1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Basics to Competitive Team-Making

Discussion in 'The Doctor's Clinic' started by KoL, Oct 15, 2010.

Thread Status:
Not open for further replies.
  1. KoL

    KoL Expert FPS Player
    Staff Member Moderator

    Alright, the Basics thread has been re-written and updated to make it more accurate and considerably easier on the eyes. So, without further ado, read away, grasshoppers.

    Contents

    1. The Basics
    2. Raising and Breeding
    3. The Moves
    4. Hold Items

    The Basics:

    1 ) Make sure you have no obvious type weaknesses running throughout your team. If you are using multiple Pokemon within a team of the same type, or that share the same weaknesses, your type weaknesses will run throughout the team and you will risk being swept by a Pokemon that your team is weak to – for instance, if you were to run Tentacruel, Electivire and Heatran all in the same team, you'd run a severe risk of being swept by an adversary with Earthquake or Earth Power. A Pokemon with the Flying-type or with Levitate would work to offset such a weakness, in this example.

    2 ) Always try to carry one move with Same-Type Attack Bonus (STAB) on anything you want to have dealing damage. STAB is obtained by using an attack that shares the same typing as the Pokemon using it, such as Vaporeon using Surf. In the case of Pokemon with dual-STAB, such as Infernape, it can be beneficial to have two STAB attacks, one for each of Infernape's respective types (Fire and Fighting) but this isn't always the case – Lucario for instance is Fighting/Steel, but rarely ever uses Steel STAB attacks since the type is rather poor offensively, and prefers to stick simply to a single STAB Fighting-type attack.

    3 )
    Never have two attacks of the same type on one Pokemon. There are some exceptions to this rule, such as Lucario running both Aura Sphere and Vacuum Wave on a set so it gets STAB priority as well as a harder-hitting STAB attack, or Kingdra running Waterfall and Hydro Pump for mixed sweeping, on top of simply having nothing else better than its STAB attacks. If you're unsure whether you have a genuine reason for using two attacks of the same type on a Pokemon, then you're far better off playing it safe and sticking to using attacks with entirely different typing.

    4 ) Never use two-turn attacks like Hyper Beam and Sky Attack – Hyper Beam's recharge turn will allow the opponent a free attack or switch, one that could quite easily cost you the entire match. Sky Attack requires a turn to charge up – a turn that leaves you wide open to attack and also grants the opponent a free switch-in on whatever attack you planned to use (and they will know exactly what attack you're preparing as well. Moves such as Fly, Dig and Dive which render the user almost invulnerable during the charge up turn are superior to moves like Sky Attack, but are extremely situational and are best avoided when simply looking for standard, damaging attacks.

    5 ) Avoid using HM moves in battle as well – with the exceptions of Surf and Waterfall, and to far more situational extents Rock Smash, Fly and Dive, most of the HM moves generally have far better alternatives for use in battle – Cut and Strength for instance are made redundant by moves such as Body Slam and Return on any Pokemon looking for a Normal-type physical attack, while Flash and Defog are just poor moves in general.

    6 ) Use diverse attacks on your Pokemon (This is literally a repeat of #3). Preferably, you'll want to use attack combinations that cover as many types as possible, while also covering your own type weaknesses if able. For example, many Water-types like to carry an Ice-type attack to deal with enemy Grass-types in battle. If you were then to combine Water-STAB along with the aforementioned Ice-type attack with a Grass-type attack, you would then have a combination that hits every Pokemon in the game for at least neutral damage, bar Shedinja. Other combinations that grant “perfect coverage” include Fighting + Ghost, and Dragon + Ground + Fire – such combinations are generally what you want to aim for when making movesets.

    7 ) Make sure each Pokemon's moveset, ability and stats are all tailored to suit each other. Starmie, for example, has high Sp.Attack and Speed but low Attack – as such, moves such as Waterfall and Avalanche would be pointless on Starmie when compared to Surf and Ice Beam. Starmie also gets two potential abilities: Illuminate and Natural Cure. While Natural Cure is a very useful ability in battle, Illuminate is completely useless in battle against another player – as such, all Starmie designed for use in competitive battles should have the Natural Cure ability in order to have the greatest battling potential.

    8 ) This will seem obvious to experienced players, but if you are new to competitive battling then I cannot stress this enough: Just because a Pokemon/moveset works well in the anime or in RPs, it does not mean it will work in competitive battle! No Pikachu will ever be as successful as Ash's is in the anime, Gyarados using Hyper Beam may be able to destroy towns in the anime but it absolutely sucks in competitive battle, and that deadly Infernape you use in your RPs with Flare Blitz, Flamethrower, Close Combat and Mach Punch would get annihilated against any experienced player in a competitive match. When it comes to competitive battling, disregard absolutely everything from RPs or the anime, because anything from either of them is likely to fail in competitive battle 90% of the time.
     
  2. KoL

    KoL Expert FPS Player
    Staff Member Moderator

    Raising and Breeding:

    1 ) EVs, or “Effort Values,” are invisible numbers gained when defeating Pokemon in battle. Every Pokemon in the game will give EVs when defeated, but different Pokemon will give off different EVs, for instance, Machop will give you one EV in Attack when defeated, whereas Geodude would give you one EV in Defense. Certain Pokemon, mainly evolved ones, will give more than one EV when defeated: Machamp for instance gives 3 EVs in Attack when defeated, and Infernape gives 1 EV in Attack, 1 in Sp.Attack and 1 in Speed when defeated.

    These EVs, when applied to given stats, will cause those stats to increase at a greater rate upon levelling up – this means that by defeating only specific species of Pokemon and getting only specific EVs as a result, you can effectively control which stats you want to increase the most. A Pokemon can obtain up to 510 EVs at maximum, and each stat can have up to 255 EVs on it. However, since 4 EVs translates to +1 on a given stat, it's generally recommended to have 252 EVs at maximum on a single stat, since the other three EVs would go to waste otherwise.

    Note that the vast majority of competitive players will have EV trained their Pokemon – if you have not EV trained your entire team then you will almost definitely end up losing every time against players who have EV trained their Pokemon.

    2 ) Your Pokemon's natures will often have some effect on their stats. While four natures do absolutely nothing to a Pokemon's stats, most of them will increase one of your stats by 10% while decreasing another stat by 10%. As a rule, you will want to use Natures that increase a useful stat (one you've EV trained in most of the time) while lowering a stat you have little to no use for – for example, Alakazam has very high Sp.Attack and Speed, but a useless Attack stat. As such, natures such as Modest and Timid, which increase Alakazam's high Sp.Attack and Speed but lower his Attack (which is already of no use) will benefit him the most.

    Jolly (+Spd, -S.Atk)
    Timid (+Spd, -Atk)
    Adamant (+Atk, -S.Atk)
    Modest (+S.Att, -Atk)
    Impish (+Def, -S.Att)
    Bold (+Def, -Atk)
    Calm (+S.Def, -Atk)
    Careful (+S.Def, -S.Att)

    There are other Natures besides these ones, but overall, these ones are the most commonly used. Make sure each Pokemon in your team has the Nature that best supports its stats, moveset, and overall role within your team.
     
    #2 KoL, Oct 15, 2010
    Last edited by a moderator: Sep 19, 2013
  3. KoL

    KoL Expert FPS Player
    Staff Member Moderator

    The Moves:

    Below is a list of moves that are commonly used in the game – these moves are considered the best of their respective types and functions, and while any moves not included in this list are not necessarily bad, these are the moves you only really need to consider if you aren't the most experienced of players. Do not, I repeat DO NOT use any move not on this list for your own sake:

    Bug Type:

    -X-Scissor (Physical, 80 Power, 100% Accuracy)
    -U-Turn (Physical, 70 Power, 100% Accuracy, user switches out upon use)
    -Megahorn (Physical, 120 Power, 85% Accuracy)
    -Bug Buzz (Special, 90 Power, 100% Accuracy)

    Dark Type:

    -Crunch (Physical, 80 Power, 100% Accuracy, may drop target's Defense)
    -Dark Pulse (Special, 80 Power, 100% Accuracy, may make target flinch)
    -Night Slash (Physical, 70 Power, 100% Accuracy, increased crit chance)
    -Pursuit (Physical, 40 Power, 100% Accuracy, double damage against a target switching out)
    -Payback (Physical, 50 Power, 100% Accuracy, double damage if user moves last)
    -Night Daze (Special, 85 Power, 95% Accuracy, high chance of dropping target's Accuracy)

    Dragon Type:

    -Draco Meteor (Special, 140 Power, 90% Accuracy, drops user's Sp.Attack)
    -Dragon Claw (Physical, 80 Power, 100% Accuracy)
    -Outrage (Physical, 120 Power, 100% Accuracy, lasts 2-3 turns and confuses user)
    -Dragon Pulse (Special, 90 Power, 100% Accuracy)
    -Dragon Tail (Physical, 60 Power, 90% Accuracy, forces target to switch out)
    -Dual Chop (Physical, 40 Power, 90% Accuracy, hits target twice)

    Electric Type:

    -Thunderbolt (Special, 95 Power, 100% Accuracy, may paralyze target)
    -Thunderpunch (Physical, 75 Power, 100% Accuracy, may paralyze target)
    -Discharge (Special, 80 Power, 100% Accuracy, high chance of paralyzing target)
    -Charge Beam (Special, 50 Power, 90% Accuracy, high chance of increasing user's Sp.Attack)
    -Volt Switch (Special, 70 Power, 100% Accuracy, user switches out upon use)
    -Wild Charge (Physical, 90 Power, 100% Accuracy, inflicts recoil damage on the user)
    -Fusion Bolt (Physical, 100 Power, 100% Accuracy, inflicts double damage if Fusion Flare is used in the same turn [Event Victini only in this case])

    Fighting Type:

    -Focus Punch (Physical, 150 Power, 100% Accuracy, fails if user is hit on the turn this move is used)
    -Aura Sphere (Special, 90 Power, never misses)
    -Low Kick (Physical, 100% Accuracy, Power determined by target's weight)
    -Hi Jump Kick (Physical, 130 Power, 95% Accuracy, user suffers massive damage if the move misses, if the target uses Protect/Detect or is a Ghost-type)
    -Close Combat (Physical, 120 Power, 100% Accuracy, lowers user's Defense and Sp.Defense)
    -Superpower (Physical, 120 Power, 100% Accuracy, lowers user's Attack and Defense)
    -Cross Chop (Physical, 100 Power, 80% Accuracy, increased crit chance)
    -Focus Blast (Special, 120 Power, 70% Accuracy, may lower target's Sp.Defense)
    -Seismic Toss (Physical, 100% Accuracy, inflicts damage equal to user's level)
    -Hammer Arm (Physical, 100 Power, 90% Accuracy, lowers user's Speed)
    -Sacred Sword (Physical, 90 Power, 100% Accuracy, ignores Defense and Evasion boosts on the target)
    -Secret Sword (Special, 85 Power, 100% Accuracy, calculates damage based on target's Defense stat)
    -Drain Punch (Physical, 75 Power, 100% Accuracy, heals the user for half the damage done to the target)

    Fire Type:

    -Flamethrower (Special, 95 Power, 100% Accuracy, may burn the target)
    -Overheat (Special, 140 Power, 90% Accuracy, lowers user's Sp.Attack)
    -Flare Blitz (Physical, 120 Power, 100% Accuracy, inflicts recoil damage on the user)
    -Fire Blast (Special, 120 Power, 85% Accuracy, may burn the target)
    -Fire Punch (Physical, 75 Power, 100% Accuracy, may burn the target)
    -Lava Plume (Special, 80 Power, 100% Accuracy, high chance of burning the target)
    -Heat Wave (Special, 100 Power, 90% Accuracy, may burn the target)
    -Flame Charge (Physical, 50 Power, 100% Accuracy, increases user's Speed)
    -Fiery Dance (Special, 80 Power, 100% Accuracy, high chance of increasing user's Sp.Attack)
    -V-Create (Physical, 180 Power, 95% Accuracy, lowers user's Defense, Sp.Defense and Speed upon use)
    -Searing Shot (Special, 100 Power, 100% Accuracy, high chance of burning the target)
    -Fusion Flare (Special, 100 Power, 100% Accuracy, inflicts double damage if Fusion Bolt is used in the same turn [Event Victini only in this case])


    Flying Type:

    -Air Slash (Special, 75 Power, 95% Accuracy, may cause target to flinch)
    -Brave Bird (Physical, 120 Power, 100% Accuracy, inflicts recoil damage on the user)
    -Acrobatics (Physical, 55 Power, 100% Accuracy, inflicts double damage if the user has no hold item)

    Ghost Type:

    -Shadow Ball (Special, 80 Power, 100% Accuracy, may lower target's Sp.Defense)
    -Shadow Claw (Physical, 70 Power, 100% Accuracy, increased crit chance)
    -Night Shade (Special, 100% Accuracy, inflicts damage equal to user's level)
    -Hex (Special, 50 Power, 100% Accuracy, inflicts double damage if the target is affected by a major status condition)

    Grass Type:

    -Seed Bomb (Physical, 80 Power, 100% Accuracy)
    -Petal Dance (Special, 120 Power, 100% Accuracy, lasts 2-3 turns and confuses user)
    -Leaf Storm (Special, 140 Power, 90% Accuracy, lowers user's Sp.Attack)
    -Grass Knot (Special, 100% Accuracy, Power determined by target's weight)
    -Leaf Blade (Physical, 90 Power, 100% Accuracy, increased crit chance)
    -Giga Drain (Special, 75 Power, 100% Accuracy, heals user for half the damage done to the target)
    -Power Whip (Physical, 120 Power, 85% Accuracy)
    -Horn Leech (Physical, 75 Power, 100% Accuracy, heals user for half the damage done to the target)


    Ground Type:


    -Earthquake (Physical, 100 Power, 100% Accuracy)
    -Earth Power (Special, 90 Power, 100% Accuracy, may lower target's Sp.Defense)
    -Bonemerang (Physical, 50 Power, 90% Accuracy, hits target twice)

    Ice Type:

    -Avalanche (Physical, 60 Power, 100% Accuracy, damage doubled if user is hurt on the turn it's used)
    -Ice Beam (Special, 95 Power, 100% Accuracy, may freeze the target)
    -Ice Punch (Physical, 75 Power, 100% Accuracy, may freeze the target)
    -Icicle Spear (Physical, 25 Power, 100% Accuracy, hits target up to five times)

    Normal Type:


    -Return (Physical, 100% Accuracy, Power based on user's happiness)
    -Facade (Physical, 70 Power, 100% Accuracy, Power doubled if user is poisoned, paralyzed or burned)
    -Thrash (Physical, 120 Power, 100% Accuracy, lasts 2-3 turns and confuses user)
    -Rapid Spin (Physical, 20 Power, 100% Accuracy, removes opponent's entry hazards)
    -Double-Edge (Physical, 120 Power, 100% Accuracy, inflicts recoil damage on the user)
    -Tri Attack (Special, 80 Power, 100% Accuracy, may burn, paralyze or freeze the target)
    -Body Slam (Physical, 85 Power, 100% Accuracy, high chance of paralyzing the target)

    Poison Type:


    -Sludge Bomb (Special, 90 Power, 100% Accuracy, high chance of poisoning the target)
    -Poison Jab (Physical, 80 Power, 100% Accuracy, high chance of poisoning the target)
    -Cross Poison (Physical, 70 Power, 100% Accuracy, increased crit chance and may poison the target)
    -Sludge Wave (Special, 95 Power, 100% Accuracy, may poison the target)
    -Clear Smog (Special, 50 Power, never misses, resets all stat changes on the target)

    Psychic Type:


    -Psychic (Special, 90 Power, 100% Accuracy, may lower target's Sp.Defense)
    -Psycho Cut (Physical, 70 Power, 100% Accuracy, increased crit chance)
    -Zen Headbutt (Physical, 80 Power, 90% Accuracy, may cause target to flinch)
    -Psyshock (Special, 80 Power, 100% Accuracy, calculates damage based on target's Defense stat)

    Rock Type:

    -Stone Edge (Physical, 100 Power, 80% Accuracy, increased crit chance)
    -Rock Slide (Physical, 75 Power, 90% Accuracy, may cause target to flinch)
    -Head Smash (Physical, 150 Power, 80% Accuracy, inflicts recoil damage on the user)

    Steel Type:

    -Flash Cannon (Special, 80 Power, 100% Accuracy, may lower target's Sp.Defense)
    -Iron Head (Physical, 80 Power, 100% Accuracy, may cause target to flinch)
    -Meteor Mash (Physical, 100 Power, 85% Accuracy, may increase user's Attack)
    -Gyro Ball (Physical, 100% Accuracy, deals more damage if the user is slower than the target)

    Water Type:

    -Waterfall (Physical, 80 Power, 100% Accuracy, may cause target to flinch)
    -Surf (Special, 95 Power, 100% Accuracy)
    -Hydro Pump (Special, 120 Power, 80% Accuracy)
    -Scald (Special, 80 Power, 100% Accuracy, high chance of burning the target)
    -Water Spout (Special, 150 Power, 100% Accuracy, does less damage as the user's HP drops)

    Priority Attacks – These moves will always go first regardless of Speed, unless both Pokemon utilize a Priority Attack:

    -Bullet Punch (Physical, Steel-type, 40 Power, 100% Accuracy)
    -Fake Out (Physical, Normal-type, 40 Power, 100% Accuracy, causes the opponent to flinch, fails if not used on the first turn the user is out)
    -Aqua Jet (Physical, Water-type, 40 Power, 100% Accuracy)
    -Mach Punch (Physical, Fighting-type, 40 Power, 100% Accuracy)
    -Quick Attack (Physical, Normal-type, 40 Power, 100% Accuracy)
    -Vacuum Wave (Special, Fighting-type, 40 Power, 100% Accuracy)
    -Sucker Punch (Physical, Dark-type, 80 Power, 100% Accuracy, fails if target isn't using an attack move)
    -ExtremeSpeed (Physical, Normal-type, 80 Power, 100% Accuracy)
    -Shadow Sneak (Physical, Ghost-type, 40 Power, 100% Accuracy)

    Healing Moves:

    -Slack Off (Recovers 50% of user's HP)
    -Recover (Recovers 50% of user's HP)
    -Milk Drink (Recovers 50% of user's HP)
    -Softboiled (Recovers 50% of user's HP)
    -Heal Order (Recovers 50% of user's HP)
    -Leech Seed (Drains 1/8th of target's HP every turn and heals the user equal to the damage done)
    -Pain Split (Takes the average of the user's HP and the target's HP and sets the HP of both Pokemon to the average)
    -Wish (Charges up on the turn it is used, then heals whichever Pokemon the user has out for 50% HP)
    -Moonlight (Recovers 50% of user's HP, Recovers 25% in hail, rain or sandstorm, 66% in sunlight )
    -Synthesis (Recovers 50% of user's HP, Recovers 25% in hail, rain or sandstorm, 66% in sunlight )
    -Morning Sun (Recovers 50% of user's HP, Recovers 25% in hail, rain or sandstorm, 66% in sunlight )
    -Rest (User fully recovers HP and heals status, but puts user to sleep for 2 turns)
    -Refresh (Heals status ailments from the user)
    -Heal Bell (Heals status ailments from the user and user's party)
    -Aromatherapy (Heals status ailments from the user and user's party)

    Screen Moves:

    -Reflect (Increases user's party's Defense by 50% for 5 turns, 8 turns if user is holding Light Clay)
    -Light Screen (Increases user's party's Sp.Defense by 50% for 5 turns, 8 turns if user is holding Light Clay)

    Stat-Boosting Moves – Numbers given are “stages.” Follow the link given below to see how each stage affects the stats:

    http://www.legendarypokemon.net/battlemech

    Now for the moves:

    -Swords Dance (+2 Atk)
    -Dragon Dance (+1 Atk, +1 Spd)
    -Calm Mind (+1 Sp.Atk ,+1 Sp.Def)
    -Agility (+2 Spd)
    -Belly Drum (+6 Atk, health cut in half)
    -Tail Glow (+ 2 Sp. Atk)
    -Nasty Plot (+ 2 Sp. Atk)
    -Curse (+1 Atk, +1 Def, -1 Spd, has an entirely different effect when used by a Ghost-type – see Miscellaneous)
    -Bulk Up (+1 Atk, +1 Def)
    -Defend Order (+1 Def, +1 Sp.Def)
    -Cosmic Power (+1 Def, +1 Sp.Def)
    -Coil (+1 Atk, +1 Def, +1 Acc)
    -Quiver Dance (+1 Sp.Atk, +1 Sp.Def, +1 Spd)

    Stat-Dropping Moves – Again, all numbers given are “stages.”:

    -Metal Sound (Target suffers -2 Sp.Def)
    -Screech (Target suffers -2 Def)
    -Memento (User is KO'd, target suffers -2 Atk and -2 Sp.Atk)

    Status Moves:

    -Toxic (Poison-type, 85% Accuracy, badly poisons the target)
    -Thunder Wave (Electric-type, 100% Accuracy, paralyzes the target)
    -Will-o-Wisp (Fire-type, 75% Accuracy, burns the target)
    -Spore (Grass-type, 100% Accuracy, puts target to sleep)
    -Sleep Powder (Grass-type, 75% Accuracy, puts target to sleep)
    -Hypnosis (Psychic-type, 60% Accuracy, puts target to sleep; ignores target's type)
    -Confuse Ray (Ghost-type, 100% Accuracy, confuses target; ignores target's type)

    PHazing Moves:

    -Roar (Forces the target to switch out; Pokemon brought out in its place chosen at random)
    -Whirlwind (Forces the target to switch out; Pokemon brought out in its place chosen at random)
    -Haze (Resets all stat changes on every Pokemon on the field)

    Entry Hazards:

    -Stealth Rock (Rock-type, damage done based on target's type)
    -Spikes (Ground-type, can stack up to 3 times for extra damage)
    -Toxic Spikes (Poison-type, poisons targets, can stack twice to badly poison targets)

    Miscellaneous:

    -Ghost-type Curse (User loses 50% of max HP, target suffers 25% HP damage every turn)
    -Mean Look (Prevents target from switching out as long as the user stays in; can be Baton Passed)
    -Protect/Detect (Evades next attack, very likely to fail if used several times in a row)
    -Trick (User and target switch items; often utilized on users with Choice items)
    -Baton Pass (User switches out; any stat changes on user are received by the Pokemon switching in)
    -Taunt (Forces target to only use attacking moves, lasts around 2-4 turns)
    -Torment (Prevents target from using the same move twice in a row)
    -Trick Room (Slowest Pokemon become fastest and vice-versa for five turns)
    -Substitute (User loses 25% of max HP to create a Substitute with HP equal to that lost by the user. Substitute protects the user and is immune to status and stat-dropping moves)
    -Psycho Shift (Transfers any status ailment on the user over to the target instead)
     
  4. KoL

    KoL Expert FPS Player
    Staff Member Moderator

    Hold Items:

    Hold items are mandatory in competitive battle – as a rule of thumb, every Pokemon used should have a hold item that benefits it significantly and caters to its strengths and its role in your team. Below is a list of the items you should be aiming to use in your teams; if an item you are using does not appear here, the item in question is probably not a good item, and should be replaced.

    Offense-Oriented Items:

    -Expert Belt (boosts holder's damage output by 20% if using an attack that is super-effective)
    -Choice Band (boosts holder's Attack stat by 50%; locks user into the first move selected until they switch out)
    -Choice Specs (boosts holder's Sp.Attack stat by 50%; locks user into the first move selected until they switch out)
    -Choice Scarf (boosts holder's Speed stat by 50%; locks user into the first move selected until they switch out)
    -Wise Glasses (boosts holder's Sp.Attack stat by 10%)
    -Muscle Band (boosts holder's Attack stat by 10%)
    -Life Orb (boosts holder's damage output by 30%; attacks inflict recoil damage to the holder equal to 10% of holder's max HP)

    Pinch Berries – A berry exists for each stat and several others exist with slightly different effects, but these are the only ones really worth using:

    -Liechi Berry (Boosts holder's Attack by one stage when holder's HP drops below 25% of maximum)
    -Petaya Berry (Boosts holder's Sp.Attack by one stage when holder's HP drops below 25% of maximum)
    -Salac Berry (Boosts holder's Speed by one stage when holder's HP drops below 25% of maximum)
    -Micle Berry (Guarantees perfect accuracy on the holder's next move when HP drops below 25% of maximum)
    -Custap Berry (Guarantees the holder will attack first on their next move when HP drops below 25% of maximum)
    -Starf Berry (Sharply boosts a random stat when the holder's HP drops below 25% of maximum)

    Healing Items:

    -Leftovers (Heals holder for 1/16th of their max HP every turn)
    -Black Sludge (If holder is a Poison-type, heals holder for 1/16th of their max HP every turn. Damages the holder if they're not Poison-type)
    -Lum Berry (Heals any status ailment inflicted on the holder; can only be used once)

    Damage-Reduction Berries
    – A berry exists for each type, but only the most commonly-used ones will be listed here:

    -Shuca Berry (If holder is hit by super-effective Ground-type attack, damage is cut in half)
    -Wacan Berry (If holder is hit by super-effective Electric-type attack, damage is cut in half)
    -Yache Berry (If holder is hit by super-effective Ice-type attack, damage is cut in half)
    -Occa Berry (If holder is hit by super-effective Fire-type attack, damage is cut in half)
    -Chople Berry (If holder is hit by super-effective Fighting-type attack, damage is cut in half)

    Support/Weather-Boosting Items:

    -Heat Rock (If holder uses Sunny Day, weather duration is extended from 5 to 8 turns)
    -Damp Rock (If holder uses Rain Dance, weather duration is extended from 5 to 8 turns)
    -Light Clay (If holder uses Reflect/Light Screen, screen duration is extended from 5 to 8 turns)

    Miscellaneous Items:

    -Focus Sash (If holder would be KO'd from full HP in a single hit, holder survives with 1 HP)
    -Flame Orb (Burns the holder)
    -Toxic Orb (Badly poisons the holder)
    -Wide Lens (Boosts Accuracy of moves by 10%)
    -BrightPowder (Boosts Evasion by 10%; often used in conjunction with Sand Veil or Snow Cloak)
     
Thread Status:
Not open for further replies.

Share This Page