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[move] Terrain Moves

Discussion in 'VGC' started by gamer boy, May 10, 2014.

  1. gamer boy

    gamer boy

    Joined:
    Jan 9, 2013
    Messages:
    913
    The terrain moves (Grassy Terrain, Electric Terrain and Misty Terrain) are... "unique" moves. Taking a leaf out of Safeguard's book, these all have effects which benefit pokemon on the field, except with two key differences: they a: affect all grounded (non Flying-type/levitating/Air Balloon/under the effects of Magnet Rise/under the effects of Telekinisis) Pokémon on the field rather than just your side, and b: they have hidden effects. Here are "complete" the descriptions of the moves:

    Grassy Terrain: Grassy Terrain creates terrain that restores the HP of grounded Pokémon by 1/16 of their max HP at the end of each turn and increases the power of Grass-type moves used by grounded Pokémon by 50%. If Grassy Terrain is in effect, Nature Power becomes Energy Ball, Secret Power uses the animation of Vine Whip and may cause sleep, and Camouflage causes the user to become Grass-type. In addition, the power of Earthquake, Bulldoze, and Magnitude is halved, even in a single battle. When Grassy Terrain is active, Pokémon with the ability Grass Pelt have their Defense stat boosted to 1.5x its usual value. It's effects fade after five turns, including the turn in which the move is used.

    Electric Terrain: Electric Terrain creates terrain that prevents any Pokémon on the ground from falling asleep and increases the power of Electric-type moves used by grounded Pokémon by 50%. It causes Yawn to fail if used on a grounded Pokémon, and prevents grounded Pokémon already drowsy due to Yawn from falling asleep. Rest will also fail when used by a grounded Pokémon. If Electric Terrain is in effect, Nature Power becomes Thunderbolt, Secret Power uses the animation of Thunder Shock and may cause paralysis, and Camouflage causes the user to become Electric-type. It's effects fade after five turns, including the turn in which the move is used.

    Misty Terrain: Misty Terrain creates terrain that prevents non-volatile status conditions (status conditions which don't disappear upon switch-out, i.e. Poison, Bad Poison, Burn, Paralysis, Sleep and Freeze) and halves the damage taken from Dragon-type moves by Pokémon on the ground. It causes Yawn to fail if used on a grounded Pokémon, and prevents grounded Pokémon already drowsy due to Yawn from falling asleep. If Misty Terrain is in effect, Nature Power becomes Moonblast, Secret Power uses the animation of Fairy Wind and may lower its target's Special Attack, and Camouflage causes the user to become Fairy-type. It's effects fade after five turns, including the turn in which the move is used.

    I believe that, while their use is limited, they only have use in the doubles format due to the short-term nature of the moves.

    And... discuss!
  2. Endo

    Endo

    Joined:
    Nov 12, 2013
    Messages:
    9
    It's a shame Lanturn doesn't seem to be able to learn Electric Terrain, it would make it an even greater partner for Manectric.
  3. Temporaryanonymous

    Temporaryanonymous
    is a Battle Server Moderator

    Joined:
    Sep 9, 2013
    Messages:
    433
    I don't think these moves will have much usage in any form of competitive doubles. They're all situational at best, and not worth a moveslot and turn to set up. Probably going to be used less than even trick room.
  4. klvkboom

    klvkboom

    Joined:
    Apr 21, 2013
    Messages:
    92
    Of all of them I can possibly see Electric Terrain having the best chance of usage. It's the one that can be utilized substantially since Electric is a powerful offensive typing. Grounded Electric attackers are also somewhat uncommon so you shouldn't really worry about opponents abusing your set up. That being said though, to make best use of Electric Terrain it may limit you during team building, such as being obligated to using Pokes like MManec, Lanturn, Heliolisk, MAmph, and potential Tbolt users like Garde and Nidoking. The move also has a very small pool of users and you'll most likely have MManec or Heliolisk as the setter.

    The anti-sleep is also a huge asset of Electric Terrain, being able to stop Smeargle as well as Amoonguss and Vivilion from succeeding in their role (not to mention Amoonguss will most often be used to counter Electric-types). Also, since Electric-types can't be Paralyzed anyway, as well as being primarily Special Attackers, your opponent will be hard pressed to use a form of status that could actually cripple you.

    Overall, a potentially viable strategy. The effects are quite strong and somewhat uncounterable since your opponent most likely can't utilize its strengths (they can still stall it out though). That being said, it's not that easy to just splash on a team and hope it works.
  5. Chipndip

    Chipndip

    Joined:
    Apr 26, 2014
    Messages:
    70
    I actually made a team that has Grassy Terrain on it, and I can assure you...

    ...due to the meta, it's INSANELY situational. It's not that terrain moves are bad. It's that the times you can set it up are rather few and far between, and the setters are almost ALWAYS less than ideal. Meowstic would have been perfect, but he sets the WORST field out of the three. Grassy is amazing for Mega Venusaur, with its Giga Drain dealing out OHKOs and 2HKOs, but it's hard to lay it down when the best setter is Florges, who wouldn't mind taking a lump on the head if it weren't for the Steel-types dishing it out (and there's almost always a Steel-type...or a Mega Kanga). Electric probably has the most offensive use for Manectric, Rotom, and Raichu, but why on Earth would you want your Manectric waiting a turn to set it when it's a squishy mega option?

    The effects of the terrains are good outside of Misty Terrain (it doesn't boost Fairy...it WEAKENS Dragon, even yours), but setting them in this meta is very hard to do. If you can do it, good on ya.

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