Okay, first thing:
this is a vanilla move and I'm making no changes to it at all (just un-Dexiting it),
but it's also a
hecking weird move with some obscure interactions, so uhh... yeah let me sum up what it actually does:
- Sky Drop has the user grab one of its opponents and carry it into the sky, which puts both the user and the target into a semi-invulnerable state (like using Fly).
- On the user's next turn, it drops the target, which does damage and frees it from Sky Drop.
- The main benefit of this move is that it interrupts the chosen target's action for the turn. In practice, it serves a similar purpose to Fake Out.
- Sky Drop doesn't have priority, but it generally costs the target exactly one turn either way:
- if you're faster, you can expect to go before it on the turn you use Sky Drop (making it miss the first turn), but you'll probably also go first on the turn you free it from Sky Drop (letting it use a move on the second turn);
- if you're slower, you can expect to go after it on the turn you free it from Sky Drop (letting it use a move on the first turn), but you'll probably also go after it on the turn you free it from Sky Drop (making it miss the second turn).
- Note that this entirely comes down to when in the turn Sky Drop is used, since it has neutral priority; if the turn order changes between the two turns (like if one of the other Pokémon uses Trick Room or Tailwind, or if the target uses a move of increased or decreased priority), the target could occasionally end up not missing its action on either turn... or it could end up missing both!
The key advantages of Sky Drop over Fake Out are that it specifically
doesn't have priority (meaning it
can successfully disrupt Trick Room setters that block Fake Out, like Musharna, Farigiraf and eventually Indeedee) and that instead of only being able to use it on your first turn, you can use it any time you can afford to commit two turns to it.
Meanwhile, the drawback is that
both the user
and the target are also semi-invulnerable for its duration.
As a result, your other Pokémon also (usually) can't attack the target that lost its turn to Sky Drop; unlike Fake Out, you're effectively protecting the same target you disrupt.
Since you can't really use Sky Drop to get a free hit on the target, it's generally used to create an opening to attack the
other Pokémon unimpeded, or as a defensive tool that buys time to reposition.
There are some other cool techs to take advantage of Sky Drop's unique mechanics!
Because of the way it depends on turn order,
if you expect your opponent's support Pokémon to use a Speed control move, you might actually prefer to use Sky Drop on their
other Pokémon - if you pull it off, that could mean the Sky Drop user outspeeds it on the first turn but underspeeds it on the second turn, making the target miss its action on both turns.
It can also indirectly prevent the target from using a priority move, since if they outspeed your Sky Drop user on the second turn, their move just gets skipped anyway - like, if there's a Sucker Punch user you're afraid of, you could use Sky Drop on it and have your partner Protect on the first turn, then safely attack it on the second turn knowing it can't use Sucker Punch.
It can be a pretty tricky move to make the most of, but it's really fun to use!
(it's also one of the coolest things Aerodactyl can do)
I think Sky Drop would be especially nice as a disruptive tool in
this metagame - recent Gens have been a lot
more hostile to Fake Out than any of the games where Sky Drop existed, so its niche has arguably gotten stronger over time.
There are a few more obscure mechanics of Sky Drop that are definitely worth explaining, so here they are:
- There are some moves that can still attack the user or target of Sky Drop! The moves that specifically interact with Sky Drop (and exist in Champions) are Hurricane, Smack Down and Thunder - or you can also use anything that would let you bypass a semi-invulnerable turn, like any move if the user has No Guard. This is generally not the primary use case for Sky Drop, but it can be a cool interaction to build around!
- If the target is Flying-type, you can still use Sky Drop to disrupt it, but it will not take any damage from the second turn of the move.
- However, if the target weighs at least 200kg, it is completely immune to Sky Drop! This doesn't come up a lot, but there are a handful of relevant Pokémon that it doesn't work on - like Scolipede, Tyranitar, Dragonite, Metagross and Snorlax - so definitely keep it in mind.
- (Noting since I brought up using Sky Drop to prevent Trick Room: Farigiraf is only 160kg, so you can use Sky Drop on it just fine!)
- You can also prevent the use of Sky Drop (and even force it to end early) by using Gravity.
- A held Power Herb does not activate on Sky Drop (which is a good thing, because the "charging turn" is the main value of the move; you never want to skip it).