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

Ok, actually, I take back everything I said, I'm unreserving everything I have because I really can't do these well at all.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Reserving items that begin with Q or R (Beserker Lord dropped his reservation).

Also, I'm going to board an airplane soon, and I probably won't be able to finish all of these items until Sept. 6 due to packing/unpacking.

[SHORT DESC]
Reduces Defense EVs by 10. Increases happiness.

[LONG DESC]
<h2>Description</h2>
<p>This item will increase the happiness of a Pokemon but decrease their Defense EVs by 10. If the holder of this item uses the move Natural Gift, this berry will provide a one-time base 70 Poison-type attack.</p>

<h2>Location</h2>
<p></p>


[SHORT DESC]
A ball used to catch Pokemon that is more effective when used early in the battle.

[LONG DESC]
<h2>Description</h2>
<p>This Pokeball has a capture rate of 4 if thrown at a wild Pokemon within the first five turns of the battle. After every five turns, the capture rate decreases by 1, to a minimum of 1 (which is equivalent to a normal Pokeball).</p>

<h2>Location</h2>
<p>Castelia City.</p>


[SHORT DESC]
Gives the user a 20% chance to go first.

[LONG DESC]
<h2>Description</h2>
<p>This item gives the holder a 20% chance to go first, assuming that both Pokemon are using moves with the same priority. Quick Claw's activation ignores the effects of Trick Room.</p>

<h2>Competitive Use</h2>
<p>The best users of Quick Claw would be Pokemon who have a very low base Speed, such as Snorlax, Reuiniclus, and Escalvier. To these Pokemon, Quick Claw is a much better option over Choice Scarf, as they are so slow that Choice Scarf will not help them out much. However, many players use Trick Room to abuse these Pokemon's low Speed. Thus, in Trick Room teams, these Pokemon do not need to use Quick Claw. In addition, Quick Claw only has a 20% chance of working, making it unreliable in mos situations.</p>

<h2>Location</h2>
<p>Skyarrow Bridge.</p>


[SHORT DESC]
Doubles Ditto's Speed.

[LONG DESC]
<h2>Description</h2>
<p>Doubles Ditto's Speed. If Ditto uses Transform, then the boost is lost.</p>

<h2>Competitive Use</h2>
<p>At first, being able to Transform into the foe first is vital for Ditto, since its miserable defenses cannot withstand even the slightest of attacks. However, since this boost is lost once Ditto transforms, Quick Powder is rather useless. Ditto should plan on using items such as Metal Powder or Focus Sash.</p>

<h2>Location</h2>
<p>Found on wild Ditto (50% chance).</p>


[SHORT DESC]
No use. Unobtainable in BW.

[LONG DESC]
<h2>Description</h2>
<p>No use. Unobtainable in BW.</p>

<h2>Location</h2>
<p>This item cannot be obtained in Pokemon Black/White.</p>


[SHORT DESC]
Removes all status effects from one Pokemon. Awakens Zen Mode Darmanitan in Desert Resort.

[LONG DESC]
<h2>Description</h2>
<p>Removes all status effects from one Pokemon.</p>

<h2>Location</h2>
<p>Desort Resort (from Professor Juniper), Icirrus City (winter), and Castelia City (Royal Unova Gift).</p>


[SHORT DESC]
Can be sold for 5000 Poké Dollars. No other use.

[LONG DESC]
<h2>Description</h2>
<p>Can be sold for 5000 Poké Dollars. No other use.</p>

<h2>Location</h2>
<p>Wild Dwebble and Crustle (1% chance).</p>


[SHORT DESC]
Raises a Pokemon's level by one.

[LONG DESC]
<h2>Description</h2>
<p>Raises a Pokemon's level by one.</p>

<h2>Location</h2>
<p>Route 2, Route 13, Route 16, Nimbasa City, Mistralton Cave, Chargestone Cave, Icirrus City (winter), Anvil Town, Victory Road, Abundant Shrine, Lostlorn Forest, N's Castle, Castelia City (Royal Unova).

Found in the following places with a Dowsing Machine: Route 3, Pinwheel Forest, Desert Region, Twist Mountain.</p>


[SHORT DESC]
Cures burn. One-time use.

[LONG DESC]
<h2>Description</h2>
<p>Cures burn. One-time use. If the holder of this item uses Natural Gift, this berry will provide a one-time base 60 Grass-type attack.</p>

<h2>Location</h2>
<p>Castelia City, and Desert Resort. Also found on the following wild Pokemon: Vulpix, Ninetales, Growlithe, Arcanine, Numel, Camerupt (all with 100% chance of finding a Rawst Berry), Darumaka, and Darmanitan (50% chance).</p>


[SHORT DESC]
Raises critical hit rate one stage. Evolves Sneasel into Weavile.

[LONG DESC]
<h2>Description</h2>
<p>Raises critical hit ratio of the holder by one stage. Evolves Sneasel into Weavile.</p>

<h2>Competitive Use</h2>
<p>The only Pokemon who may find Razor Claw (and other similar items useful) are those with the Super Luck ability. With a Razor Claw equipped, these Pokemon effectively have a two-stage critical hit ratio. Pokemon with the Sniper ability, such as Kingdra or Octillery, may also find Razor Claw useful because any critical hits from those two will deal three times the normal amount of damage instead of two. However, all of these Pokemon may find other items more useful.</p>

<h2>Location</h2>
<p>Gear Station.</p>


[SHORT DESC]
No use. Unobtainable in BW.

[LONG DESC]
<h2>Description</h2>
<p>No use. Unobtainable in BW.</p>

<h2>Location</h2>
<p>This item cannot be obtained in Pokemon Black/White.</p>


[SHORT DESC]
Evolves Dusclops into Dusknoir.

[LONG DESC]
<h2>Description</h2>
<p> Evolves Dusclops into Dusknoir by when Dusclops is traded to another game cartridge.</p>

<h2>Location</h2>
<p>Route 13, Route 14.</p>


[SHORT DESC]
The opponent is forced out immediately if they attack the holder. One-time use.

[LONG DESC]
<h2>Description</h2>
<p>The opponent is forced out immediately if they attack the holder. The holder of this item will still take damage from the attack. One-use.</p>

<h2>Competitive Use</h2>
<p>Because it is a one-use item, Red Card is not very useful in competitive battle. However, it can still be marginally useful as a last-resort method on stall teams. Being able to phaze out the opponent without using a move not only racks up entry hazard damage on the foe, it can also be a life saver by forcing dangerous sweepers and wall-breakers out, allowing you to gain some momentum. Red Card is also a nice item for Pokemon with the Sturdy ability, such as Skarmory or Foretress. At full health, these two Pokemon will never be KOed by an attack, and can proceed to set up Spikes or Stealth Rock while simultaneously phazing away the foe within one turn. However, most of the Pokemon mentioned would prefer to use Leftovers instead of Red Card, since Leftovers allow them to gain health over time.</p>

<h2>Location</h2>
<p>Gear station.</p>


[SHORT DESC]
Cures infatuation. Does not disappear after use.

[LONG DESC]
<h2>Description</h2>
<p>Cures infatuation. This item has an unlimited amount of uses.</p>

<h2>Location</h2>
<p>Route 13.</p>


[SHORT DESC]
No use.

[LONG DESC]
<h2>Description</h2>
<p>This item has no function whatsoever in Pokemon Black/White.</p>

<h2>Location</h2>
<p>Black City.</p>


[SHORT DESC]
Can be sold to maniac in Undella Town for 100000 Poké Dollars. No other use.

[LONG DESC]
<h2>Description</h2>
<p>Can be sold to a maniac in Undella Town for 100000 Poké Dollars. No other use.</p>

<h2>Location</h2>
<p>Abyssal Ruins.</p>


[SHORT DESC]
Can be sold to maniac in Undella Town for 2500 Poké Dollars. No other use.

[LONG DESC]
<h2>Description</h2>
<p>Can be sold to a maniac in Undella Town for 2500 Poké Dollars. No other use.</p>

<h2>Location</h2>
<p>Abyssal Ruins.</p>


[SHORT DESC]
Can be sold to maniac in Undella Town for 300000 Poké Dollars. No other use.

[LONG DESC]
<h2>Description</h2>
<p>Can be sold to a maniac in Undella Town for 300000 Poké Dollars. No other use.</p>

<h2>Location</h2>
<p>Abyssal Ruins.</p>


[SHORT DESC]
Can be sold to maniac in Undella Town for 10000 Poké Dollars. No other use.

[LONG DESC]
<h2>Description</h2>
<p>Can be sold to a maniac in Undella Town for 10000 Poké Dollars. No other use.</p>

<h2>Location</h2>
<p>Abyssal Ruins.</p>


[SHORT DESC]
Can be sold to maniac in Undella Town for 5000 Poké Dollars. No other use.

[LONG DESC]
<h2>Description</h2>
<p>Can be sold to a maniac in Undella Town for 5000 Poké Dollars. No other use.</p>

<h2>Location</h2>
<p>Abyssal Ruins.</p>


[SHORT DESC]
Can be sold to maniac in Undella Town for 200000 Poké Dollars. No other use.

[LONG DESC]
<h2>Description</h2>
<p>Can be sold to a maniac in Undella Town for 200000 Poké Dollars. No other use.</p>

<h2>Location</h2>
<p>Abyssal Ruins.</p>


[SHORT DESC]
Can be sold to maniac in Undella Town for 5000 Poké Dollars. No other use.

[LONG DESC]
<h2>Description</h2>
<p>Can be sold to a maniac in Undella Town for 5000 Poké Dollars. No other use.</p>

<h2>Location</h2>
<p>Abyssal Ruins.</p>


[SHORT DESC]
A ball used to catch Pokemon that is more effective against Pokemon already in the Pokédex.

[LONG DESC]
<h2>Description</h2>
<p>This Pokeball will have a capture rate of 3 against a Pokemon already listed in the Pokedex. If Repeat Ball is used on a Pokemon that is not listed, then it will have a capture rate of 1 instead.</p>

<h2>Location</h2>
<p>Driftveil City.</p>


[SHORT DESC]
Prevents you from encountering weaker wild Pokemon for 100 steps.

[LONG DESC]
<h2>Description</h2>
<p>Prevents wild Pokemon will a level lower than the first Pokemon in your party from challenging you. Repel's effect will wear away after 100 step.</p>

<h2>Location</h2>
<p>Route 3, Dreamyard, Mistralton City (with Dowsing Machine).</p>


[SHORT DESC]
Immune to Trick.

[LONG DESC]
<h2>Description</h2>
<p>The holder of this item is immune to Trick. This item has a stationary design and allows you to send messages to other players.</p>

<h2>Competitive Use</h2>
<p>Mail items such as this one are appreciated by Pokemon who heavily rely on their items. Chansey and Blissey are a good example, as they are a prime target for TrickScarf Pokemon. However, most of these Pokemon desperately need Leftovers or Eviolite due to the recovery of health and increase in Defense and Special Defense, respectively.</p>

<h2>Location</h2>
<p>Route 9, Accumula Town, Striaton City, Nacrene City, Castelia City, Driftveil City, Opelucid City, Lacunosa Town, Undella Town, Black City, White Forest.</p>
 
Reserving items X-Z.

[SHORT DESC]
Raises the accuracy of a Pokemon by 1 stage.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Accuracy of a Pokémon currently in battle by 1 level.</p>

<h2>Location</h2>
<p>Nacrene City, Route 4, Shopping Mall Nine</p>


[SHORT DESC]
Raises the accuracy of a Pokemon by 2 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Accuracy of a Pokémon currently in battle by 2 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the accuracy of a Pokemon by 3 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Accuracy of a Pokémon currently in battle by 3 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the accuracy of a Pokemon by 6 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Accuracy of a Pokémon currently in battle by 6 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Attack of a Pokemon by one stage.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Attack of a Pokémon currently in battle by 1 level.</p>

<h2>Location</h2>
<p>Nacrene City, Nimbasa City, Shopping Mall Nine</p>


[SHORT DESC]
Raises the Attack of a Pokemon by 2 stages. Wonder launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Attack of a Pokémon currently in battle by 2 levels.</p>

<h2>Location</h2>
<p>Wonder launcher only</p>


[SHORT DESC]
Raises the Attack of a Pokemon by 3 stages. Wonder launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Attack of a Pokémon currently in battle by 3 levels.</p>

<h2>Location</h2>
<p>Wonder launcher only</p>


[SHORT DESC]
Raises the Attack of a Pokemon by 6 stages. Wonder launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Attack of a Pokémon currently in battle by 6 levels.</p>

<h2>Location</h2>
<p>Wonder launcher only</p>


[SHORT DESC]
Raises the Defense of a Pokemon by one stage.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Defense of a Pokémon currently in battle by 1 level.</p>

<h2>Location</h2>
<p>Nacrene City, Nimbasa City, Shopping Mall Nine</p>


[SHORT DESC]
Raises the Defense of a Pokemon by 2 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Defense of a Pokémon currently in battle by 2 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Defense of a Pokemon by 3 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Defense of a Pokémon currently in battle by 3 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Defense of a Pokemon by 6 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Defense of a Pokémon currently in battle by 6 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Special Defense of a Pokemon by one stage.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Special Defense of a Pokémon currently in battle by 1 level.</p>

<h2>Location</h2>
<p>Nacrene City, Shopping Mall Nine</p>


[SHORT DESC]
Raises the Special Defense of a Pokemon by 2 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Special Defense of a Pokémon currently in battle by 2 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Special Defense of a Pokemon by 3 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Special Defense of a Pokémon currently in battle by 3 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Special Defense of a Pokemon by 6 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Special Defense of a Pokémon currently in battle by 6 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Special Attack of a Pokemon by one stage.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Special Attack of a Pokémon currently in battle by 1 level.</p>

<h2>Location</h2>
<p>Nacrene City, Shopping Mall Nine</p>


[SHORT DESC]
Raises the Special Attack of a Pokemon by 2 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Special Attack of a Pokémon currently in battle by 2 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Special Attack of a Pokemon by 3 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Special Attack of a Pokémon currently in battle by 3 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Special Attack of a Pokemon by 6 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Special Attack of a Pokémon currently in battle by 6 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Speed of a Pokemon by one stage.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Speed of a Pokémon currently in battle by one level.</p>

<h2>Location</h2>
<p>Nacrene City, Shopping Mall Nine</p>


[SHORT DESC]
Raises the Speed of a Pokemon by 2 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Speed of a Pokémon currently in battle by 2 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Speed of a Pokemon by 3 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Speed of a Pokémon currently in battle by 3 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Raises the Speed of a Pokemon by 6 stages. Wonder Launcher only.

[LONG DESC]

<h2>Description</h2>
<p>Raises the Speed of a Pokémon currently in battle by 6 levels.</p>

<h2>Location</h2>
<p>Wonder Launcher only</p>


[SHORT DESC]
Part of the storyline in BW. No other use.

[LONG DESC]

<h2>Description</h2>
<p>This item is used in order to keep in contact with various in-game characters throughout the game's storyline.</p>

<h2>Location</h2>
<p>Early in game from mother</p>


[SHORT DESC]
Reduces damage from a super effective Ice-type attack by 50%. Consumed after use.

[LONG DESC]

<h2>Description</h2>
<p>Halves the effectiveness of a super effective Ice-type move.</p>

<h2>Competitive Use</h2>
<p>The Yache Berry is an okay item. It comes useful to use on Gliscor and Dragon-type Pokemon.</p>

<h2>Location</h2>
<p>HGSS: Bought by the player's Mom.</p>


[SHORT DESC]
Cures confusion. Does not disappear after use.

[LONG DESC]

<h2>Description</h2>
<p>Snaps a Pokémon out of confusion</p>

<h2>Location</h2>
<p>Route 13</p>


[SHORT DESC]
No use.

[LONG DESC]

<h2>Description</h2>
<p>Can be traded for a Thunderstone.
Can be traded for TM37 (Sandstorm).
Can be given to move tutors to teach Pokémon moves.
Can be traded for an Iapapa, Aspear, and Sitrus Berry (Violet) or a Pinap, Grepa, and Nomel Berry (Fuchsia).</p>

<h2>Location</h2>
<p>Black City</p>


[SHORT DESC]
Adds 10 EVs to Special Defense.

[LONG DESC]

<h2>Description</h2>
<p>Adds 10 Special Defense EVs to the target Pokémon per use, until it has 100 Special Defense EVs.</p>

<h2>Competitive Use</h2>
<p>Zinc is helpful for the first 100 Special Defense EVs of your Pokemon if you don't want to EV train your Pokemon.</p>

<h2>Location</h2>
<p>Various locations, Battle Subway, Shopping Mall Nine</p>
 
[SHORT DESC]
Boosts user’s Special Attack by 2 stages.
[LONG DESC]

<h2>Description</h2>
<p>This move boosts the user’s Special Attack by 2 stages. No other effect. </p>

<h2>Competitive Use</h2>
<p>One of the best set-up moves for a Special Attacker, it can transform in a single turn almost any Pokemon in a fearsome sweeper on the special side. Despite not being a TM it still has reasonably distribution, thus is a commonly seen move in most competitive matches, from Ubers to the lowers tiers, there is always a good abuser. Starting from Ubers, Darkrai is the most common thanks to already threatening characteristics (the great natural stats and Dark Void). On OU Thundurus, is the most prominent user it also has a small perk with his Prankster ability, giving his Nasty Plot a +1 priority, so it’s harder to stop his set-up with Taunt. Even on lower tiers is still seen in other good Pokemon transforming them on even more efficient sweepers, notable examples being Azelf, Mismagius and Houndoom. It’s a move that most special attackers would die for. </p>

<h2>Related Moves</h2>
<p>Tail Glow is a similar move but raises Special Attack by 3 stages, with poorer distribution. </p>
<p>Sword Dance is a Normal-type equivalent but raises Attack instead. </p>
<p>Calm Mind also boosts the user Special Attack and Special Defense by 01 stage each. </p>


[SHORT DESC]
Power and type depends of the user’s held berry.
[LONG DESC]

<h2>Description</h2>
<p>This move does damage and the power and type varies depending of the foes held berry: </p>
<ul>
<li> Figy Berry gives a 60 Base Power Bug attack. </li>
<li> Tanga Berry gives a 60 Base Power Bug attack. </li>
<li> Colbur Berry gives a 60 Base Power Dark attack. </li>
<li> Iapapa Berry gives a 60 Base Power Dark attack. </li>
<li> Aguav Berry gives a 60 Base Power Dragon attack. </li>
<li> Haban Berry gives a 60 Base Power Dragon attack. </li>
<li> Pecha Berry gives a 60 Base Power Electric attack. </li>
<li> Wacan Berry gives a 60 Base Power Electric attack. </li>
<li> Chople Berry gives a 60 Base Power Fighting attack. </li>
<li> Leppa Berry gives a 60 Base Power Fighting attack. </li>
<li> Cheri Berry gives a 60 Base Power Fire attack. </li>
<li> Occa Berry gives a 60 Base Power Fire attack. </li>
<li> Coba Berry gives a 60 Base Power Flying attack. </li>
<li>Lum Berry gives a 60 Base Power Flying attack. </li>
<li> Kasib Berry gives a 60 Base Power Ghost attack. </li>
<li> Mago Berry gives a 60 Base Power Ghost attack. </li>
<li> Rawst Berry gives a 60 Base Power Grass attack. </li>
<li> Rindo Berry gives a 60 Base Power Grass attack. </li>
<li> Persim Berry gives a 60 Base Power Ground attack. </li>
<li> Shuca Berry gives a 60 Base Power Ground attack. </li>
<li> Aspear Berry gives a 60 Base Power Ice attack. </li>
<li> Yache Berry gives a 60 Base Power Ice attack. </li>
<li> Chilan Berry gives a 60 Base Power Normal attack. </li>
<li> Kebia Berry gives a 60 Base Power Poison attack. </li>
<li> Oran Berry gives a 60 Base Power Poison attack. </li>
<li> Payapa Berry gives a 60 Base Power Psychic attack. </li>
<li> Sitrus Berry gives a 60 Base Power Psychic attack. </li>
<li> Charti Berry gives a 60 Base Power Rock attack. </li>
<li> Wiki Berry gives a 60 Base Power Rock attack. </li>
<li> Babiri Berry gives a 60 Base Power Steel attack. </li>
<li> Razz Berry gives a 60 Base Power Steel attack. </li>
<li> Chesto Berry gives a 60 Base Power Water attack. </li>
<li> Passho Berry gives a 60 Base Power Water attack. </li>
<li> Cornn Berry gives a 70 Base Power Bug attack. </li>
<li> Spelon Berry gives a 70 Base Power Dark attack. </li>
<li> Nomel Berry gives a 70 Base Power Dragon attack. </li>
<li> Wepear Berry gives a 70 Base Power Electric attack. </li>
<li> Kelpsy Berry gives a 70 Base Power Fighting attack. </li>
<li> Bluk Berry gives a 70 Base Power Fire attack. </li>
<li> Grepa Berry gives a 70 Base Power Flying attack. </li>
<li> Rabuta Berry gives a 70 Base Power Ghost attack. </li>
<li> Pinap Berry gives a 70 Base Power Grass attack. </li>
<li> Hondew Berry gives a 70 Base Power Ground attack. </li>
<li> Pomeg Berry gives a 70 Base Power Ice attack. </li>
<li> Qualot Berry gives a 70 Base Power Poison attack. </li>
<li> Tamato Berry gives a 70 Base Power Psychic attack. </li>
<li> Magost Berry gives a 70 Base Power Rock attack. </li>
<li> Pamtre Berry gives a 70 Base Power Steel attack. </li>
<li> Nanab Berry gives a 70 Base Power Water attack. </li>
<li> Enigma Berry gives an 80 Base Power Bug attack. </li>
<li> Rowap Berry gives an 80 Base Power Dark attack. </li>
<li> Jaboca Berry gives an 80 Base Power Dragon attack. </li>
<li> Belue Berry gives an 80 Base Power Electric attack. </li>
<li> Salac Berry gives an 80 Base Power Fighting attack. </li>
<li> Watmel Berry gives an 80 Base Power Fire attack. </li>
<li> Lansat Berry gives an 80 Base Power Flying attack. </li>
<li> Custap Berry gives an 80 Base Power Ghost attack. </li>
<li> Liechi Berry gives an 80 Base Power Grass attack. </li>
<li> Apicot Berry gives an 80 Base Power Ground attack. </li>
<li> Ganlon Berry gives an 80 Base Power Ice attack. </li>
<li> Petaya Berry gives an 80 Base Power Poison attack. </li>
<li> Starf Berry gives an 80 Base Power Psychic attack. </li>
<li> Micle Berry gives an 80 Base Power Rock attack. </li>
<li> Durin Berry gives an 80 Base Power Water attack. </li>
</ul >

<h2>Competitive Use</h2>
<p>There isn’t much competitive use, it has some small mechanics that makes it competitive undesirable; namely bad distribution, the fact that it consumes the held berry after usage and the low Base Power of the created move, were enough to condemn it to disuse. There are better, well-distributed options that let you keep your held item, and those should be the first choices in a competitive environment. </p>

<h2>Related Moves</h2>
<p>No related moves. </p>


[SHORT DESC]
Attacks changes based on terrain. Becomes Earthquake in Wifi battles.
[LONG DESC]

<h2>Description</h2>
<p>This attacks deals damage. The move will become mirror of another existent one, based on the terrain the user is battling. </p>

<ul >
<li>On a path or building becomes Tri-Attack.</li>
<li> On sand or in Wifi battles becomes Earthquake.</li>
<li> On a cave becomes Rock Slide.</li>
<li> On tall grass becomes Seed Bomb.</li>
<li> On puddles becomes Mud Bomb.</li>
<li> On water becomes Hydro Pump.</li>
<li> On snow or ice becomes Ice Beam.</li>
</ul >

<h2>Competitive Use</h2>
<p>A unique and very interesting move. It would have so much potential in Wifi battles and in the simulators, complimenting the movepool of several Pokemon that would enjoy an Earthquake clone in their arsenal (and don’t have access to the real one obviously). Unfortunately, the poor distribution shattered the dreams of many. A shame, indeed. That said, the only one that can use said strategy is Sawsbuck, which enjoy the complimenting coverage that a powerful Ground-type move provides alongside his STAB options. The other users either have access to Earthquake or have no reason whatsoever to use something like that. </p>

<h2>Related Moves</h2>
<p>No related moves. </p>


[SHORT DESC]
30% chance to flinch the opponent.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage, with a 30% chance to flinch the opponent. No other effect. </p>

<h2>Competitive Use</h2>
<p>Next to none, it’s outclassed by more powerful Grass-type moves and despite a decent chance to flinch the opponent, this alone is not enough reason to use it instead of another more powerful options like Seed Bomb or Leaf Blade. So there is no recommend situation for using this move. </p>

<h2>Related Moves</h2>
<p>Leaf Blade and Seed Bomb are more powerful alternatives. </p>
<p>Bite is a Dark-type equivalent. </p>
<p>Force Palm is a Fighting-type equivalent. That induces paralyses. </p>


[SHORT DESC]
40% chance to lower opponent’s accuracy by 1 stage.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage and has a 40% chance to lower opponent’s accuracy. </p>

<h2>Competitive Use</h2>
<p>A exclusive move of the Zoroark line, being a decent one with reasonably Base Power and good (albeit not perfect) accuracy. The only demerits would be the poor distribution and the side effect; just because reducing the foe accuracy isn’t a reliable strategy competitively speaking. Anyhow, is still an excellent option for the sole users when choosing a STAB attack and if you fell like playing with the occasional miss it can provide. Considering how frail the abusers are it can give them a turn or two to continue their sweep. </p>

<h2>Related Moves</h2>
<p>Dark Pulse is a similar move with flawless accuracy, almost the same Base Power and a 20% chance to flinch. </p>


[SHORT DESC]
Does damage to the opponent’s HP equal to the user’s level.
[LONG DESC]

<h2>Description</h2>
<p>This move does fixed damage. The amount dealt is equal to the user’s level. </p>

<h2>Competitive Use</h2>
<p>At first it looks like Night Shade just doesn’t hit hard enough, considering most competitive matches are played at level 100, apparently the damage output is simply insufficient. However, a closer look shows that it’s has a specific niche, the fact that it does fixed damage means that it will bypass any defensive boost that the opponent may have gather and will hit for the same amount of damage regardless the resistances (it won’t bypass immunities, though). All of these are great news for most walls since they usually don’t have the necessary power to break through defensive cores. The 100 fix damage also means that they will break the majority of the Substitutes, thus those walls will not become an invitation for set-up sweepers or taunters that are looking for a free turn. With all that in mind the most prominent users are Dusclops and Deoxys-D.</p>

<h2>Related Moves</h2>
<p>Seismic Toss is a Fighting-type clone. </p>
<p>SonicBoom also always deals 20 damage. </p>
<p>Dragon Rage is another similar move always dealing 40 damage.</p>


[SHORT DESC]
Has a high critical hit rate.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage with a increased chance to land a critical hit.</p>

<h2>Competitive Use</h2>
<p>Night Slash is a good move with perfect accuracy, decent Base Power and good distribution. It’s just outclassed by Crunch, which has a bigger Base Power and comes with the added chance to lower the foe’s Defense, which is great for a physical move. Nevertheless, is still a great STAB option for those Pokemon incompatible with Crunch or non-Dark ones that need a reliable Dark-type move for coverage. In this category falls Pokemon like Absol, Bisharp, Gallade and Weavile. </p>

<h2>Related Moves</h2>
<p>Crunch is a slightly more powerful option that also reduces the foe’s Defense. </p>
<p>Cross Poison is a Poison-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]
Does 1/4 of the target’s max HP per turn to a sleeping target.
[LONG DESC]

<h2>Description</h2>
<p>This move does 1/4 of the target’s max HP per turn. However, it only works if the foe is asleep. Magic Guard users are immune to it. </p>

<h2>Competitive Use</h2>
<p>Not a common sight in competitive matches for several reasons. First, is poor distributed with no real abusers, second, it only works if the foe is asleep and the effect wears off if the opponent switch-out. Sleep is such a powerful status condition that instead of reserving a entire moveslot for it you better off using the free turns that the sleep provides trying to set up a sweep or outright attacking.</p>

<h2>Related Moves</h2>
<p>Dream Eater is a Psychic-type move that also only works if the foe is sleeping, however it will heal the user with half the damage it dealt. </p>


[SHORT DESC]
The user always attacks first.
[LONG DESC]

<h2>Description</h2>
<p>This move does damage with a increased +1 priority.</p>

<h2>Competitive Use</h2>
<p>With a more offensive and a speed increased metagame players more than ever need to “defeat the opponent before he attacks”. So in the more recent years we have seen the rise of the priority moves, Vacuum Wave is one among many. Unfortunately, it’s one of the least used, because it’s a special Fighting-type meaning it suffers with the majority of Pokemon that gets STAB are physical inclined (having a mediocre Special Attack), thus there is small number of abusers. The ones that can put it to good use are reasonably common, being Toxicroak and Lucario. However the special variants are still rarely seen and the same can be said about this move nowadays. </p>

<h2>Related Moves</h2>
<p>Aqua Jet is a Water-type equivalent. </p>
<p>Bullet Punch is a Steel-type equivalent. </p>
<p>Fake Out is a clone move, but causes a flinch, and can only be used on the user's first turn out. </p>
<p>Ice shard is an Ice-type equivalent. </p>
<p>Mach Punch is a Fighting-type equivalent. </p>
<p>Shadow Sneak is a Ghost-type equivalent. </p>
<p>Quick Attack is a Normal-type equivalent. </p>


[SHORT DESC]
Lowers user’s Defense, Special Defense and Speed by 1 stage.
[LONG DESC]

<h2>Description</h2>
<p>This move does damage and it lowers the user’s Defense, Special Defense and Speed by 1 stage after usage. It also damage allies in the user’s side of double or triple battles.</p>

<h2>Competitive Use</h2>
<p>The “V” of victory. After the movie’s 14 event that couldn’t be more true. V-create is a 180 Base Power attack, being the most powerful Fire-type move in the entire game. The attack will lower the user stats, but honestly whatever, the damage output is more than enough to compensate. Victini is the sole user and his place in UU tier shows how good the move really is, he was once overshadowed by other more powerful options and this move alone changed everything. Now the little rodent has a move that leaves Ho-oh’s Sacred Fire with envy. This attack is so obscenely powerful that even if you relegate EV’s to the Attack stat it still hits incredible hard thanks to the impressive Base Power and Victini’s 100 stats across the board. When facing Victini, always expect the big ‘V’ of victory to show up soon or later and be prepared, because small mistake and it can open holes in an entire team, often deciding the match. </p>

<h2>Related Moves</h2>
<p>No related moves.</p>


[SHORT DESC]
Power doubles if the target is poisoned.
[LONG DESC]

<h2>Description</h2>
<p>This move does damage. If the opponent is poisoned it’s power will double.</p>

<h2>Competitive Use</h2>
<p>A situational move, it will have reasonably Base Power as long as the opponent is poisoned. The problem is you need to make a team around it, not the best of the ideas. That means using Toxic-Spikes to reliable poison anything that it's not floating above the ground. Since we are talking about poison, two types are immune to it and just to add insult to the injury one of them can get rid of the poisonous entry hazards as soon as he enter the field. Too much work, too short results. If you are looking for a STAB Poison move to abuse there are better options. </p>

<h2>Related Moves</h2>
<p>Hex is a equivalent move.</p>
<p>Sludge Bomb and Sludge Wave are more powerful options for a Poison-type move.</p>


[SHORT DESC]
No additional effect.
[LONG DESC]

<h2>Description</h2>
<p>This move does damage. No other effect.</p>

<h2>Competitive Use</h2>
<p>Weak, poor distributed and no additional effect, nothing. There is literally no reason to even use this move. Just use Return or Frustration if you are looking for a Normal-type attack. </p>

<h2>Related Moves</h2>
<p>Return and Frustration are more powerful options for a Normal-type move.</p>


[SHORT DESC]
No additional effect.
[LONG DESC]

<h2>Description</h2>
<p> This move does damage. No other effect </p>

<h2>Competitive Use</h2>
<p>There is no reason to use this move, there is clearly better options if you looking for a physical Grass-type attack. Do not use it in competitive battles.</p>

<h2>Related Moves</h2>
<p>Leaf Blade and Seed Bomb are 100% accurate Grass-type moves.</p>


[SHORT DESC]
Ignores accuracy modifiers.
[LONG DESC]

<h2>Description</h2>
<p>This move does damage, it will always work without failing ignoring evasion and accuracy modifiers.</p>

<h2>Competitive Use</h2>
<p>A decent move that would be very used if it wasn’t for the evasion clause, applied generically to all Smogon battles. Since moves that raise evasion are forbidden in this competitive scene this attack has no reason to be used. Theoretically, if you are concern about Sand Veil or Snow Cloak abusers this move could come in handy, but even then moves with greater Base Power are more reliable options anyways. </p>

<h2>Related Moves</h2>
<p>Aerial Ace is a similar Flying-type move.</p>
<p>Faint Attack is a similar Dark-type move.</p>
<p>Magical Leaf is a similar Grass-type move.</p>
<p>Magnet Bomb is a similar Steel-type move.</p>
<p>Shadow Punch is a similar Ghost-type move.</p>
<p>Shock Wave is a similar Electric-type move.</p>
<p>Swift is a similar Normal-type move.</p>


[SHORT DESC]
Attacks, then switches. Does not switch if the move is used on a Ground-type.
[LONG DESC]

<h2>Description</h2>
<p>This move does damage. After it successfully hits it will force the user out, unless the opponent is a Ground-type or has an ability that makes it immune to Electric moves. If the user is faster and after using this move the opponent uses Pursuit at the same turn, Pursuit will do double damage. </p>

<h2>Competitive Use</h2>
<p>Volt Switch is part of a unique category of moves; after it does damage it will force the user out. Thus it shouldn’t be used a main STAB option, thanks to the added effect its not a sweeping move, its there to be used in specific times to guarantee that the user keeps offensive momentum. A large degree of prediction needs to be employed for this move to work at the fullest extent. If used at the same time that the opponent switches it will only work after the opponent’s Pokemon is already out, so the user can act accordingly and bring a more favourable matchup. Also is worth noting that this new one brought by the Volt Switch will enter unscratched in the field and at the same turn as the one of your opponent. </p>

<p>Choice Pokemon can use it very well, since they need to predict correctly a lot by nature, and so having an easy way out to a more appropriate team mate can help the team by a fair amount. Just don’t be reckless when using it, the fact it’s an Electric move means that several Pokemon are immune to it and if they switch at the same turn this move is used the user won’t be able to switch out, granting your foe a free turn. </p>

<h2>Related Moves</h2>
<p>U-turn is a Bug-type clone. </p>


[SHORT DESC]
10% chance to paralyze opponent. 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. It also has a 10% chance to paralyze. In doubles or triples battles it may affect any adjacent Pokemon. </p>

<h2>Competitive Use</h2>
<p>An exclusive move of Raichu line. Volt Tackle is one of the most powerful Electric moves available. However most of the users have miserably Attack so you won’t see it much on competitive matches. Nevertheless, on Little Cup Pichu makes good use of this, after a Choice Band boost he has the most powerful Electric move of the tier. Last generation a SubPunch Raichu was used but the HP lost from the Substitute plus the recoil damage of Volt Tackle limits the effectiveness of this set. </p>

<h2>Related Moves</h2>
<p>Brave Bird is a Flying-type equivalent.</p>
<p>Double-Edge is a Normal-type equivalent.</p>
<p>Flare Blitz is a Fire-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>
 
Reserving unfinished F attacks. And Memento.

Will continue working on this tomorrow.

Memento:
[SHORT DESC]
User faints. Lowers foe's Attack and Special Attack 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>This move causes the user to faint. The opponent's Attack and Special Attack are lowered by two stages. If the opponent uses Protect or Detect, or has a Substitute up, it has no effect.<p>

<h2>Competitive Use</h2>
<p>Memento can provide an opportunity for the user's teammate to use a stat-boosting move, as the opponent will likely be unable to KO it due to the Attack and Specia Attack drops. Using Reflect and Light Screen before Memento makes set-up even easier. Memento is also an effective weapon against Baton Pass teams that focus on passing Shell Smash, as the boosts to Attack and Special Attack will be nullified.</p>

<h2>Related Moves</h2>
<p>Final Gambit causes the user to faint and decreases the opponent's HP by the amount lost by the user.</p>
<p>Lunar Dance and Healing Wish both cause the user to faint, but restore the HP of a teammate and cure it of status. Lunar Dance also restores the PP of all of the teammate's moves.</p>


Facade:
[SHORT DESC]
Has 140 power when user is burned, paralyzed, or poisoned.

[LONG DESC]
<h2>Description</h2>
<p>Base Power doubles when the user is burned, paralyzed, or poisoned. The Attack drop from burn is still applied, unless the user has an ability that ignores the drop, such as Guts.</p>

<h2>Competitive Use</h2>
<p>The move is outclassed by Return and Frustration in most situations, but is superior for Pokemon that go out of their way to become statused. It is put to good use by Pokemon that have the ability Guts or Toxic Boost, or that are holding a Toxic Orb or Flame Orb.</p>

<h2>Related Moves</h2>
<p>Psycho Shift also makes use of the user's status, removing it from the user and inflicting it on the opponent.</p>


Faint Attack:
[SHORT DESC]
Ignores accuracy and evasion modifiers.

[LONG DESC]
<h2>Description</h2>
<p>The attack cannot miss. It ignores decreases in the user's accuracy and increases in the opponent's evasion.</p>

<h2>Competitive Uses</h2>
<p>Faint Attack is for the most part outclassed by Crunch and Night Slash due to the existence of the Evasion Clause. It is stronger than both moves if the user's ability is Technician, however.</p>

<h2>Related Moves</h2>
<p>Aura Sphere is a special Fighting-type move with 90 Base Power that cannot miss.</p>
<p>Blizzard is a special Ice-type move with 120 Base Power and 70 Accuracy, but cannot miss while there is hail out. It hits both opponents in double battles and the opposing adjacent Pokemon in triple battles.</p>
<p>Clear Smog is a special Poison-type move with 50 Base Power that cannot miss. It resets all stat changes of the opponent.</p>
<p>Thunder is a special Electric-type move that has 120 Base Power and 70 accuracy, but cannot miss while it is raining.</p>
<p>Vital Throw is a physical Fighting-type move with 70 Base Power that cannot miss. It has -1 priority.</p>

<p>Aerial Ace is a Flying-type equivalent.</p>
<p>Magical Leaf is a special Grass-type equivalent.</p>
<p>Magnet Bomb is a Steel-type equivalent.</p>
<p>Shadow Punch is a Ghost-type equivalent.
<p>Shock Wave is a special Electric-type equivalent.</p>
<p>Swift is a special Normal-type equivalent.</p>


Fake Out:
[SHORT DESC]
The user always attacks first, and flinches the foe. Can only be used on the first turn out.

[LONG DESC]
<h2>Description</h2>
<p>The move has +3 priority. It's priority becomes +1 instead if the opponent uses a move with +1 priority on the same turn that it is used. It will always cause the opponent to flinch if it is the first attack used by the Pokemon, unless the opponent has the ability Inner Focus or Shield Dust. The move fails if it is not the first move used by the user when it is sent out. It does not cause the opponent to flinch if it does not hit the opponent or does not affect it.</p>

<h2>Competitive Uses</h2>
<p>This move is useful for removing the effect of Focus Sash or Sturdy, although if the Pokemon with Sturdy is holding Leftovers, resists the move, and has a high enough Defense stat, it will return to full health and causes Sturdy to reactivate, effectively wasting the turn used for Fake Out. The move is also useful for chipping away at Pokemon that have used a boosting move. The user of Fake Out can switch out repeatedly to abuse the flinch of Fake Out, wearing down the opponent if it lacks any form of recovery.</p>

<h2>Related Moves</h2>
<p>Aqua Jet is a Water-type equivalent that does not cause a flinch and does not fail when used after the first turn.</p>
<p>Bullet Punch is a Steel-type equivalent that does not cause a flinch and does not fail when used after the first turn.</p>
<p>Ice Shard is an Ice-type equivalent that does not cause a flinch and does not fail when used after the first turn.</p>
<p>Mach Punch is a Fighting-type equivalent that does not cause a flinch and does not fail when used after the first turn.</p>
<p>Quick Attack is a Normal-type equivalent that does not cause a flinch and does not fail when used after the first turn.</p>
<p>Shadow Sneak is a Ghost-type equivalent that does not cause a flinch and does not fail when used after the first turn.</p>
<p>Vacuum Wave is a special Fighting-type equivalent that does not cause a flinch and does not fail when used after the first turn.</p>


Fake Tears:
[SHORT DESC]
Lowers target's Special Defense by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>Lowers the opponent's Special Defense by two stages. Fails if the opponent has a Substitute up, is being affected by Mist, or has the ability Clear Body.</p>

<h2>Competitive Uses</h2>
<p>Fake Tears helps special attackers to break through special walls more easily, and can cause them to switch out, causing them to take entry hazard damage if hazards are present. If a special attacker has access to it Nasty Plot is generally a better option, as Fake Tears must be used repeatedly in order to have the same effect as a single Nasty Plot boost.</p>

<h2>Related Moves</h2>
<p>Seed Flare is a special Grass-type move with 120 Base Power and 85 accuracy. It has a 40% chance to lower the opponent's Special Defense by two stages.</p>
<p>Screech is a Normal-type move that lowers Defense by two stages. It has 85 accuracy.</p>

<p>Acid Spray is a Poison-type equivalent.</p>
<p>Metal Sound is a Steel-type equivalent with 85 accuracy.</p>


False Swipe:
[SHORT DESC]
Always leaves the foe with at least 1 HP.

[LONG DESC]
<h2>Description</h2>
<p>If the move would cause enough damage to the opponent to faint it will always leave the opponent with 1 HP instead, regardless of how much damage would have been inflicted.</p>

<h2>Competitive Uses</h2>
<p>False Swipe has no competitive use in singles. In doubles and triples it can be used to reduce a teammate to 1 HP safely in order to bring the Base Power of Flail or Reversal to 200.</p>

<h2>Related Moves</h2>
<p>There are no moves similar to False Swipe.</p>


FeatherDance:
[SHORT DESC]
Lowers target's Attack by 2 stages.

[LONG DESC]
<h2>Description</h2>
<p>The opponent's Attack is lowered by 2 stages. The move has no effect if the opponent is behind a Substitute, has the effect of Mist active, or has the abilities Clear Body or Hyper Cutter.</p>

<h2>Competitive Uses</h2>
<p>FeatherDance can be used to force physical attackers to switch out, as they will become progressively weaker if the move is used. It should be noted that if the opponent uses Swords Dance at the same time as FeatherDance is being used, then FeatherDance will run out of PP before Swords Dance, allowing the opponent to boost unimpeded.</p>

<h2>Related Moves</h2>
<p>Captivate reduces the opponent's the opponent's Special Attack by two stages, as long as the opponent is of the opposite gender. It has no effect on genderless Pokemon, unless the user is itself genderless.

<p>Charm is a Normal-type equivalent.</p>


Feint:
[SHORT DESC]
Nullifies effect of Detect and Protect.

[LONG DESC]
<h2>Description</h2>
<p>+2 Priority move that ignores the effect of Protect or Detect. In doubles and triples it removes the effect for the rest of the turn, allowing teammates to attack the opponent using Protect or Detect. Feint cannot be affected by Mirror Move, Assist, or Metronome.</p>

<h2>Competitive Uses</h2>
<p>Feint has situational use in singles since it is a weak move. In doubles and triples it becomes a far more useful move due to the abundant use of Protect and Detect.</p>

<h2>Related Moves</h2>
<p>ExtremeSpeed is a Normal-type move with 80 Base Power and +2 priority.</p>


Fiery Dance:
[SHORT DESC]
Boosts user's Special Attack by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>The move has a 50% chance to boost the user's Special Attack by one stage. The move does not give a boost if it misses or has no effect on the opponent.</p>

<h2>Competitive Uses</h2>
<p>Fiery Dance is generally a better alternative to Flamethrower, unless Flamethrower is being used as a coverage move for a physical attacker. Fire Blast is still an option for more power over Fiery Dance, as even after a boost, which is not guaranteed, Fiery Dance has the same power as Fire Blast.</p>

<h2>Related Moves</h2>
<p>Charge Beam is a special Electric-type move with 50 Base Power and 90 accuracy. It has a 70% chance to increase the user's Special Attack by one stage.</p>


Final Gambit:
[SHORT DESC]
Faints the user. Target takes damage equal to the user's HP at the time of use.

[LONG DESC]
<h2>Description</h2>
<p>The user faints. The opponent loses HP equal to the amount lost by the user. Can break Subsitutes. Does not ignore Protect or Detect.</p>

<h2>Competitive Uses</h2>
<p>When used by a Pokemon with high HP, it can serve as an effective method for removing an opponent with lower HP, providing that it is used before the user has taken any damage.</p>

<h2>Related Moves</h2>
<p>Explosion and Selfdestruct also cause the user to faint, but deal damage instead, with Base Powers of 250 and 200, respectively.</p>


Fissure:
[SHORT DESC]
Will OHKO the target.

[LONG DESC]
<h2>Description</h2>
<p>OHKOes the opponent. Will not have any effect if the opponent has Levitate or is a Flying-type. Will fail on opponents of a higher level. Accuracy increases by 1 point for each level higher the user is than the opponent.</p>

<h2>Competitive Uses</h2>
<p>None, as OHKO moves are banned under the OHKO Clause.</p>

<h2>Related Moves</h2>
<p>Guillotine is a Normal-type equivalent.</p>
<p>Horn Drill is a Normal-type equivalent.</p>
<p>Sheer Cold is an Ice-type equivalent.</p>


Flail:
[SHORT DESC]
Does more damage as user's HP decreases.
[LONG DESC]

<h2>Description</h2>
<p>Flail's Base Power increases as the user's HP decreases, with a range of 20 to 200 Base Power. While the user's HP is at 71% or higher, the Base Power is 20. While it is greater than 35% but lower than 71% its Base Power is 40. While it is greater than 20% but lower than 36% its Base Power is 80. While it is greater 10% but lower than 21% its Base Power is 100. While it is greater than 4% but lower than 11% its Base Power is 150. When it is lower than 4% its Base Power is 200.</p>

<h2>Competitive Uses</h2>
<p>Using Endure or the ability Sturdy ensures that the user survives at 1 HP, maximizing Flail's Base Power. Flail is stronger than Return or Frustration while the user is at 4% HP or lower.</p>

<h2>Related Moves</h2>
<p>Reversal is a Fighting-type equivalent.</p.


Flame Burst:
[SHORT DESC]
Damages Pokemon next to the target as well.

[LONG DESC]
<h2>Description</h2>
<p>In doubles and triples it deals typeless damage to the opponents next to the target equal to 1/16th of their maximum HP. It does not trigger abilities that are triggered by Fire-type attacks. The non-targeting damage is not blocked by Protect, Wide Guard, Detect, Endure, or the ability Wonder Guard. The non-targeting damage is blocked by the ability Magic Guard. The non-targeting damage is not associated with the user, so the user is not effected if an opponent that is KOed by the secondary damage uses Destiny Bond.</p>

<h2>Competitive Uses</h2>
<p>Flame Burst is outclassed in singles by Flamethrower. In doubles and triples it is useful for its ability to hit multiple targets.</p>

<h2>Related Moves</h2>
<p>Heat Wave is a special Fire-type move with 100 Base Power and 90 accuracy. It hits all opponents in doubles and triples.</p>
 

Nails

Double Threat
is a Community Contributoris a Tiering Contributoris a Social Media Contributor Alumnusis a Community Leader Alumnusis a Battle Simulator Moderator Alumnusis a Past SPL Championis a Three-Time Past WCoP Champion
I WILL BE EDITTING THIS POST WITH ENTRIES WITHOUT A DEFINITE ENDPOINT, CHECK IT BEFORE YOU DO ANY

Starting with Wring Out and working my way backwards through W attacks
[SHORT DESC]
Traps the foe and deals damage every turn.

[LONG DESC]
<h2>Description</h2>
<p>Wrap traps the foe in battle, preventing switching unless the foe is holding a Shed Shell. Additionally, Wrap deals 1/16 damage at the end of every turn it is in effect. Wrap lasts for 4-5 turns, however using a Grip Claw means Wrap will always last 5 turns. Switching releases the foe from Wrap.</p>

<h2>Competitive Use</h2>
<p>Wrap has little competitive use. It does negligible damage, and the high use of Leftovers often cancels out the residual damage each turn. In theory, wrap pairs up well with moves like Toxic and Perish Song. In practice though, it's generally more effective to simply Toxic a foe and force them to switch out, taking entry hazards damage next time they want to switch in, and using the turn you would have spent using Wrap to do something more productive. As for Wrap + Perish Song, aside from being fully outclassed by Block, Spider Web, and Mean Look, Smeargle is the only pokemon capable of learning both, and it doesn't have the defenses to pull it off.</p>

[SHORT DESC]
Deals damage based on the amount of HP the foe has remaining.

[LONG DESC]
<h2>Description</h2>
<p>Wring Out's base power is calculated using the formula Base Power = 120 * Foe's Current HP / Foe's Max HP.</p>

<h2>Competitive Use</h2>
<p>Wring Out has very little competitive use. Although its base power while the foe is at full health is quite high, it is almost never enough to OHKO the opponent, at which point the base power will be lowered to the point where it isn't worth using. Additionally, normal is quite bad as an attacking type as it isn't super effective against anything, and this issue is compounded by the fact that only one fully evolved pokemon gets stab on the move, and Lickilicky would rather be using Return off its higher attack stat. There isn't much room in the metagame for a Special Normal-Typed move.</p>

<h2>Related Moves</h2>
<p>Crush Grip is a physical equivalent.</p>
 
Reserving items that start with W.

[SHORT DESC]
Reduces damage from a super effective Electric-type attack by 50%. Consumed after use.

[LONG DESC]

<h2>Description</h2>
<p>When this Pokemon is hit by a super effective Electric-type move, the damage is reduced by 50%. This item is consumed after use. If this item is recovered via Recycle, it can activate again. Provides a one-time 60 power Electric attack when a Pokemon holding this item uses Natural Gift.</p>

<h2>Competitive Use</h2>
<p>Not a great item. Bulky Water-types should be holding Leftovers instead. It can be useful for Gyarados though to set up Dragon Dance.</p>

<h2>Location</h2>
<p>HGSS: Bought by the player's Mom.</p>


[SHORT DESC]
Raises the power of a Water-type move by 50%. One-time use.

[LONG DESC]

<h2>Description</h2>
<p>Increases the power of the holder's first Water-type move by 50%, and is consumed after use.</p>

<h2>Competitive Use</h2>
<p>The Water Gem isn't a very good item considering it's a one-time use. You're better off using a Life Orb.</p>

<h2>Location</h2>
<p>Dust cloud</p>


[SHORT DESC]
Evolves Eevee, Poliwhirl, Shellder, Staryu, Lombre, and Panpour.

[LONG DESC]

<h2>Description</h2>
<p>Causes Poliwhirl to evolve into Poliwrath.
Causes Shellder to evolve into Cloyster.
Causes Staryu to evolve into Starmie.
Causes Eevee to evolve into Vaporeon.
Causes Lombre to evolve into Ludicolo.
Causes Panpour to evolve into Simipour.</p>

<h2>Location</h2>
<p>Castelia City, Driftveil City, Black City, Dust clouds</p>


[SHORT DESC]
No use. Unobtainable in BW.

[LONG DESC]

<h2>Description</h2>
<p>Pokéblock/Poffin ingredient.</p>

<h2>Location</h2>
<p>DPP: Sometimes found in Amity Square by a partner Pokémon.</p>


[SHORT DESC]
Raises power of Water-type moves 20%. Allows breeding of Mantyke.

[LONG DESC]

<h2>Description</h2>
<p><Raises the power of Water-type moves. Causes Mantine to produce a Mantyke egg while at the Pokémon Day Care./p>

<h2>Competitive Use</h2>
<p>Not a great item. Outclassed by Life Orb and Life Orb is definitely better.</p>

<h2>Location</h2>
<p>Driftveil Market (Post-National Pokédex)</p>


[SHORT DESC]
No use. Unobtainable in BW.

[LONG DESC]

<h2>Description</h2>
<p>Pokéblock/Poffin ingredient.</p>

<h2>Location</h2>
<p>HGSS: Given by a Juggler in Fuchsia City in exchange for a Green Shard.</p>


[SHORT DESC]
Increases the rate of encounters with wild Pokemon. Does not disappear after use.

[LONG DESC]

<h2>Description</h2>
<p>Increases wild Pokémon encounter rate.</p>

<h2>Location</h2>
<p>Route 13</p>


[SHORT DESC]
Removes stat decreases. Consumed after use.

[LONG DESC]

<h2>Description</h2>
<p>Removes any negative stat changes to holder. Consumed after use.
</p>

<h2>Competitive Use</h2>
<p>The White Herb can come in helpful for Shell Smash Sweepers negating the Defensive Stat drops.</p>

<h2>Location</h2>
<p>Battle Subway</p>


[SHORT DESC]
Raises accuracy 10%.

[LONG DESC]

<h2>Description</h2>
<p>Boosts the holder's Accuracy by 10% of the original accuracy.</p>

<h2>Competitive Use</h2>
<p>Not a great item. A 10% increase is low so it doesn't come in helpful.</p>

<h2>Location</h2>
<p>Castelia City</p>


[SHORT DESC]
Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.

[LONG DESC]

<h2>Description</h2>
<p>Heals 1/8 of HP, but confuses Pokémon that do not like the dry flavor</p>

<h2>Competitive Use</h2>
<p>The Wiki Berry isn't that good. Leftovers is better since it isn't consumed and will not get you confused.</p>

<h2>Location</h2>
<p>HGSS: Given by a Juggler in Violet City in exchange for a Blue Shard.</p>


[SHORT DESC]
Raises damage from special moves 10%.

[LONG DESC]

<h2>Description</h2>
<p>Boosts the power of special moves by 10%.</p>

<h2>Competitive Use</h2>
<p>A pretty good item. Not as much damage as the Life Orb, but you lose the recoil which annoys a lot of players.</p>

<h2>Location</h2>
<p>Battle Subway</p>
 
Reserving these moves please

[SHORT DESC]
30% chance to flinch opponent.

[LONG DESC]

<h2>Description</h2>
<p>This move deals damage and has a 30% chance to flinch the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>Heart Stamp is a Psychic-type move that only five Pokémon can learn in the game and four get STAB from it. There is nothing special about this move with its 60 Base Power another than the 30% chance it has to flinch. Swoobat is the fastest learner of this move and is be able to use this move effectively by getting STAB and outspeeding Pokémon with its 114 Base Speed and trying its luck to flinch a thing or two.</p>

<h2>Related Moves</h2>
<p></p>


[SHORT DESC]
Changes the user's stat changes with the target.

[LONG DESC]

<h2>Description</h2>
<p>This move switches the user's stat changes with the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>A rather gimmicky move that can only be learned by one Pokémon in the whole game, Heart Swap. The only Pokémon who can learn this move is Manaphy. Manaphy is an Uber Pokémon and has access to a few self-status raising moves such as Calm Mind and Tail Glow so passing those stat boosts would not be a good idea. Manaphy is gifted with 100 Base Defenses so his walling abilities along with Rain Support with his ability Hydration would allow him to Rest off damage and Heart Swap to steal a potential threats' stat boosts.</p>

<h2>Related Moves</h2>
<p></p>



[SHORT DESC]
The more the user outweighs the foe, the greater the damage.

[LONG DESC]

<h2>Description</h2>
<p>This move deals damage depending on the more the user outweighs the target, the greater the damage.</p>

<h2>Competitive Use</h2>
<p>Heat Crash is a unique move that has been brought to us with the 5th Generation. The only Pokémon that can learn this move are the 5th Generation Fire-type starter and its evolutions. Its use in competitiveness is not the best. Its Base Power varies on how much the user outweighs the target and the heaviest Pokémon with this move, Emboar, tops in at 330 lbs. </p>

<h2>Related Moves</h2>
<p></p>


[SHORT DESC]
10% chance to leave target with a burn.

[LONG DESC]

<h2>Description</h2>
<p>This move deals damage and has a 10% chance to inflict burn on the target.</p>

<h2>Competitive Use</h2>
<p>Heat Wave is a strong 100 Base Power move but a risky 90% accuracy. This move is learned by some Pokémon who don't get STAB by it, but can use it effectively, like Zapdos, Honchkrow, and Crobat. It's high Base Power makes it a common move, but less used by those who get STAB by it as they will competitively not risk the accuracy of this move and use Flamethrower instead. </p>

<h2>Related Moves</h2>
<p></p>
 

Lemonade

WOOPAGGING
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis an Artist Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
minimize and miracle eye

[SHORT DESC]
Boosts user's evasion by 2 stages.
[LONG DESC]

<h2>Description</h2>
<p>The move raises the user's evasion by two stages. Stomp and Steamroller will have double power.</p>

<h2>Competitive Use</h2>
<p>Since the Evasion Clause exists in normal play, Minimize has no use. However, without any clauses, this move practically ensures that your Pokemon is not hit and is considered broken.</p>

<h2>Related Moves</h2>
<p>Double Team raises the user's evasion by 1 stage.</p>

[SHORT DESC]
Nullifies evasion. Allows user's Psychic-type moves to hit Dark-types.
[LONG DESC]

<h2>Description</h2>
<p>The target's evasion modifier is reset to stage 0 and prevents further boosting. A Dark-type Pokemon will take normal damage from Psychic-type moves. This move cannot miss.</p>

<h2>Competitive Use</h2>
<p>Since Evasion is banned, this move has little use. Offensive Psychic-types generally have a Fighting-type move for coverage, so Dark-types are not a problem. Defensive Psychic-types would be too weak anyway and are better off switching out.</p>

<h2>Related Moves</h2>
<p>Lock On ensures the next move used by the user will hit.</p>
 

Fatecrashers

acta est fabula
is a Site Content Manager Alumnusis a Top Artist Alumnusis a Senior Staff Member Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
OK guys not calling anyone out here but please please please look at the DP item analyses for examples on what the quality of your writing should be like. I'm just skimming through the work here and a few terse, short sentences that cover the bare minimum are not going to cut it.

also it seems like bmb is GPing this all by himself, please let us know if you need more GPers on the case!
 
Question
If we haven't used a move, ex "Heart Stamp" how are we going to be sure of Related Moves? There moves where the related moves are obvious but some aren't as obvious.
 

Lemonade

WOOPAGGING
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis an Artist Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Question
If we haven't used a move, ex "Heart Stamp" how are we going to be sure of Related Moves? There moves where the related moves are obvious but some aren't as obvious.
The MoveDex at Veekun has a nice related move section so that you don't have to pull things from nowhere.
 

Woodchuck

actual cannibal
is a Battle Simulator Admin Alumnusis a Forum Moderator Alumnus
EDIT: Reserving all of the "W" moves except Waterfall.
I WILL BE EDITTING THIS POST WITH ENTRIES WITHOUT A DEFINITE ENDPOINT, CHECK IT BEFORE YOU DO ANY

Starting with Wring Out and working my way backwards through W attacks
[SHORT DESC]
Traps the foe and deals damage every turn.

[LONG DESC]
<h2>Description</h2>
<p>Wrap traps the foe in battle, preventing switching unless the foe is holding a Shed Shell. Additionally, Wrap deals 1/16 damage at the end of every turn it is in effect. Wrap lasts for 4-5 turns, however using a Grip Claw means Wrap will always last 5 turns. Switching releases the foe from Wrap.</p>

<h2>Competitive Use</h2>
<p>Wrap has little competitive use. It does negligible damage, and the high use of Leftovers often cancels out the residual damage each turn. In theory, wrap pairs up well with moves like Toxic and Perish Song. In practice though, it's generally more effective to simply Toxic a foe and force them to switch out, taking entry hazards damage next time they want to switch in, and using the turn you would have spent using Wrap to do something more productive. As for Wrap + Perish Song, aside from being fully outclassed by Block, Spider Web, and Mean Look, Smeargle is the only pokemon capable of learning both, and it doesn't have the defenses to pull it off.</p>

[SHORT DESC]
Deals damage based on the amount of HP the foe has remaining.

[LONG DESC]
<h2>Description</h2>
<p>Wring Out's base power is calculated using the formula Base Power = 120 * Foe's Current HP / Foe's Max HP.</p>

<h2>Competitive Use</h2>
<p>Wring Out has very little competitive use. Although its base power while the foe is at full health is quite high, it is almost never enough to OHKO the opponent, at which point the base power will be lowered to the point where it isn't worth using. Additionally, normal is quite bad as an attacking type as it isn't super effective against anything, and this issue is compounded by the fact that only one fully evolved pokemon gets stab on the move, and Lickilicky would rather be using Return off its higher attack stat. There isn't much room in the metagame for a Special Normal-Typed move.</p>

<h2>Related Moves</h2>
<p>Crush Grip is a physical equivalent.</p>
bs nails

actually go ahead and finish them as irl stuff has come up for me

do note that weather ball and before are done
 

Fatecrashers

acta est fabula
is a Site Content Manager Alumnusis a Top Artist Alumnusis a Senior Staff Member Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
guys can you make sure that your related moves are actually related competitively?

for example under dragon tail, outrage was listed as a related move, which is incorrect

just because two moves are of the same type doesn't mean they are related, you wouldn't put leech seed as a related move of leaf storm
 
Reserving every move beginning with 'G'. Except those already done.

[SHORT DESC]
Nullifies the foe’s ability.
[LONG DESC]

<h2>Description</h2>
<p>This move will nullify the target’s ability as long as it hits. However it will have no effect on Arceus. It will not negate abilities that take effect before the start of the turn like Drizzle, Sand Stream or Intimidate because they will activate before the user can even move. If it hits a Pokemon using the Illusion ability the illusion will immediately fade away. </p>

<h2>Competitive Use</h2>
<p>Not a common sight in competitive matches, even though the effect can be really useful to keep in check Pokemon that depend solely on their abilities to be threats. However, if you need a way to negate the foe’s ability most of the times is better to use the passive Mold Breaker, which does not require both a slot and a turn to work or use another more standard strategy to deal with certain threats. </p>

<p>Theoretically, in doubles or triples battles if you pair it with a Pokemon that the only neutering thing is his own ability (like it is for Slaking) then it would be a decent strategy. On the other hand, its one-time-use, requires the surprise factor to work and you could always use the two Pokemon required for more standard strategies. </p>

<h2>Related Moves</h2>
<p>No related moves. </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>Another of the signature moves of Klinklang. Being the sole user and with that being the only physical STAB option for him to use, every time you see a physical inclined set of the gear Pokemon he will be using it. It can be useful to break Substitutes or bypass the protecting effects of Focus Sash and Sturdy. But honestly if it wasn’t for Klinklang’s awful movepool you would never see this move. </p>

<h2>Related Moves</h2>
<p>Double Hit is a similar Normal-type move.</p>
<p>Double Kick is a similar Fighting-type move.</p>
<p>Dual Chop is a similar Dragon-type move.</p>


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

<h2>Description</h2>
<p>Leeches 50% of the damage dealt and adds to the user HP, rounded down. No other effect. However, if this move breaks a Substitute, no HP will be restored. Also, if the target has the ability Liquid Ooze no HP will be restored and the user will take damage instead.</p>

<h2>Competitive Use</h2>
<p>Giga Drain got a power boost this Generation and now has a usable 75 Base Power, for that reason it became more well known on lots of Grass-types that enjoy the massive recovery that it can now provides. From defensive ones all the way to offensive sets this move became a staple thanks to the additional survivability it gives. A honourable mention goes to Celebi, thanks to great natural bulk and expansive movepool the forest pixie makes good use of this move regardless the offensive or defensive nature of the set its running.</p>

<h2>Related Moves</h2>
<p>Drain Punch is a physical Fighting-type equivalent.</p>
<p>Horn Leech is a physical Grass-type equivalent.</p>


Giga Impact (Done by barry4ever)

[SHORT DESC]
Lowers target’s Speed by one stage.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage, and always lowers target’s Speed by one stage.</p>

<h2>Competitive Use</h2>
<p>The signature move of Kyurem. That said the frozen dragon could have got something better. It’s weak enough for the side effect to be almost neglected by the majority of competitive players. Finally, remember that the last piece of the Tao trio can make better use of his brilliant offensive stats using the much more powerful Ice beam or Blizzard. </p>

<p>On the other hand, if you want to employ the surprise factor (and your predictions skills are accurate) this move can be useful. The idea is to use Kyurem as a bait to their counters; use Glaciate on a obvious switch and with a reduced speed target either use one of the coverage options available to outright defeat it or switch to a more appropriate teammate that can also abuse the situation created.</p>

<h2>Related Moves</h2>
<p>Icy Wind is a weaker variant. </p>


[SHORT DESC]
Paralyzes the target.
[LONG DESC]

<h2>Description</h2>
<p>This move will paralyze the target. It won’t work if the target has the Limber ability. </p>

<h2>Competitive Use</h2>
<p>Glare is a move that will reliable paralyze almost any Pokemon, it also got an accuracy boost this Generation becoming much more reliable. However thanks to the poor distribution it still won’t be seen much. Dunsparce can now use it to reliable paralyze his targets, instead of Thunder Wave, hitting Ground-types as a bonus. Druddigon can somewhat use this too, crippling faster threats so it won’t rely on Trick Room to outspeed his counters. But apart from some isolate cases it will not be seen in the competitive environment.</p>

<h2>Related Moves</h2>
<p>Thunder Wave is an Electric-type equivalent, but Ground-types and Pokemon immune to Electric moves are unaffected. </p>


[SHORT DESC]
Deals damage based on the foe’s weight.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage, the Base Power varies with the target’s weight. </p>

<h2>Competitive Use</h2>
<p>Grass Knot was once a staple on most Grass-types in OU. Thanks to common heavy weights that shared a Grass weakness like Tyranitar,Suicune and many others. The variable power often presented problems, so more reliable options were often used. Nowadays is less seen thanks to Ferrothorn (he 4x resists Grass) and Rotom-W, the most common Water-type, taking negligible damage from it. For those reasons Energy Ball and Giga Drain are favoured thanks to their consistency in normal situations. Nevertheless, it’s still a good option while sandstorm is on play to hit Tyranitar and Terrakion harder, since they got a Special Defense boost in that weather. </p>

<h2>Related Moves</h2>
<p>Low Kick is a physical Fighting-type equivalent.</p>


Grass Pledge (Done by woodchuck)

[SHORT DESC]
Puts the target to sleep.
[LONG DESC]

<h2>Description</h2>
<p>This move will put the target to sleep, no other effect. Unless it has the Vital Spirit or Insomnia abilities.</p>

<h2>Competitive Use</h2>
<p>Not a common used move, its bad distributed and has awful accuracy, thus it can’t be seriously considered in a competitive match. Most prominent users also have access to the much more reliable Sleep Powder regardless. All things considered it’s clear that Grasswhistle is completely outclassed. </p>

<h2>Related Moves</h2>
<p>Sing is a Normal-type clone. </p>
<p>Sleep Powder and Lovely Kiss are variants but with 75% accuracy each.</p>


[SHORT DESC]
For 5 turns, prevents flying or jumping; also disables Ground immunities.
[LONG DESC]

<h2>Description</h2>
<p>This move will summon intense gravity for 5 turns, counting the turn it was used as the first one. While in effect, it will cancel and prevent the use of all moves that make the user or the target float or are airbone by any reason. These moves are: Bounce, Fly, Splash, Sky Drop, Jump Kick, Hi Jump Kick, Magnet Rise and Telekinesis. </p>

<p>It will also nullify any Ground-type immunity obtained through the Flying-type, Levitate ability or if it’s holding an Air-Balloon. For these reasons, said Pokemon become susceptible to Spikes, Toxic-Spikes and the Arena Trap ability as well. </p

<p>Finally, it will decrease the Evasion of all Pokemon in the field. In other words, the accuracy of all moves is multiplied by 1.67 while Gravity is in effect. </p>

<h2>Competitive Use</h2>
<p>Gravity is a pretty interesting move that brings lots of different effects for players to abuse. Making a team around Gravity is a legit strategy, either abusing the high powered moves (that were once inaccurate) or making full use of entry hazards which now damages every single type of Pokemon, apart Magic Guard users, and slowly decimates the opponent’s health bit by bit. Differently from Trick Room, Gravity teams have the benefit of not changing Pokemon to much; most abusers have the same EV spread and moveslots. This field effect just makes their Attacks much more reliable to use. Thus, is more likely that those Pokemon still function well even if Gravity is not in effect.</p>

<p>Since Gravity nullifies Ground immunities, most Pokemon that abuse said moves or gain STAB on it become even more threatening. Take Excadrill as an example, in normal conditions Pokemon like Skarmory and Bronzong would be relatively safe to switch in thanks to their immunities, however in Gravity both can faint to a super effective Earthquake. On Gravity, Dugtrio can hypothetically trap every Pokemon in the game and also KO with a swiftly Earthquake if they are weakened enough. Moves that were once inaccurate can also be used as if they had perfect accuracy, a Starmie with Hydro Pump, Blizzard and Thunder is a common sight on Gravity teams. </p>

<p>However it won’t go without its own demerits, unlike Light Screen or Reflect, nothing prolongs this field effect. So after using Gravity there are only 4 turns to abuse it, this situation becomes even worse if you need to switch to another Pokemon, meaning it only got 3 turns to make full use the added effects. Finally, since is a field effect your opponents can also benefits from the raised accuracy, in other words, his own inaccurate moves are also much more likely to hit, which can prove troublesome sometimes. Nevertheless, don’t let that deter you from using Gravity, is a legit strategy that can often lead to victories and is something that every competitive player should be aware of. </p>

<p>Smogon has an article about this.</p>

<h2>Related Moves</h2>
<p>No related moves.</p>


[SHORT DESC]
Lowers target’s Attack by one stage.
[LONG DESC]

<h2>Description</h2>
<p>This move will lowers target’s Attack by one stage. No other effect.</p>

<h2>Competitive Use</h2>
<p> Almost none, it requires a moveslot and an attacking turn to take effect which can be troublesome to find. If you theoretically find a free turn, note that the stat is not lowered fast enough to actually be worth using. If for some reason you need to lower opponents attack, there are more reliable moves that do the same job. Alternatively you can also use a Pokemon with the Intimidate ability.</p>

<h2>Related Moves</h2>
<p>Charm and FeatherDance are similar, but will lower Attack by 2 stages in a single turn.</p>


[SHORT DESC]
Boosts user’s Attack and Special Attack by 1 stage.
[LONG DESC]

<h2>Description</h2>
<p>This move boosts user’s Attack and Special Attack by 1 stage. In intense sunlight it will boost them by 2 stages each. </p>

<h2>Competitive Use</h2>
<p>Growth got well known thanks to the added effect it received between Generations and the new Drought user; all that favoured the rise of this move. Thus it became one of the best set up moves for sun abusers, since in a single turn they sharply boost the two attacking stats. To put it in perspective it’s the Sword Dance and Nasty plot boost together in a single turn. It transformed any Chlorophyll user that got access to this into a wreaking machine capable of overpowering entire teams as long as the sun is shining brightly. Venusaur, Shiftry and Tangrowth are just a few of the Pokemon that become brilliant mixed sweepers as long these conditions are fulfilled.</p>

<h2>Related Moves</h2>
<p>Work Up is an identical move in normal weather conditions. </p>


[SHORT DESC]
If the user faints, the foe’s attack loses all of its PP.
[LONG DESC]

<h2>Description</h2>
<p>If the user faints before the user makes a different move, the foe that KOed the user will lose all the PP of the move that was used. If the damage occurs in the end of the turn by hail, sandstorm, Leech Seed, status, Doom Desire, or Future Sight, Grudge won't work.</p>

<h2>Competitive Use</h2>
<p>Grudge is unheard competitively for several reasons; it needs the surprise value to work at the fullest extent and even if you managed to use it effectively, trading a Pokemon’s spot for draining all the PP of one attack of the opponent is often an unwise choice. If you are going to sacrifice a Pokemon at least have sure to take your opponent out as well using moves like Destiny Bond or Life Gamble. </p>

<h2>Related Moves</h2>
<p>Destiny Bond also involves the user fainting to an opponent’s attack, but it will force a KO. </p>


[SHORT DESC]
Averages Defense and Special Defense stats of the user with the target.
[LONG DESC]

<h2>Description</h2>
<p>This move averages Defense and Special Defense stats of the user with the target. However it will not consider any raise or drop when calculating the average.</p>

<h2>Competitive Use</h2>
<p>Not much, the fact that Guard Split ignores the stats changes of both the user and the target makes it a inferior Guard Swap. The fact that, prior to this very moment, you never heard about either clearly states how good both moves really are. </p>

<p>Theoretically, it’s supposed to be used by a frail Pokemon on a bulky one. Averaging the Defense and Special Defense would mean rising the user’s own defenses while lowering the opponent’s once bulky stats, making an impassable wall easier to kill. However most users already sport great defenses regardless, so using this move would be entirely counterproductive. Exceptions being Smeargle and Alakazam but both Pokemon can make better use of their moveslots. </p>

<h2>Related Moves</h2>
<p>Power split works identically however it averages the Attack and Special Attack stats.</p>


[SHORT DESC]
Swaps users Defense and Special Defense boost and drops with the opponent.
[LONG DESC]

<h2>Description</h2>
<p> This move swaps Defense and Special Defense stats of the user with the target. No other effect. </p>

<h2>Competitive Use</h2>
<p>Guard Swap isn’t seen in the competitive play because it swaps defenses boosts. Moves that boost defenses are very sparse, user’s of said moves goes the same way, and even if hypothetically steal those boosts the necessary power to break through defensive cores would still be needed. For those reasons there is literally no situation to use this move</p>

<h2>Related Moves</h2>
<p>Power Swap is similar however it works with Attack and Special Attack.</p>
<p>Heart Swap is similar however it will work with any stat of the target.</p>
<p>Skill Swap is similar however it will work with the abilities. </p>


[SHORT DESC]
Will OHKO the target.
[LONG DESC]

<h2>Description</h2>
<p>This move will OHKO the target. Unless it has the Sturdy ability, this move bypass Focus Sash protection.</p>

<h2>Competitive Use</h2>
<p>None. OHKO moves are banned due to the OHKO clause applied generically to all Smogon battles. It can be used on Random Wifi matches but note that the poor accuracy can represent a problem.</p>

<h2>Related Moves</h2>
<p>Horn Drill is a clone. </p>
<p>Fissure is a Ground-type equivalent</p>
<p>Sheer Cold is an Ice-type equivalent.</p>


[SHORT DESC]
30% chance to poison opponent.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage and has a 30% chance to poison the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>Not a very used move. Poison isn’t prominent as an offensive type having bad super effective coverage; add to this a move that even though powerful has an unreliable 70% accuracy. For those reasons Gunk Shot has fallen is disuse, you may see a random user like Arbok or Muk, since they need all the power they can get. If in need of a Poison move to abuse there are more reliable options across the board. </p>

<h2>Related Moves</h2>
<p>Blizzard is a special Ice-type equivalent, it may induce a freeze.</p>
<p>Fire Blast is a special Fire-type equivalent with more accuracy, it may induce a burn.</p>
<p>Focus Blast is a special Fighting-type equivalent, it may lowers the target’s Special Defense.</p>
<p>Hydro Pump is a special Water-type equivalent with more accuracy, it has no added effect.</p>
<p>Hurricane is a special Flying-type equivalent, it may induce confusion.</p>
<p>Thunder is a special Electric-type equivalent, it may induce paralysis.</p>


[SHORT DESC]
Hits Pokemon using Bounce or Fly for double Base Power.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage. It will hit a Pokemon using Bounce or Fly while in their “invulnerable” turn for the double of the normal power.</p>

<h2>Competitive Use</h2>
<p>Gust is the weakest of all the Flying moves also Bounce or Fly aren’t used enough to justify its use, and even then it would still be too weak regardless. Thus, it should never be considered as a option for any competitive battle.</p>

<h2>Related Moves</h2>
<p>Acid is a Poison-type equivalent with a chance to lower Special Defense</p>
<p>Ember is a Fire-type equivalent with a chance to burn.</p>
<p>Mega Drain is a Grass-type equivalent, healing the user.</p>
<p>Powder Snow is an Ice-type equivalent with a chance to freeze. </p>
<p>Thundershock is an Electric-type equivalent with a chance to paralyze.</p>
<p>Twister is a Dragon-type equivalent with a chance to flinch.</p>
<p>Water Gun is a Water-type equivalent with no additional effect</p>


[SHORT DESC]
Does damage based on the foe’s Speed and the user’s Speed.
[LONG DESC]

<h2>Description</h2>
<p>This move does damage based on user’s and foe’s Speed stat. The bigger the difference between the user's and target's Speed stat, bigger the Base Power. It will rise to a maximum of 150, given by the following formula: 1 + floor(25 * Target's Speed / User's Speed). </p>

<h2>Competitive Use</h2>
<p>Gyro Ball is one of a kind, is the only move that will deal more damage based on the how big is the difference between the user and the target Speed stat. Thus, it is a clear anti-metagame move that favour slow Pokemon. However users are sparse thanks to this more offensive and fast Generation, also despite needing a slow Pokemon to work at the fullest extent Gyro Ball is part of the poor offensive Steel-type, meaning that it really needs the STAB to do reasonably damage. For the reasons stated Pokemon like Forretress, Bronzong and especially Ferrothorn are the best users. </p>

<h2>Related Moves</h2>
<p>Electro Ball is a somewhat similar move, however it's Base Power is higher if the user's Speed is much more higher than the opponent's, opposite to Gyro Ball. </p>
 

Jibaku

Who let marco in here????
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Got permission to rewrite some of the entries in this thread. Here are the new entries
[SHORT DESC]
Raises the power of a Flying-type move by 50%. One-time use.

[LONG DESC]

<h2>Description</h2>
<p>Increases the power of the holder's first Flying-type move by 50%, and is consumed after use.</p>

<h2>Competitive Use</h2>
<p>The Flying Gem is often seen on Pokemon that utilize Acrobatics, such as Gliscor and Archeops in singles, and Tonadus, Crobat, and occasionally Scizor in doubles. Since the Flying Gem is consumed before Acrobatics is used, the move is granted both the no held item and the Gem boosts, effectively tripling its base power to 165 on the first use. Gliscor in particular becomes a notable Rotom-W lure due to the immense boost granted by this item, as a +2 Flying Gem boosted Acrobatics can OHKO the standard Rotom-W after Stealth Rock damage despite its resistance to the attack. </p>

<h2>Location</h2>
<p>This item can only be obtained via dust clouds in the following locations: Wellspring Cave, Chargestone Cave, Mistralton Cave, Twist Mountain, Challenger's Cave, Victory Road, and Giant Chasm.</p>


[SHORT DESC]
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.

[LONG DESC]

<h2>Description</h2>
<p>May only be held by Giratina, transforms Giratina into Giratina-O. Raises the Base Power of Giratina-O's Dragon and Ghost moves by 20%. Griseous Orb cannot be removed through the use of Trick, Switcheroo, Thief, Covet, or Knock Off.</p>

<h2>Competitive Use</h2>
<p>Despite the fact that it is Giratina-O's sole held item and thus limits its versatility, Giratina-O will often be using its STABs in battle and appreciates the 20% boost granted by the item. The boost allows Shadow Sneak to 2HKO 4 HP / 0 Def Mewtwo with Shadow Sneak, and also ensure that Giratina-O's Draco Meteor and Dragon Tail will leave a mark on its victims. Furthermore, the immunity to theft granted by the Griseous Orb can potentially allow Giratina-O to switch into Trick, which may be seen on Choice Scarf Mewtwo and Darkrai, and render them helpless until they switch out. </p>

<h2>Location</h2>
<p>Marvelous Bridge (given by the Shadow Triad)</p>


[SHORT DESC]
Raises the power of a Normal-type move by 50%. One-time use.

[LONG DESC]
<h2>Description</h2>
<p>Raises the power of a Normal-type move by 50%. One-time use.</p>

<h2>Competitive Use</h2>
<p>The Normal Gem is more often seen in doubles than singles, and may be seen on Explosion-utilizing Pokemon such as Metagross, Landorus, Gigalith, and Snorlax (Selfdestruct) to take full advantage of the one-time boost. However, it is not used much outside of that as Normal is a lackluster attacking type and most Pokemon will prefer the other Gems or Life Orb. In Smogon's single battle metagames, the relatively longer-paced games and the lack of Item Clause hinders the effectiveness of the item, and as such Life Orb is often preferred.</p>

<h2>Location</h2>
<p>This item can only be obtained via dust clouds in the following locations: Wellspring Cave, Chargestone Cave, Mistralton Cave, Twist Mountain, Challenger's Cave, Victory Road, and Giant Chasm.</p>


[SHORT DESC]
When the holder is hit, they immediately switch out. One-time use.

[LONG DESC]

<h2>Description</h2>
<p>A one-time use item that forces the holder to switch out when hit by an attack. Eject Button allows the Pokémon to bypass trapping moves, such as Block or Wrap, and Ingrain.</p>

<h2>Competitive Use</h2>
<p>The Eject Button is sometimes attached to Hitmontop in doubles to allow it to "reuse" Intimidate and Fake Out, as well as potentially allowing a safe switch in. Other than that, though, the item is rarely seen as it is rather situational, especially in longer matches.</p>

<h2>Location</h2>
<p>Battle Subway</p>


[SHORT DESC]
Reduces damage from a super effective Dragon-type attack by 50%. Consumed after use.

[LONG DESC]

<h2>Description</h2>
<p>Halves the effectiveness of a super effective Dragon-type move.</p>

<h2>Competitive Use</h2>
<p>Haban Berry is rarely used as most Dragon-type Pokemon prefer receiving a power boost from Life Orb or Choice Band / Choice Specs. Adding to this, most Dragon-type Pokemon also suffer from other weaknesses that are often exploitable. However, this item is far from useless; Palkia for instance may sometimes carry a Haban Berry to negate its sole weakness to Dragon-type attacks. Given Palkia's immense power and coverage to begin with, the protection from Haban Berry can potentially be gamebreaking. Swords Dance Garchomp may also sometimes carry this item to prevent faster Dragon-type Pokemon such as Choice Scarf Palkia and Arceus from OHKOing it, allowing it to continue its sweep.</p>

<h2>Location</h2>
<p>Dream World </p>
 
Quick grammar check. eliminations in red, additions in blue. Take it for what its worth.

Reserving every move beginning with 'G'. Except those already done.

[SHORT DESC]
Boosts user’s Attack and Special Attack by 1 stage.
[LONG DESC]

<h2>Description</h2>
<p>This move boosts user’s Attack and Special Attack by 1 stage. In intense sunlight it will boost them by 2 stages each. </p>

<h2>Competitive Use</h2>
<p>Growth's popularity increasedgot well known thanks to the added effect of the sun this Generation. it received between Generations and the new Drought user; all that favoured the rise of this move. Thus it became one of the best set up moves for sun abusers, since it gives a Nasty Plot and a Swords dance in a single turn. they sharply boost the two attacking stats. To put it in perspective it’s the Sword Dance and Nasty plot boost together in a single turn. It transformed transforms any Chlorophyll and Growth user that got access to this into a wreaking machine capable of overpowering entire teams as long as the sun is shining brightly. Venusaur, Shiftry and Tangrowth are just a few of the Pokemon that become brilliant mixed sweepers as long these conditions are fulfilled.</p>

<h2>Related Moves</h2>
<p>Work Up is an identical move in normal weather conditions. </p>


[SHORT DESC]
If the user faints, the foe’s attack loses all of its PP.
[LONG DESC]

<h2>Description</h2>
<p>If the user faints before the user makes a different move, the foe that KOed the user will lose all the PP of the move that was used. If the damage occurs in the end of the turn by hail, sandstorm, Leech Seed, status, Doom Desire, or Future Sight, Grudge won't work.</p>

<h2>Competitive Use</h2>
<p>Grudge is unheard competitively for several reasons. It needs the surprise value to work at the fullest extent and even if you managed to use it effectively, trading a Pokemon’s spot for draining all the PP of one attack of the opponent is often an unwise choice Sacrificing your Pokemon for their PP is an unwise choice considering the other benefits of other sacrificing moves. If you are going to sacrifice a Pokemon at least have sure to take your opponent out as well using moves like Destiny Bond, Life Gamble or lower their offensive power with Memento. </p>

<h2>Related Moves</h2>
<p>Destiny Bond also involves the user fainting to an opponent’s attack, but it will force a KO. </p>


[SHORT DESC]
Averages Defense and Special Defense stats of the user with the target.
[LONG DESC]

<h2>Description</h2>
<p>This move averages Defense and Special Defense stats of the user with the target. However it will not consider any raise or drop when calculating the average.</p>

<h2>Competitive Use</h2>
<p>Not much, the fact that Guard Split ignores the stats changes of both the user and the target makes it a inferior Guard Swap. The fact that, prior to this very moment, you never heard about either clearly states how good both moves really are. </p>

<p>Theoretically, it’s supposed to be used by a frail Pokemon on a bulky one. Averaging the Defense and Special Defense would mean rising the user’s own defenses while lowering the opponent’s once bulky stats, making an impassable wall easier to kill. However most users already sport great defenses regardless, so using this move would be entirely counterproductive. Exceptions being Smeargle and Alakazam but both Pokemon can make better use of their moveslots. </p>

<h2>Related Moves</h2>
<p>Power split works identically however it averages the Attack and Special Attack stats.</p>


[SHORT DESC]
Swaps users Defense and Special Defense boost and drops with the opponent.
[LONG DESC]

<h2>Description</h2>
<p> This move swaps Defense and Special Defense stats of the user with the target. No other effect. </p>

<h2>Competitive Use</h2>
<p>Guard Swap isn’t seen in the competitive play because it swaps defenses boosts. Moves that boost defenses are very sparse, user’s of said moves goes the same way as well as boosting users. and Evenif you hypothetically steal those the opponent's boosts, the necessary power to break through defensive cores would still be needed. For those reasons there is literally no situation to use this move</p>

<h2>Related Moves</h2>
<p>Power Swap is similar however it works with Attack and Special Attack.</p>
<p>Heart Swap is similar however it will work with any stat of the target.</p>
<p>Skill Swap is similar however it will work with the abilities. </p>


[SHORT DESC]
Will OHKO the target.
[LONG DESC]

<h2>Description</h2>
<p>This move will OHKO the target. Unless it has the Sturdy ability, this move bypass Focus Sash protection.</p>

<h2>Competitive Use</h2>
<p>None. OHKO moves are banned due to the OHKO clause applied generically to all Smogon battles. It can be used on Random Wifi matches but note that the poor accuracy can represent a problem.</p>

<h2>Related Moves</h2>
<p>Horn Drill is a clone. </p>
<p>Fissure is a Ground-type equivalent</p>
<p>Sheer Cold is an Ice-type equivalent.</p>


[SHORT DESC]
30% chance to poison opponent.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage and has a 30% chance to poison the target. No other effect.</p>

<h2>Competitive Use</h2>
<p>Not a very used move. Poison isn’t prominent as an offensive type due to its terrible coverage having bad super effective coverage; Although it bolsters power, it has a rather add to this a move that even though powerful has an unreliable 70% accuracy. For those reasons Gunk Shot has fallen is in disuse. However, you may see a random user like Arbok or Muk, since they need all the power they can get this is their most powerful STAB attack. If in need of a Poison move to abuse there are more reliable options across the board All in all, there are better Poison moves to abuse. </p>

<h2>Related Moves</h2>
<p>Blizzard is a special Ice-type equivalent, it may induce a freeze.</p>
<p>Fire Blast is a special Fire-type equivalent with more accuracy, it may induce a burn.</p>
<p>Focus Blast is a special Fighting-type equivalent, it may lowers the target’s Special Defense.</p>
<p>Hydro Pump is a special Water-type equivalent with more accuracy, it has no added effect.</p>
<p>Hurricane is a special Flying-type equivalent, it may induce confusion.</p>
<p>Thunder is a special Electric-type equivalent, it may induce paralysis.</p>


[SHORT DESC]
Hits Pokemon using Bounce or Fly for double Base Power.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage. It will hit a Pokemon using Bounce or Fly while in their “invulnerable” turn for the double of the normal power.</p>

<h2>Competitive Use</h2>
<p>Gust is the weakest of all the Flying moves. The double damage it receives for hitting Pokemon using Fly or Bounce is not Bounce or Fly aren’t used enough to justify its use. Even in those circumstances, Gust would still be too weak regardless. Thus, it should never be considered as a option for any competitive battle.</p>

<h2>Related Moves</h2>
<p>Acid is a Poison-type equivalent with a chance to lower Special Defense</p>
<p>Ember is a Fire-type equivalent with a chance to burn.</p>
<p>Mega Drain is a Grass-type equivalent, healing the user.</p>
<p>Powder Snow is an Ice-type equivalent with a chance to freeze. </p>
<p>Thundershock is an Electric-type equivalent with a chance to paralyze.</p>
<p>Twister is a Dragon-type equivalent with a chance to flinch.</p>
<p>Water Gun is a Water-type equivalent with no additional effect</p>


[SHORT DESC]
Does damage based on the foe’s Speed and the user’s Speed.
[LONG DESC]

<h2>Description</h2>
<p>This move does damage based on user’s and foe’s Speed stat. The bigger the difference between the user's and target's Speed stat, bigger the Base Power. It will rise to a maximum of 150, given by the following formula: 1 + floor(25 * Target's Speed / User's Speed). </p>

<h2>Competitive Use</h2>
<p>Gyro Ball is one of a kind, is the only move that will deal more damage based on the how big is the difference between the user and the target Speed stat. Thus, it is a clear anti-metagame move that favour slow Pokemon. However users are sparse thanks to this more offensive and fast Generation, also despite needing a slow Pokemon to work at the fullest extent Gyro Ball is part of the poor offensive Steel-type, meaning that it really needs the STAB to do reasonably damage. For the reasons stated Pokemon like Forretress, Bronzong and specially defensive Ferrothorn are the best users. </p>

<h2>Related Moves</h2>
<p>No related moves.</p>
For Gyro Ball, I'm not sure if you meant "especially" here or specially defensive. I assumed specially defensive.
 

Nix_Hex

Uangaana kasuttortunga!
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black_cotton, you may want to mention Electro Ball as a related move to Gyro Ball, though it's base power is higher if its Speed is higher, opposite to Gyro Ball.
 

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