-turn move with negative priority that only affects physical attacks, but it is similar in that it doubles the damage dealt to the user.</p>
<p> Mirror Coat is identical to Counter, except that it is Psychic-type and only affects special attacks.. </p>

[SHORT DESC]
Traps and damages over multiple turns.

[LONG DESC]

<h2>Description</h2>
<p>This move deals direct damage on the first turn, and then subsequently deals damage equal to 1/16th of the opponent's max HP, rounded down, for 4-5 turns, including the first. The opponent may not switch during this time, but both the user and the target may use different attacks after the first turn. If the user switches or the opponent uses Rapid Spin, the effect is immediately cancelled.</p>

<h2>Analysis</h2>
<p>Bind does not have much merit competitively; where it is used, it will be largely for its trapping effect rather than for its damage output. Additionally, it is one of the weaker trapping moves, and the Pokemon that learn it are not well-suited. To make use of the trapping effect and the extra damage, you may want to consider additional sources of damage, such as Toxic and sandstorm, to ensure that the opponent is KOed before the effect runs out.</p>

<h2>Related Moves</h2>
<p>Wrap is equivalent, but with 90% accuracy.</p>
<p>Fire Spin is a 35 BP, special Fire-type equivalent</p>
<p>Whirlpool is a 35 BP, special Water-type equivalent</p>
<p>Clamp is a 35 BP, Water-type equivalent.</p>
<p>Sand Tomb is a 35 BP, Ground-type equivalent</p>
<p>Magma Storm has the same effect, but is a 120 BP, 75% accuracy, special Fire-type move.</p>


edit - thanks for going through these.
 

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