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

obi

formerly david stone
is a Site Content Manager Alumnusis a Programmer Alumnusis a Senior Staff Member Alumnusis a Smogon Discord Contributor Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
I plan on using the site as a reference against which to code Technical Machine's generation 5 support. As a result, I'll be updating this information and hopefully getting this thread more up-to-date.

This seems like the sort of thing that has more overhead from trying to co-ordinate with lots of people than the work to just do it, so I'm going to go through and update all of these. I will do this in a few stages:

First, give everything a long description that doesn't have one, making minor corrections as I go. Then I will go through the research thread and update by going through every post and double-checking against the first post.

If I do something that someone has reserved, then either edit my changes or overwrite them (as long as you make sure your mechanics are correct). I tried to figure out who has what and all that, but it seemed harder than just giving us a first draft on the site that is good, rather than pages that have no description at all.
 

bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Checked another batch of abilities

If a mod could upload and a site staffer cache, that would be great

Reckless
Sand Stream
Serene Grace
Damp
Download
Drizzle
Drought
Dry Skin
Early Bird
Flash Fire
Leaf Guard
Lightningrod
Liquid Ooze
Magic Guard
Magnet Pull
Marvel Scale
Minus
Mold Breaker
Motor Drive
 
Reserving these. Hopefully will have them written up by tommorow.

[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Competitive Use</h2>
<p></p>

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

[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Competitive Use</h2>
<p></p>

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

[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Competitive Use</h2>
<p></p>

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

[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Competitive Use</h2>
<p></p>

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

[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Competitive Use</h2>
<p></p>

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

[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Competitive Use</h2>
<p></p>

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

[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Competitive Use</h2>
<p></p>

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

[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Competitive Use</h2>
<p></p>

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

[SHORT DESC]

[LONG DESC]

<h2>Description</h2>
<p></p>

<h2>Competitive Use</h2>
<p></p>

<h2>Related Moves</h2>
<p></p>
 
Reserving Gyro Ball.

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

[LONG DESC]

<h2>Description</h2>
<p>Gyro Ball is a damage-dealing Steel-type move. Gyro Ball inflicts more damage the slower the user is compared to the target. The larger the difference between the user's and target's Speed stat, the greater the damage. Damage is calculated by Base Power = 25 × (Target's Current Speed / User's Current Speed). The maximum base power that can be reached with Gyro Ball is 150.</p>

<h2>Competitive Use</h2>
<p>Gyro Ball is a good move to use on slower Pokemon such as Bronzong and Ferrothorn to be able to deal a decent amount of damage. Also, bumping the Speed IVs to 0 with a minus Speed nature is recommended for maximum damage.</p>

<h2>Related Moves</h2>
<p>Electro Ball is a related move, except it inflicts more damage the faster the user is compared to the target.</p>
 

November Blue

A universe where hot chips don't exist :(
is a Contributor Alumnus
[SHORT DESC]
Does damage based on the foe's Speed and the user's Speed.

[LONG DESC]
<h2>Description</h2>
<p>Electro Ball deals variable damage based on the Speed stat of the user compared to that of the target. The base power of the move will be higher if the target is slower than the user, as follows:

150 base power if the target's Speed is less than 1/4 of the user's.
120 base power if the target's Speed is less than 1/3 of the user's, but higher than 1/4.
80 base power if the target's Speed is less than 1/2 of the user's, but higher than 1/3.
60 base power if the target's Speed is higher than 1/2 of the user's. </p>

<h2>Competitive Use</h2>
<p>Electro Ball has little to no competitive use. Unless used by exceptionally fast Pokemon on extremely slow targets, the move will often be outdamaged by more reliable choices, such as Thunderbolt or Discharge. </p>

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

[SHORT DESC]
Boosts user's Speed by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Upon dealing damage, the user's Speed is boosted one stage. </p>

<h2>Competitive Use</h2>
<p>Rarely seen, the usefulness of this move is debatable. It can be used by powerful Pokemon, such as Heatran or Chandelure, to set up a sweep, but is usually outclassed by moves such as Rock Polish and Shell Smash, which boost the Speed stat two stages. Notably, Flame Charge will not boost the user's Speed if the attack does not execute successfully. </p>

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

[SHORT DESC]
10% chance to burn opponent. Thaws the user.

[LONG DESC]
<h2>Description</h2>
<p>Flame Wheel has a 10% chance to burn the target. If selected while frozen, the user will be thawed out, and the move will execute. </p>

<h2>Competitive Use</h2>
<p>Flame Wheel should not be used competitively. Its base power is far too low, and is outclassed by stronger moves such as Fire Punch and Flare Blitz. </p>

<h2>Related Moves</h2>
<p>Fire Punch and Flare Blitz are more powerful options. </p>

[SHORT DESC]
Has 1/3 recoil. 10% chance to burn opponent.

[LONG DESC]
<h2>Description</h2>
<p>Flare Blitz has a 10% chance to burn the target. Upon execution, the user is dealt recoil damage equal to 1/3 of that taken by the target. </p>

<h2>Competitive Use</h2>
<p>With 120 base power and 100% accuracy, Flare Blitz is one of the best physical Fire-type moves in the game. It is often the first and foremost choice on any Pokemon lucky enough to have access to it, although the recoil can be problematic for those with low base HP, such as Infernape. If this is undesirable, Fire Punch is an acceptable substitute. </p>

<h2>Related Moves</h2>
<p>Fire Punch is a less powerful option that does not deal recoil damage. </p>

<p>Brave Bird is a Flying-type equivalent. </p>
<p>Double-Edge is a Normal-type equivalent. </p>
<p>Wood Hammer is a Grass-type equivalent. </p>

[SHORT DESC]
Lowers target's accuracy 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Flash lowers the target's Accuracy by one stage. It will fail if the target is behind a Substitute, is under the effect of Mist, or has -6 Accuracy. </p>

<h2>Competitive Use</h2>
<p>Flash has little to no competitive use. Using moves that affect Accuracy or Evasion is an ineffective strategy. Furthermore, Double Team is a better choice, as your opponent cannot remove the boosts by switching out. </p>

<h2>Related Moves</h2>
<p>Double Team is a similar move that boosts the user's evasion rather than lowering the target's accuracy. </p>

[SHORT DESC]
10% chance to lower Special Defense by 1 stage.

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

<h2>Competitive Use</h2>
<p>Powerful, accurate and reliable, Flash Cannon is the only Special Steel-type move that most Pokemon have access to. That being said, Steel is a subpar attacking type, and should only be used as a coverage move on Steel-types. </p>

<h2>Related Moves</h2>
<p>Shadow Ball is a Ghost-type equivalent. </p>
<p>Energy Ball is a Grass-type equivalent. </p>

[SHORT DESC]
Confuses the target. Boosts the target's Special Attack by 1 stage.

[LONG DESC]
<h2>Description</h2>
<p>Flatter raises the target's Special Attack by two stages, then confuses it. If the target has the ability Own Tempo, it will not be confused, but its Special Attack will still be boosted. </p>

<h2>Competitive Use</h2>
<p>Flatter should not be used competitively. It's counterpart, Swagger, is a high risk, high reward move that takes advantage of the confusion by boosting the target's Attack. As confusion damage is not calculated using the Special Attack stat, Flatter is effectively useless. </p>

<h2>Related Moves</h2>
<p>Swagger is a Normal-type equivalent with lower accuracy that boosts the target's Attack stat. </p>

[SHORT DESC]
Throws the user's hold item at the foe. Power and effect depend on the item.

[LONG DESC]
<h2>Description</h2>
<p>Fling throws the user's current hold item at the target. The base power and effect of the move is determined by the hold item. Almost every item can be used, but the most effective are listed below:

If the user is holding a Toxic Orb, Fling has 30 base power and causes Toxic poisoning.

If the user is holding an Iron Ball, Fling has 130 base power.

Fling will fail if the user does not have a hold item, if the user has the ability Klutz, or if the user is under the effects of Embargo. </p>

<h2>Competitive Use</h2>
<p>Fling is most famously seen on Gliscor. Holding a Toxic Orb, Gliscor can activate its Poison Heal ability, then Fling away the orb, potentially inflicting Toxic poison on a target. Once Gliscor is no longer holding an item, the base power of its STAB Acrobatics will double.

Flinging an Iron Ball generates a 130 base power Dark-type attack, but will halve the user's Speed until flung. </p>

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

[SHORT DESC]
10% chance to lower opponent's Special Defense by 1 stage.

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

<h2>Competitive Use</h2>
<p>Focus Blast is the most powerful special Fighting-type move in the game. It is also the least accurate. The move is essential for providing coverage on many special attackers, and its high base power makes it a superior choice against bulky special walls such as Tyranitar and Ferrothorn. If the low accuracy of the move is undesirable, Aura Sphere is a excellent substitute on the handful of Pokemon that learn it. </p>

<h2>Related Moves</h2>
<p>Aura Sphere is a weaker, more accurate option. </p>

<p>Thunder is an Electric-type equivalent. </p>
<p>Hurricane is a Flying-type equivalent. </p>

[SHORT DESC]
Boosts critical hit rate by two stages.

[LONG DESC]
<h2>Description</h2>
<p>Focus energy boosts the user's critical hit ratio by two stages. </p>

<h2>Competitive Use</h2>
<p>Focus Energy should not be used competitively. Aiming for critical hits is a ineffective strategy, as the critical hit ratio will still be quite low, and the boosts can not be stacked. Furthermore, your Pokemon may struggle to find a free moveslot for Focus Energy. </p>

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

[SHORT DESC]
Fails if the user takes damage before it hits.

[LONG DESC]
<h2>Description</h2>
<p>Focus Punch will "charge" at the beginning of the turn, and execute with decreased priority (-3). If the user is hit by a damaging move before Focus Punch executes, it will fail. If the user is behind a Substitute, Focus Punch will not be interrupted. </p>

<h2>Competitive Use</h2>
<p>Focus Punch is extremely powerful and highly accurate. The free turn required to use the move is best gained by use of Substitute, which will shield the user from attacks that may interrupt the move. Focus Punch is powerful, but impractical, so other powerful Fighting-type moves, such as Close Combat or Hi Jump Kick, are better choices for general use. </p>

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

[SHORT DESC]
All moves target the user.

[LONG DESC]
<h2>Description</h2>
<p>Follow Me is an increased priority move (+3). Once executed, all targeted attacks used by the opposing side will hit the user, regardless of the chosen target. If an ally of the user has the ability Lightningrod or Storm Drain, Follow Me will still draw in any Electric- or Water-type moves, respectively. </p>

<h2>Competitive Use</h2>
<p>Follow Me is useless in singles. In doubles however, it is extremely useful for giving one Pokemon a free turn, where they cannot be targeted by any of the opposing side's attacks. </p>

<h2>Related Moves</h2>
<p>Rage Powder is a Bug-type equivalent. </p>

[SHORT DESC]
30% chance to paralyze opponent.

[LONG DESC]
<h2>Description</h2>
<p>Force Palm has a 30% chance to paralyze the target. </p>

<h2>Competitive Use</h2>
<p>Force Palm's base power is too low to merit competitive use. However, The Technician ability will boost this move to 90 base power, making it powerful on top of the paralysis chance. Breloom is the only Pokemon that currently has access to this combination, but Force Palm is usually outclassed by Low Sweep, which offers a consistent method of lowering the target's Speed. </p>

<h2>Related Moves</h2>
<p>Needle Arm is a Grass-type equivalent. </p>

[SHORT DESC]
Blocks evasion modifiers. Allows user's Fighting- and Normal-type moves to hit Ghosts.

[LONG DESC]
<h2>Description</h2>
<p>Foresight will reset the target's Evasion modifier to 0. If the target is a Ghost-type, its immunity to Normal- and Fighting-type moves will be removed. </p>

<h2>Competitive Use</h2>
<p>Foresight's only use is preventing spinblocking. Outside this, the move is not very useful. </p>

<h2>Related Moves</h2>
<p>Odor Sleuth is an exact equivalent. </p>
<p>Miracle eye is a Psychic-type equivalent that instead removes the immunity of Dark-type Pokemon. </p>

[SHORT DESC]
Uses the target's Attack stat in damage calculation.

[LONG DESC]
<h2>Description</h2>
<p>Foul Play calculates damages with the target's Attack stat instead of the user's. Abilities that modify the target's Attack stat, such as Pure Power, are taken into account, whereas those that modify damage output or attack base power, such as Technician and Analytic, are not. The user's status conditions or hold items are also taken into account, while the target's are not. STAB is discerned by the user's typing. </p>

<h2>Competitive Use</h2>
<p>This move is quite useful for weaker defensive Pokemon, as it will hit much harder than their other moves if used on a target with a high Attack stat. </p>

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

[SHORT DESC]
Hits the turn after being used. 30% chance to paralyze opponent.

[LONG DESC]
<h2>Description</h2>
<p>Freeze Shock will charge on the turn that it is selected, then execute on the next. It has a 30% chance to paralyze the target. </p>

<h2>Competitive Use</h2>
<p>Freeze Shock is currently unreleased. </p>

<h2>Related Moves</h2>
<p>Ice Burn is a physical equivalent that may burn. </p>
<p>Sky Attack is a Flying-type equialent that may cause Flinching. </p>

[SHORT DESC]
Always results in a critical hit.

[LONG DESC]
<h2>Description</h2>
<p>Frost Breath has a 100% critical hit rate. </p>

<h2>Competitive Use</h2>
<p>While slightly weaker and less accurate than Ice Beam, Frost Breath is an acceptable alternative. It is useful for countering defensive stat boosters, as the critical hits ignore the boosts. </p>

<h2>Related Moves</h2>
<p>Storm Throw is a physical Fighting-type equivalent. </p>

[SHORT DESC]
No additional effect.

[LONG DESC]
<h2>Description</h2>
<p>Frustration's base power is determined by the user's happiness rating; A low happiness rating will increase the base power to a maximum of 102, while a high rating will decrease it. </p>

<h2>Competitive Use</h2>
<p>Frustration is useless on cartridge trained Pokemon, as it is nearly impossible to raise them to high levels while maintaining a low happiness rating. Return should be used in these cases, as trained Pokemon can easily reach and maintain maximum happiness. On a battle simulator, however, one can easily set the user's happiness to 0, making Frustration an acceptable alternative. </p>

<h2>Related Moves</h2>
<p>Return is an inverse equivalent. </p>

[SHORT DESC]
Hits 2-5 times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>Fury Attack is a multi hit move. It has a 37.5 chance to hit 2 or 3 times, and a 12.5 chance to hit 4 or 5 times. Fury Attack will continue once it breaks a Substitute, Sturdy, or Focus Sash. </p>

<h2>Competitive Use</h2>
<p>Fury Attack should not be used competitively. Its variable base power and imperfect accuracy make it too unreliable. </p>

<h2>Related Moves</h2>
<p>Tail Slap is a more powerful equivalent. </p>
<p>Icicle Spear is a stronger, more accurate Ice-type equivalent. </p>
<p>Bullet Seed is a stronger, more accurate Grass-type equivalent. </p>

[SHORT DESC]
Power doubles with each hit.

[LONG DESC]
<h2>Description</h2>
<p>Fury Cutter's base power will double on consecutive uses, and caps at 160. If the attack misses or the user is switched out, the base power is reset to 20. </p>

<h2>Competitive Use</h2>
<p>Fury Cutter should not be used competitively. Its base power is far too low on the first few turns, and consecutive uses are too difficult to maintain consistently. </p>

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

[SHORT DESC]
Hits 2-5 times in one turn.

[LONG DESC]
<h2>Description</h2>
<p>Fury Swipes is a multi hit move. It has a 37.5 chance to hit 2 or 3 times, and a 12.5 chance to hit 4 or 5 times. Fury Swipes will continue once it breaks a Substitute, Sturdy, or Focus Sash. </p>

<h2>Competitive Use</h2>
<p>Fury Swipes should not be used competitively. Its variable base power and imperfect accuracy make it too unreliable. </p>

<h2>Related Moves</h2>
<p>Tail Slap is a more powerful equivalent. </p>
<p>Icicle Spear is a stronger, more accurate Ice-type equivalent. </p>
<p>Bullet Seed is a stronger, more accurate Grass-type equivalent. </p>

[SHORT DESC]
Power doubles if used after Fusion Flare.

[LONG DESC]
<h2>Description</h2>
<p>Fusion Bolt's base power will double if it is executed after the user has been hit by the target's Fusion Flare. </p>

<h2>Competitive Use</h2>
<p>Fusion Bolt is powerful and accurate. Only two Pokemon—Victini and Zekrom—learn this move, and it is an excellent choice on both. </p>

<h2>Related Moves</h2>
<p>Wild Charge is a weaker equivalent that deals recoil damage. </p>

<p>Fusion Flare is a special Fire-type equivalent. </p>

[SHORT DESC]
Power doubles if used after Fusion Bolt.

[LONG DESC]
<h2>Description</h2>
<p>Fusion Flare's base power will double if it is executed after the user has been hit by the target's Fusion Bolt. </p>

<h2>Competitive Use</h2>
<p>Fusion Flare is an acceptable substitute for Flamethrower. It is slightly stronger, but does not carry the 10% burn chance. </p>

<h2>Related Moves</h2>
<p>Fusion Bolt is a physical Electric-type equivalent. </p>

[SHORT DESC]
Deals damage at the end of the turn after three turns.

[LONG DESC]
<h2>Description</h2>
<p>Future Sight will do nothing on the turn it is selected, then deal end of turn damage three turns later. Damage is calculated on the turn the move is selected, and will ignore any following stat changes. If the target is switched out, its replacement will still be hit. Future Sight is typeless, and does not receive STAB. </p>

<h2>Competitive Use</h2>
<p>Future Sight should not be used competitively. It is too unwieldy to use as a main STAB, and most Pokemon will struggle to find a free moveslot for it. </p>

<h2>Related Moves</h2>
<p>Doom Desire is a more powerful Steel-type equivalent. </p>

[SHORT DESC]
Cures status on the user's team.

[LONG DESC]
<h2>Description</h2>
<p>Heal Bell will cure the user's team of status. In Generation V, Heal Bell will cure Pokemon with the Soundproof ability. </p>

<h2>Competitive Use</h2>
<p>Heal Bell is an excellent supporting move. It can restore otherwise useless Pokemon, such as a paralyzed Alakazam, to top condition, and is worth the moveslot is almost all cases. </p>

<h2>Related Moves</h2>
<p>Aromatherapy is a Grass-type equivalent. </p>

[SHORT DESC]
Prevents the foes from using healing moves for 5 turns.

[LONG DESC]
<h2>Description</h2>
<p>Heal Block will last 5 turns, and has the following effects: </p>

<p>Aqua Ring, Heal Order, Ingrain, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Slack Off, Softboiled, Synthesis and Wish will fail. </p>

<p>Absorb, Drain Punch, Dream Eater, Giga Drain, Leech Life, Leech Seed and Mega Drain will deal damage as usual, but will not restore HP to the user. </p>

<p>When hit by an Electric- or Water-type move, a Pokemon with Lightningrod or Storm Drain, respectively, will take damage. </p>

<p>Leftovers will not heal the holder. </p>

<h2>Competitive Use</h2>
<p>Heal Block should not be used competitively. </p>

<h2>Related Moves</h2>
<p>Embargo is a Dark-type equivalent that prevents the use of hold items. </p>

[SHORT DESC]
Heals the user by 50% max HP.

[LONG DESC]
<h2>Description</h2>
<p>Heal Order restores 50% of the user's maximum HP. </p>

<h2>Competitive Use</h2>
<p>Vespiquen is the sole user of this move. If the secondary effect of Roost is undesirable, Heal Order is an acceptable sustitute. </p>

<h2>Related Moves</h2>
<p>Roost is a Flying-type equivalent. </p>
<p>Recover is a Normal-type equivalent. </p>

[SHORT DESC]
Heals the target by 50% max HP.

[LONG DESC]
<h2>Description</h2>
<p>Heal Pulse will restore 50% of the target's maximum HP. It will fail if it hits a substitute. </p>

<h2>Competitive Use</h2>
<p>Heal Pulse is useless in singles. In doubles, however, it can be used as an alternative to Wishpassing. </p>

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

[SHORT DESC]
KOs the user and heals the next Pokemon in.

[LONG DESC]
<h2>Description</h2>
<p>Upon execution, the user will faint. Then, at the end of the turn, the recipient is switched in, its HP is restored to 100%, and it is cured of any status. Healing Wish cannot affect a fainted Pokemon. </p>

<h2>Competitive Use</h2>
<p>Healing Wish is uncommon, but useful. If the Pokemon that is central to the strategy of your team is crippled, Healing Wish can safely heal and switch it in. This can quickly turn the tables on your opponent. </p>

<h2>Related Moves</h2>
<p>Memento is a Dark-type equivalent that lowers the target's stats. </p>

[SHORT DESC]
Deals damage based on both the user's and the foe's weight.

[LONG DESC]
<h2>Description</h2>
<p>Heavy Slam deals variable damage based on the weight of the user compared to that of the target. The base power of the move will be higher if the target is lighter than the user, as follows: </p>

<p>120 base power if the target's weight is less than 1/5 of the user's. </p>
<p>100 base power if the target's weight is less than 1/4 of the user's, but higher than 1/5. </p>
<p>80 base power if the target's weight is less than 1/3 of the user's, but higher than 1/4. </p>
<p>60 base power if the target's weight is less than 1/2 of the user's, but higher than 1/3. </p>
<p>40 base power if the target's weight is higher than 1/5 of the user's. </p>

<h2>Competitive Use</h2>
<p>Heavy Slam has little to no competitive use. Unless used by exceptionally heavy Pokemon on extremely light targets, the move will often be outdamaged by more reliable choices, such as Iron Head or Meteor Mash. </p>

<h2>Related Moves</h2>
<p>Heat Crash is a Fire-type equivalent. </p>

[SHORT DESC]
Increases Base Power of ally's moves 50%.

[LONG DESC]
<h2>Description</h2>
<p>Helping Hand raises the base power of the user's allies' moves by 50%. The effect will stack if used simultaneously in triples. </p>

<h2>Competitive Use</h2>
<p>Helping Hand is useless in singles. In doubles, however, it is a potent aid to your sweepers, boosting the base power of their moves to obscene levels. </p>

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

[SHORT DESC]
Power doubles if target is afflicted with a status condition.

[LONG DESC]
<h2>Description</h2>
<p>Hex's base power will double if the target has a status ailment. </p>

<h2>Competitive Use</h2>
<p>Hex is an interesting move. If the target has a status condition, the move is notably stronger than Shadow Ball, but much weaker otherwise. This makes Hex impractical, but Ghost-types often run Will-O-Wisp, somewhat alleviating this problem. Toxic Spikes compliment this move exceedingly well, poisoning the opponent's Pokemon as they enter the battlefield. Hex should be used carefully, and complimented by a reliable secondary move. </p>

<h2>Related Moves</h2>
<p>Shadow Ball is a more reliable equivalent. </p>

[SHORT DESC]
If it misses, user loses HP equal to 1/2 the user's max HP.

[LONG DESC]
<h2>Description</h2>
<p>If Hi Jump Kick misses, is used on a Ghost-type Pokemon, or is blocked by Protect or Detect, the user receives recoil damage equal to half of its maximum HP, rounded down. </p>

<h2>Competitive Use</h2>
<p>Hi Jump Kick is absurdly powerful, highly accurate, and a potent double edged sword. The move has extreme power and few drawbacks, but must be used carefully. If you suspect that the target will use Protect, or a Ghost will switch in, you must preempt accordingly. </p>

<h2>Related Moves</h2>
<p>Jump Kick is a weaker, more accurate equivalent. </p>

<h2>Competitive Use</h2>
<p>As Hidden Power can be any type, (bar Normal) it is a fundamental move for special attackers, providing a decently powered coverage move of a type that the user may otherwise lack. Almost every Pokemon in the game has access to this move, and it's everywhere. Latios, for example, does not learn any Fire-type moves to cover the Steel-type Pokemon that wall its STAB, so uses Hidden Power Fire to patch up this problem. </p>

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

<h2>Competitive Use</h2>
<p>Hone Claws is outclassed by Swords Dance in most cases, but there are a few Pokemon that make good use of the move. Durant is the best example; it does not learn Swords Dance, and has the Hustle ability. Hone Claws' Accuracy boost alleviates Hustle's accuracy drop, and the combined power of the two elements grants Durant phenomenal power. </p>

<h2>Related Moves</h2>
<p>Swords Dance is an equivalent that boosts the Attack stat by +2, without the Accuracy boost. </p>

<h2>Competitive Use</h2>
<p>Horn Attack has no competitive use. It is inferior to Return in every way. </p>

<h2>Related Moves</h2>
<p>Return is a stronger equivalent. </p>

<h2>Competitive Use</h2>
<p>While Horn Drill has massive potential, especially when paired with Mind Reader or the No Guard ability, use of the move is frowned upon in a competitive setting. Furthermore, it is banned under the OHKO clause in most cases. </p>

<h2>Related Moves</h2>
<p>Sheer Cold is an Ice-type equivalent that has no immunities. </p>

<h2>Competitive Use</h2>
<p>Horn Leech is an extremely useful move unique to Sawsbuck. It is powerful, accurate, and its secondary healing pairs well with a Life Orb, aiding Sawsbuck's sweeping potential greatly. It is also the only physical Grass-type move that Sawsbuck learns, and is an excellent choice on every set. </p>

<h2>Related Moves</h2>
<p>Giga Drain is a special euivalent. </p>

<h2>Competitive Use</h2>
<p>Howl is outclassed by Swords Dance, and should only be used when the latter is unavailable. There are a few Pokemon that find use in this move, such as Arcanine and Stoutland, who can sweep reasonably well with it. </p>

<h2>Related Moves</h2>
<p>Swords Dance is an equivalent that raises Attack by +2. </p>
<p>Dragon Dance is a Dragon-type equivalent that raises Attack and Speed. </p>

<h2>Competitive Use</h2>
<p>Hurricane is an excellent move for rain sweepers. Tornadus and Dragonite are the best users of this move, which becomes 100% accurate in rain. It is powerful and has excellent coverage, but poor distribution. Hurricane should not be used outside rain, as its accuracy becomes extremely unreliable. </p>

<h2>Related Moves</h2>
<p>Thunder is an Electric-type equivalent. </p>
<p>Air Slash is a weaker equivalent that has higher accuracy and a flinch chance. </p>

<h2>Competitive Use</h2>
<p></p>

<h2>Related Moves</h2>
<p>Scald is a weaker equivalent that may burn. </p>
<p>Fire Blast is a Fire-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Hyper Fang should not be used competitively, as it is completely outclassed by Return. </p>

<h2>Related Moves</h2>
<p>Return is a stronger equivalent. </p>

<h2>Competitive Use</h2>
<p>Powerful, accurate, and reliable, Hyper Voice is an excellent move. The number of special Normal-type attackers is quite low, and Normal is a mediocre attacking type. For these reasons, Hyper Voice is rarely used. </p>

<h2>Related Moves</h2>
<p>Bug Buzz is a Bug-type equivalent that may lower Special Defense. </p> <p>Psychic is a Psychic-type equivalent that may lower Special Defense. </p>

<h2>Competitive Use</h2>
<p>Hypnosis has little competitive use. While the sleep status is powerful, Hypnosis' accuracy is too low, and too unreliable. </p>

<h2>Related Moves</h2>
<p>Spore is a 100% accurate Grass-type equivalent. </p>
<p>Sleep Powder is a 75% accurate Grass-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Ice Ball has little competitive use. It takes too many turns to reach a worthwile power level, and its learnbase is exceedingly low. </p>

<h2>Related Moves</h2>
<p>Icicle Crash is a more reliable equivalent that may flinch. </p>

<h2>Competitive Use</h2>
<p>Ice Burn is currently unreleased. </p>

<h2>Related Moves</h2>
<p>Ice Beam is a weaker equivalent that may freeze. </p>

<h2>Competitive Use</h2>
<p>Ice Fang has an exceedingly low base power, and is usually outclassed by Ice Punch. Pokemon that cannot learn Ice Punch may use this move for coverage, the best example being Gliscor. </p>

<h2>Related Moves</h2>
<p>Ice Punch is a stronger equivalent that has higher accuracy. </p>
<p>Fire Fang is a Fire-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Ice Punch is powerful, accurate and reliable. Though Ice-type Pokemon are fairly rare in the higher tiers, this move is an excellent choice on Fighting-types, providing essential coverage. Machamp is a popular example, and gains coverage on the Flying- or Dragon-types that wall its Fighting STAB. </p>

<h2>Related Moves</h2>
<p>Icicle spear is an equivalent that hits multiple times. </p>

<h2>Competitive Use</h2>
<p>Ice Shard is a valuable priority move that can be used to check fast, frail threats that are Ice weak, such as Landorus and Dragonite. Mamoswine is the best abuser of this move, which becomes extremely powerful when used on a Choice Band set. </p>

<h2>Related Moves</h2>
<p>Mach Punch is a Fighting-type equivalent. </p>
<p>Bullet Punch is a Steel-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Mamoswine is the only common user of this move, which is powerful, and carries a 30% flinch chance. Icicle Crash is Mamoswine's best Ice-type move, and is a great choice for any set. </p>

<h2>Related Moves</h2>
<p>Ice Punch is a weaker equivalent that may freeze. </p>

<h2>Competitive Use</h2>
<p>Icicle Spear is a powerful, accurate multi hit move. It is most commonly found on Cloyster, where it is paired with the Skill Link ability. This combination results in a 100% accurate 125 base power move with no drawbacks, and a deadly weapon. Mamoswine can use this move with a Choice Scarf to serve as a check to Dragonite, whose Multiscale ability is circumvented by the multiple hits. </p>

<h2>Related Moves</h2>
<p>Bullet Seed is a Grass-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Icy Wind's base power and Accuracy are too low for competitive use. It is outclassed by Ice Beam. </p>

<h2>Related Moves</h2>
<p>Ice Beam is a stronger equivalent that may freeze. </p>

<h2>Competitive Use</h2>
<p>Imprison has little competitive use. The conditions required to use this move effectively are too hard to come by in a competitive setting. </p>

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

<h2>Competitive Use</h2>
<p>Incinerate has little competitive use. Its base power is extremely low, and the secondary effect is not useful commonly enough to warrant a moveslot. </p>

<h2>Related Moves</h2>
<p>Flamethrower is a stronger equivalent that may burn. </p>

<h2>Competitive Use</h2>
<p>Inferno has little competitive use. Its accuracy is horribly low, making the move unreliable. </p>

<h2>Related Moves</h2>
<p>Flamethrower is a more accurate equivalent. </p>

<h2>Competitive Use</h2>
<p>Ingrain is a dubious move. While useful, the prevention of switching can be a major hindrance, leaving this move vastly outclassed by Leech Seed. </p>

<h2>Related Moves</h2>
<p>Aqua Ring is a water-type equivalent that allows switching. </p>

<h2>Competitive Use</h2>
<p>Iron Defense is an excellent move for Baton Pass teams, where it can be used to quickly gain Defense boosts. It is extremely easy to reach +4, or even +6 Defense using this move. Scizor is the best user of this strategy, and is able to pass Attack and Speed boosts as well. For the most part, Acid Armor Vaporeon outclasses any Iron Defense user, as it can also pass huge Wishes for the team, and has excellent bulk to boot. </p>

<h2>Related Moves</h2>
<p>Acid Armor is a Poison-type equivalent. </p>

<h2>Competitive Use</h2>
<p>While Iron Head is a well rounded move, Steel is a poor attacking type. The only common user of this move is Jirachi, whose Serene Grace ability doubles the move's flinch chance to 60%. Subsequently, Iron Head becomes an extremely useful maneuver, able to flinch slower (or paralyzed) foes multiple times, which can result in KOes. Iron Head Jirachi frequently carries a means of paralysis, and is able to outspeed and threaten an absurd number of Pokemon with this strategy. </p>

<h2>Related Moves</h2>
<p>Waterfall is a Water-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Iron Tail has little competitive use. Steel is a poor attacking type, and the move's accuracy is extremely low, making the move unreliable. </p>

<h2>Related Moves</h2>
<p>Iron Head is a weaker, more accurate equivalent. </p>

<h2>Competitive Use</h2>
<p>Last Resort has little competitive use. While powerful, the conditions that must be met to use this move are undesirable in a competitive setting. It is possible to build a sweeping set that uses this move, such as a Howl + Last Resort Stoutland that has no other moves, but Normal is a mediocre attacking type, which leaves the viability of this strategy in question. </p>

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

<h2>Competitive Use</h2>
<p>Lava Plume is an excellent move for defensive Fire-types, such as Heatran. The ability to burn the opponent while attacking is quite useful, as it can ward off physical threats such as Landorus, and deal additional damage to Fire resistant switch-ins. Lava Plume is also powerful enough to merit use on offensive Pokemon. However, the move has low distribution, so these cases are somewhat rare. </p>

<h2>Related Moves</h2>
<p>Scald is a special Water-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Leaf Blade is a powerful move, useful for Grass-type physical attackers. Unfortunately, it has low distribution, and is rarely seen in competitive play. However, Pokemon such as Virizion and Leafeon are proficient users of this move, which is their best option for physical sets. </p>

<h2>Related Moves</h2>
<p>Giga Drain is a weaker, special equivalent. </p>

<h2>Competitive Use</h2>
<p>Leaf Storm is powerful, but its side effect limits its use to Choiced sets, or hit-and-run style attackers. That said, the move packs quite a punch, and is a staple choice on Grass-types such as Celebi and Rotom-C. </p>

<h2>Related Moves</h2>
<p>Draco Meteor is a Dragon-type equivalent. </p>
<p>Overheat is a Fire-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Leaf Tornado has little competitive use. Its base power and accuracy are too low, and it is outclassed by stronger moves, such as Giga Drain. </p>

<h2>Related Moves</h2>
<p>Giga Drain is a stronger, more accurate equivalent that leeches HP. </p>

<h2>Competitive Use</h2>
<p>Leech Life should not be used competitively. Its base power is far too low to merit use, and there are several stronger Bug-type options available. </p>

<h2>Related Moves</h2>
<p>Bug Buzz is a more powerful equivalent. </p>

<h2>Competitive Use</h2>
<p>Leech Seed is one of the best support moves in the game. It is almost always found on any defensive Grass-type that learns it, and can be used just as well by offensive Pokemon. One defensive Pokemon, Leech Seed provides additional recovery, while sapping the HP of the target. This gives your Pokemon an immediate advantage, which can be passed to other team members for recovery support, similar to Wishpassing. Leech Seed is sometimes the only form of recovery a Pokemon uses. Ferrothorn is an excellent example. Its relatively low HP ensures a sizable return from the target's HP, and this damage stacks with other residual damage, such as that from Iron Thorns, to deadly effect.

Offensive Pokemon can employ the tried and true SubSeed strategy. This pairs well with good offensive coverage, and makes fast frail Pokemon much harder to deal with. Breloom is one of the most famous SubSeeders, commonly pairing Substitute and Leech Seed with the unique SporePunch combo. This blend of strategies allows Breloom to bypass faster threats, threaten Stall, and completely neutralize checks. This is one of the best examples of Leech Seed's utility. </p>

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

<h2>Competitive Use</h2>
<p>Leer should not be used competitively. A single Defense drop is not worth the moveslot or turn, and can often be found as a side effect of attacking moves such as Crunch or Razor Shell. </p>

<h2>Related Moves</h2>
<p>Screech is a more effective equivalent that lowers Defense two stages. </p>

<h2>Competitive Use</h2>
<p>Lick should not be used competitively. Its base power is far too low, and there are stronger options available. </p>

<h2>Related Moves</h2>
<p>Shadow Sneak is a stronger equivalent that has increased priority. </p>
<p>Shadow Claw is a stronger equivalent. </p>

<h2>Competitive Use</h2>
<p>Dual Screens is a popular strategy, and Light Screen can provide your team with a good amount of special bulk. This is quite useful to shield a Pokemon trying to set up, and can also be used on defensive Pokemon that wish to augment their bulk. Light Clay is a useful hold item that extends the duration of Light Screen to 8 turns. </p>

<h2>Related Moves</h2>
<p>Reflect is an equivalent that raises physical defense. </p>

<h2>Competitive Use</h2>
<p>Lock-On has little competitive use. low accuracy moves are rarely used, and telegraphing their use with Lock-On gives the target ample time to switch out. There are much more useful choices for a free moveslot. </p>

<h2>Related Moves</h2>
<p>Mind Reader is an exact equivalent. </p>

<h2>Competitive Use</h2>
<p>Lovely Kiss is rarely seen, as it has extremely low distribution. On Pokemon that do learn it, Lovely Kiss is a somewhat reliable method of inducing sleep. </p>

<h2>Related Moves</h2>
<p>Sleep Powder is a Grass-type equivalent. </p>
<p>Will-O-Wisp is a Fire-type equivalent that causes a burn. </p>

<h2>Competitive Use</h2>
<p>Low Kick's variable base power is somewhat unreliable, but as there are many heavy Pokemon in the OU tier, this isn't as much of a problem as one might think. While accurate and powerful, Low Kick is outclassed by more reliable options, such as Close Combat and Hi Jump Kick. </p>

<h2>Related Moves</h2>
<p>Grass Knot is a special Grass-type equivalent. </p>
<p>Close Combat is a Fighting-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Low Sweep has little competitive use. Its base power is too low, and it is outclassed by stronger moves. Even so, its secondary effect is quite useful, and Fighting is an extremely good attacking type in generation V. </p>

<h2>Related Moves</h2>
<p>Bulldoze is a Ground-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Lucky Chant has little competitive use, and is rarely seen. Critical hits are rare, and there are better choices for a moveslot in most cases. </p>

<h2>Related Moves</h2>
<p>Safeguard is an equivalent that blocks status effects. </p>

<h2>Competitive Use</h2>
<p>Lunar Dance is a useful move for support Pokemon. It can be used to support sweepers that are susceptible to residual damage, such as Salamence, or those weak to entry hazards, Volcarona in particular. </p>

<h2>Related Moves</h2>
<p>Healing wish is an exact equivalent. </p>

<h2>Competitive Use</h2>
<p>Latios' signature move is fairly powerful and has no outright flaws, but is usually eschewed in favor of Psychic, which is stronger, and has higher PP. </p>

<h2>Related Moves</h2>
<p>Psychic is a stronger equivalent. </p>

<h2>Competitive Use</h2>
<p>Mach Punch is one of the best priority moves available. A slow, powerful Fighting-type, such as Conkeldurr, can use the move to threaten faster, frail, or weakened threats that could otherwise outspeed and KO it. Mach Punch is an excellent means of dealing with Pokemon such as Terrakion, Hydreigon and Scarf Tyranitar, and has great coverage on several other powerful threats. </p>

<h2>Related Moves</h2>
<p>Bullet Punch is a Steel-type equivalent. </p>
<p>Aqua Jet is a Water-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Magic Coat is useful for surprising opponents that employ status moves against your team, such as Spore, Stealth Rock, or Whirlwind. However, once the surprise factor is gone, opponents can predict around the move, or use the "free turns" to attack. </p>

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

<h2>Competitive Use</h2>
<p>Magic Room has little competitive use. It is outclassed by Embargo, which does not affect the user. </p>

<h2>Related Moves</h2>
<p>Trick Room is an equivalent the inverts Speed hierarchy. </p>

<h2>Competitive Use</h2>
<p>Magical Leaf has little competitive use. Its base power is too low, and it is outclassed by stronger moves such as Giga Drain and Energy Ball. </p>

<h2>Related Moves</h2>
<p>Giga Drain is a stronger equivalent that leeches HP. </p>

<h2>Competitive Use</h2>
<p>Heatran's signature move is a viable alternative to Fire Blast. While it has lower accuracy, the trapping side effect can be useful for cornering a troublesome opponent, or forcing a switch. The end-of-turn residual damage is also quite handy for negating Leftovers healing, and stacks quite well with Sand damage. </p>

<h2>Related Moves</h2>
<p>Fire Blast is an equivalent that may burn. </p>

<h2>Competitive Use</h2>
<p>Magnet Bomb should not be used competitively. It is weaker than Flash Cannon, which completely outclasses it. Furthermore, Steel is a subpar attacking type, relegating Magnet Bomb to use as a secondary STAB move. </p>

<h2>Related Moves</h2>
<p>Flash Cannon is a stronger equivalent. </p>

<h2>Competitive Use</h2>
<p>While rarely seen, Magnet Rise can be used on Pokemon that are weak to Ground-type moves, providing a useful immunity. This can foil some checks or counters, and is useful on Pokemon with several resistances, such as Magnezone. </p>

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

<h2>Competitive Use</h2>
<p>Magnitude has little competitive use. While it has the potential to out-damage Earthquake, it can also be much weaker. This unreliability makes it a poor choice for competitive play. </p>

<h2>Related Moves</h2>
<p>Earthquake is a more reliable equivalent. </p>

<h2>Competitive Use</h2>
<p>A rare move, Me First has questionable usefulness. While it can be a nasty surprise for an opponent, the conditions required to use Me First successfully diminish its utility somewhat. It also has low distribution. </p>

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

<h2>Competitive Use</h2>
<p>Mean Look can be used to trap and eliminate a troublesome Pokemon on the opponent's team, which is quite a useful tool to have. However, the effects of the move can no longer be Baton Passed in generation V, which makes the move less useful than it has been in the past. </p>

<h2>Related Moves</h2>
<p>Spider Web is a Bug-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Meditate is outclassed by Swords Dance, and should only be used when the latter is unavailable. </p>

<h2>Related Moves</h2>
<p>Swords Dance is an equivalent that raises Attack by +2. </p>
<p>Dragon Dance is a Dragon-type equivalent that raises Attack and Speed. </p>

<h2>Competitive Use</h2>
<p>Mega Drain should not be used competitively, as it is completely outclassed by Giga Drain. </p>

<h2>Related Moves</h2>
<p>Giga Drain is a stronger equivalent. </p>

<h2>Competitive Use</h2>
<p>Mega Kick has little competitive use. While powerful, it has low accuracy and distribution, and is therefore outclassed by moves such as Return and Double-Edge. </p>

<h2>Related Moves</h2>
<p>Return is a weaker, more accurate equivalent. </p>
<p>Double-Edge is a stronger, more accurate equivalent that deals recoil damage. </p>

<h2>Competitive Use</h2>
<p>Mega Punch should not be used competitively. It is outclassed by stronger, more accurate options such as Return and Double-Edge. </p>

<h2>Related Moves</h2>
<p>Return is a weaker, more accurate equivalent. </p>
<p>Double-Edge is a stronger, more accurate equivalent that deals recoil damage. </p>

<h2>Competitive Use</h2>
<p>Megahorn is powerful and fairly accurate, and an excellent STAB or coverage move. Pokemon such as Heracross, Scolipede and Sawsbuck can use this move to deadly effect, gaining super effective coverage on the myriad Psychic-, Dark-, and Grass-types in OU. </p>

<h2>Related Moves</h2>
<p>Power Whip is a Grass-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Metal Burst is useful on Pokemon such as Aggron, who has the Sturdy ability. It can be used on both physical and special attacks, and has a good chance to OHKO the attacker. </p>

<h2>Related Moves</h2>
<p>Counter is a Fighting-type equivalent that counters physical moves. </p>
<p>Mirror Coat is a Psychic-type equivalent that counters special moves. </p>

<h2>Competitive Use</h2>
<p>Metal Claw should not be used competitively. It is outclassed by stronger moves, such as Iron Head. </p>

<h2>Related Moves</h2>
<p>Iron Head is a stronger equivalent that may flinch. </p>

<h2>Competitive Use</h2>
<p>Metal Sound is a somewhat useful move for special sweepers. Zapdos, for example, can use Metal Sound to catch unfavorable switch ins, and possibly threaten with a stronger Thunderbolt. </p>

<h2>Related Moves</h2>
<p>Screech is a Normal-type equivalent that lowers the Defense stat. </p>

<h2>Competitive Use</h2>
<p>Metagross is the best user of Meteor Mash, which is a powerful STAB move, and an excellent attacking choice. The move may raise the user's attack stat, and pairs well with Metagross' Psychic STAB and coverage options. </p>

<h2>Related Moves</h2>
<p>Iron Head is a weaker, more accurate equivalent that may flinch. </p>

<h2>Competitive Use</h2>
<p>Metronome should not be used competitively. It is extremely unreliable, and a poor choice for a moveslot. </p>

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

<h2>Competitive Use</h2>
<p>Miltank's signature move is quite useful for the cow, providing recovery for both offensive and defensive sets, and augmenting its notable bulk. </p>

<h2>Related Moves</h2>
<p>Recover is an exact equivalent. </p>

<h2>Competitive Use</h2>
<p>Rage should not be used competitively. Its base power is far too low, and it is completely outclassed by stronger Normal-type moves, such as Return and Double-Edge.</p>

<h2>Related Moves</h2>
<p>Return is a stronger option.</p>

<h2>Competitive Use</h2>
<p>Rage Powder is useless in single battles.</p>

<h2>Related Moves</h2>
<p>Follow Me is a Normal-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Every competitive battler will agree that Rapid Spin is a bloody awful move. Why must hazard removal be restricted to a weak Normal-type move? On the whole, however, Rapid Spin is amazingly useful. Its low distribution is disappointing, but for the few Pokemon blessed with this move, it's an invaluable tool.</p>

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

<h2>Competitive Use</h2>
<p>Razor Leaf should not be used competitively. Its base power and distribution are both too low, plus it is outclassed by stronger moves, such as Giga Drain and Energy Ball.</p>

<h2>Related Moves</h2>
<p>Giga Drain is a stronger option.</p>
<p>Energy Ball is a stronger option.</p>

<h2>Competitive Use</h2>
<p>This move is only learned by the Cloyster and Samurott lines. It is a useful option on both Water-types, as it is only slightly weaker than Waterfall, and the strongest physical STAB move Cloyster has access to, making it the default Water-type move for Shell Smash variants.</p>

<h2>Related Moves</h2>
<p>Waterfall is a slightly stronger option.</p>

<h2>Competitive Use</h2>
<p>Razor Wind should not be used competitively, because it is a two-turn charge up Normal-type move.</p>

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

<h2>Competitive Use</h2>
<p>Recover is one of the best moves in the game, and it, or one of its equivalents (Roost, Slack Off), are almost mandatory for any defensive Pokemon. The move is somewhat native to Psychic-types, but has been spread over a broad range of types throughout the generations. Almost every wall worth its salt will need this move, as HP recovery is a crucial gameplay element. Defensive Pokemon, such as Quagsire and , partially owe their success and use to this move; Seemingly excellent or useful Pokemon, such as Claydol or Bronzong, find themselves down the lower end of the tiering spectrum simply because they lack a recovery move.</p>

<h2>Related Moves</h2>
<p>Roost is a Flying-type equivalent.</p>
<p>Slack Off is an equivalent.</p>

<h2>Competitive Use</h2>
<p>Recycle is an interesting move that has potential uses with single-use items, such as a Berry or Focus Sash. However, this move has low distribution, and any uses that this move may have are somewhat gimmicky.</p>

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

<h2>Competitive Use</h2>
<p>Reflect is an excellent move that gives your entire team extra protection from physical moves. Halving damage is quite a potent effect, and can protect frail sweepers from KOs, and give them a window to set up. It is often paired With Light Screen to form the Dual Screens strategy, which involves a bulky Pokemon setting up both screens, which are then passed to a sweeper (commonly by switching, sometimes by other methods, such as U-turn and Explosion).</p>

<h2>Related Moves</h2>
<p>Light Screen is an equivalent counterpart that buffs Special Defense.</p>

<h2>Competitive Use</h2>
<p>Reflect Type is an obscure move with low distribution that was featured on a specialized Latias set. This set used Reflect Type alongside Calm Mind and Recover to boost up and attempt a bulky sweep that would be augmented by the Steel typing Latias would copy from common switchins, such as Ferrothorn and Jirachi.</p>

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

<h2>Competitive Use</h2>
<p>Refresh is a rare move that is kinda useful for dealing with status. It is sometimes found on Arceus and Swampert.</p>

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

<h2>Competitive Use</h2>
<p>Relic Song is currently unreleased.</p>

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

<h2>Competitive Use</h2>
<p>Though Rest's effects are phenomenal, the two-turn sleep it requires is far too long for competitive use. To remedy this, the move is often paired with elements such as Sleep Talk, Hydration, or a Chesto Berry. Rest is quite a potent recovery move in these cases, but should never be used on its own.</p>

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

<h2>Competitive Use</h2>
<p>Tackle has no competitive use. It is far too weak, and completely outclassed by stronger Normal-type moves, such as Return.</p>

<h2>Related Moves</h2>
<p>Return is a stronger option.</p>

<h2>Competitive Use</h2>
<p>Take Down has little competitive use. It is both rarely distributed, and weaker than Return, which doesn't inflict recoil damage.</p>

<h2>Related Moves</h2>
<p>Return is a stronger option that does not inflict recoil.</p>
<p>Double-Edge is a stronger option.</p>

<h2>Competitive Use</h2>
<p>Taunt is an incredible move, and finds use on all types of Pokemon. It can be used to disrupt foes that utilize support moves, protect a fast Pokemon from status moves, or even prevent a setup sweeper from destroying your team. Taunt has a notable influence on the competitive Pokemon metagame, and will rarely fail to impress.</p>

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

<h2>Competitive Use</h2>
<p>Techno Blast is currently unreleased.</p>

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

<h2>Competitive Use</h2>
<p>Teeter Dance is a great confusion move, as it is 100% accurate However, its distribution is quite low, and it unfortunately sees very little use.</p>

<h2>Related Moves</h2>
<p>Confuse Ray is an equivalent.</p>

<h2>Competitive Use</h2>
<p>Telekinesis has little to no competitive use. Its effect offers no solid benefits that would justify its use, and any uses this move does have are somewhat gimmicky.</p>

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

<h2>Competitive Use</h2>
<p>Teleport is useless. It does nothing.</p>

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

<h2>Competitive Use</h2>
<p>Thief has little competitive use. Its base power is rather low, and its secondary effect requires the user to forgo a hold item. This move is outclassed by Knock Off, Trick, and Switcheroo.</p>

<h2>Related Moves</h2>
<p>Knock Off removes the target's hold item, but does not give it to the user, and does not require an empty item slot to execute successfully.</p>

<h2>Competitive Use</h2>
<p>Thrash should not be used competitively. Normal has a number of resistances and immunities, and does not hit any type super effectively. Locking the user into this move is rarely a good idea. Its distribution is also quite low.</p>

<h2>Related Moves</h2>
<p>Double-Edge is an equivalent that does not lock the user in, but inflicts recoil damage.</p>
<p>Return is a slightly weaker, but more reliable option.</p>

<h2>Competitive Use</h2>
<p>Thunder is an extremely powerful move with a fairly good paralysis chance, but poor accuracy. Under rain, however, Thunder becomes 100% accurate, and has zero drawbacks, which makes it a fearsome attack for rain abusers, such as Rotom-W and Kyogre. An honorable mention goes to Galvantula, whose Conmoundeyes ability boosts this move's accuracy to 91%.</p>

<h2>Related Moves</h2>
<p>Thunderbolt is a weaker, more accurate choice.</p>
<p>Hurricane is a Flying-type equivalent that has a confusion chance.</p>

<h2>Competitive Use</h2>
<p>Thunder Fang is too weak to use in most situations. It is outclassed by Thunderpunch. Even as a coverage move, it sees little use.</p>

<h2>Related Moves</h2>
<p>Thunderpunch is a stronger option.</p>
<p>Ice Fang is an Ice-type equivalent.</p>
<p>Fire Fang is an Fire-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Thunder Wave is an extremely useful move. It provides 100% accurate paralysis, and with high distribution, can be used by a ton of Pokemon, such as Ferrothorn and Slowbro. Although Ground-types are immune, this move is almost always a safe bet, and will rarely disappoint.</p>

<h2>Related Moves</h2>
<p>Will-O-Wisp causes a burn.</p>
<p>Spore causes sleep.</p>

<h2>Competitive Use</h2>
<p>Triple Kick should not be used competitively. Each individual hit has an independent chance to miss, and the move is no stronger than other, better Fighting-type moves. The move is unique to Hitmontop, who prefers to use Mach Punch and Close Combat. </p>

<h2>Related Moves</h2>
<p>Close Combat is a much stronger option.</p>

<h2>Competitive Use</h2>
<p>Trump Card has no competitive use. The conditions that must be met to use this move, let alone at a reasonable base power, make it far too unwieldy.</p>

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

<h2>Competitive Use</h2>
<p>Twineedle is far too weak to use competitively, and is outclassed by stronger Bug-type moves, such as Megahorn and U-turn.</p>

<h2>Related Moves</h2>
<p>U-turn, Megahorn, and X-scissor are all stronger options.</p>

<h2>Competitive Use</h2>
<p>Twister is far too weak to use competitively, and is outclassed by stronger Dragon-type moves, such as Draco Meteor and Dragon Pulse.</p>

<h2>Related Moves</h2>
<p>Draco Meteor, Dragon Pulse, and Spacial Rend are all stronger options.</p>
 

November Blue

A universe where hot chips don't exist :(
is a Contributor Alumnus
Master copy of the list. Please don't delete.



Electro Ball
Flame Charge
Flame Wheel
Flare Blitz
Flash
Flash Cannon
Flatter
Fling
Focus Blast
Focus Energy
Focus Punch
Follow Me
Force Palm
Foresight
Foul Play
Freeze Shock
Frost Breath
Frustration
Fury Attack
Fury Cutter
Fury Swipes
Fusion Bolt
Fusion Flare
Future Sight
Heal Bell
Heal Block
Heal Order
Heal Pulse
Healing Wish
Heavy Slam
Helping Hand
Hex
Hi Jump Kick
Hidden Power
Hone Claws
Horn Attack
Horn Drill
Horn Leech
Howl
Hurricane
Hydro Pump
Hyper Fang
Hyper Voice
Hypnosis
Ice Ball
Ice Burn
Ice Fang
Ice Punch
Ice Shard
Icicle Crash
Icicle Spear
Icy Wind
Imprison
Incinerate
Inferno
Ingrain
Iron Defense
Iron Head
Iron Tail
Last Resort
Lava Plume
Leaf Blade
Leaf Storm
Leaf Tornado
Leech Life
Leech Seed
Leer
Lick
Light Screen
Lock-On
Lovely Kiss
Low Kick
Low Sweep
Lucky Chant
Lunar Dance
Luster Purge
Mach Punch
Magic Coat
Magic Room
Magical Leaf
Magma Storm
Magnet Bomb
Magnet Rise
Magnitude
Me First
Mean Look
Meditate
Mega Drain
Mega Kick
Mega Punch
Megahorn
Metal Burst
Metal Claw
Metal Sound
Meteor Mash
Metronome
Milk Drink
Mimic
Mind Reader
Mirror Coat
Mirror Move
Mirror Shot
Mist
Mist Ball
Moonlight
Morning Sun
Mud Bomb
Mud Shot
Mud Sport
Muddy Water
Mud-Slap
Pain Split
Pay Day
Payback
Peck
Perish Song
Petal Dance
Pin Missile
Pluck
Pound
Powder Snow
Power Gem
Power Split
Power Swap
Power Trick
Power Whip
Present
Protect
Psybeam
Psych Up
Psycho Boost
Psycho Cut
Psycho Shift
Psyshock
Psystrike
Psywave
Punishment
Pursuit
Rage
Rage Powder
Rapid Spin
Razor Leaf
Razor Shell
Razor Wind
Recover
Recycle
Reflect
Reflect Type
Refresh
Relic Song
Rest
Retaliate
Return
Revenge
Reversal
Roar
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rock Wrecker
Role Play
Rolling Kick
Rollout
Roost
Round
Sacred Fire
Sacred Sword
Safeguard
Sand Tomb
Sand-Attack
Scald
Scary Face
Scratch
Screech
Searing Shot
Secret Power
Secret Sword
Seed Bomb
Seed Flare
Seismic Toss
Selfdestruct
Shadow Ball
Shadow Claw
Shadow Force
Shadow Punch
Shadow Sneak
Sharpen
Sheer Cold
Shell Smash
Shift Gear
Shock Wave
Signal Beam
Silver Wind
Simple Beam
Sing
Sketch
Skill Swap
Skull Bash
Sky Attack
Sky Drop
Sky Uppercut
Slack Off
Slam
Slash
Sleep Powder
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
SmellingSalt
Smog
SmokeScreen
Snarl
Snatch
Snore
Soak
Softboiled
SolarBeam
SonicBoom
Spacial Rend
Spark
Spider Web
Spike Cannon
Spikes
Spit Up
Spite
String Shot
Struggle
Struggle Bug
Stun Spore
Submission
Substitute
Sucker Punch
Super Fang
Superpower
Supersonic
Swagger
Swallow
Sweet Kiss
Sweet Scent
Swift
Switcheroo
Swords Dance
Synchronoise
Synthesis
Tackle
Take Down
Taunt
Techno Blast
Teeter Dance
Telekinesis
Teleport
Thief
Thrash
Thunder
Thunder Fang
Thunder Wave
Triple Kick
Trump Card
Twineedle
Twister
Wake-Up Slap
Whirlpool
Whirlwind
Wide Guard
Wild Charge
Will-O-Wisp
Wing Attack
Wish
Withdraw
Wonder Room
Wood Hammer
Work Up
Worry Seed
 

bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Hello everybody

I've discussed this with Setsuna, and since obi/david stone has already implemented most of the long descriptions for moves and abilities, you now only need to write a "Competitive Use" and a "Related Element" section for any given game element that you happen to be writing about. Hopefully this will make them easier to write, easier to check, and will prevent any unnecessary work where there is already information on-site. As for checking what is already on-site, this can be dealt with once this project is finished.

Carry on.

EDIT: Upload please

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

<p>Earth Power is a Ground-type equivalent.</p>
<p>Bug Buzz is a Bug-type equivalent.</p>

<h2>Competitive Use</h2>
<p>While Hammer Arm may have a debilitating side effect and poor distribution, it is a great move for wallbreaking. Common walls such as Ferrothorn and Blissey are hit super effectively by Hammer Arm, 2HKOing them in most cases. Pokemon that usually run special attacks are great choices for the move. With this move, Tornadus can lure in Blissey and Ferrothorn and come out on top. Conkeldurr and Emboar can use it as a reliable STAB move, as they don't care too much about the Speed drop. Rhyperior and Metagross can use it for coverage, though they usually prefer Earthquake.</p>
<h2>Related Moves</h2>
<p>Brick Break is more accurate and does not lower Speed, but is significantly weaker.</p>
<p>Superpower is more accurate and stronger, but lowers Attack and Defense instead of Speed.</p>

<h2>Competitive Use</h2>
<p>Harden is an utterly useless move and should never be used seriously. Most of the Pokemon who learn Harden also learn Iron Defense, which completely outclasses Harden outside of PP (but that should never be an issue).</p>
<h2>Related Moves</h2>
<p>Withdraw has the exact same PP and effect.</p>
<p>Iron Defense has less PP, but raises Defense two stages.</p>
<p>Acid Armor has less PP, but raises Defense two stages.</p>
<p>Barrier has less PP, but raises Defense two stages.</p>
<p>Cotton Guard has less PP, but raises Defense three stages.</p>

[LONG DESC]
<h2>Description</h2>
<p>This move removes stat, accuracy, and evasion modifiers from every Pokemon on the field. This move does not count as a stat reduction for the purposes of Clear Body or White Smoke.</p>
<h2>Competitive Use</h2>
<p>While Haze is one of the most effective ways to remove stat boosts, it has bad distribution. It is mostly outclassed by Roar and Whirlwind due to their also picking up entry hazard damage into the bargain, should you have lain them down. However, Haze has the advantage of having normal priority, which benefits Murkrow, who can remove boosts before it gets hit, thanks to its Prankster ability. Milotic, who does not learn Roar or Whirlwind, can use Haze and its excellent bulk to take a hit and remove any stat boosts. Blastoise can do the same thing.</p>

<p>The user receives recoil damage equal to 1/4 of the damage dealt, rounded down. No other effect.</p>
<h2>Competitive Use</h2>
<p>Head Charge is simply a better Double-Edge. Unfortunately, only Bouffalant learns it (not counting Smeargle). With 110 base Attack and STAB backing it, Head Charge is an excellent move for Bouffalant. However, 55 base Speed really limits what could have been an excellent Pokemon. Still, Head Charge should be on almost any Bouffalant set, if you happen to be using one.</p>
<h2>Related Moves</h2>
<p>Return and Frustration have lower Base Power, but do not cause recoil.</p>
<p>Mega Kick has the same power, but lower accuracy.</p>
<p>Double-Edge has the same power, but slightly higher recoil.</p>
<p>Brave Bird is a Flying-type equivalent with slightly higher recoil.</p>
<p>Flare Blitz is a Fire-type equivalent with slightly higher recoil.</p>
<p>Volt Tackle is an Electric-type equivalent with slightly higher recoil.</p>
<p>Wood Hammer is a Grass-type equivalent with slightly higher recoil.</p>

<p>The user receives recoil damage equal to 1/2 of the damage dealt, rounded down. No other effect.</p>
<h2>Competitive Use</h2>
<p>Head Smash is one of the strongest Rock-type moves, but huge recoil and terrible distribution means that it is not so common. Due to 50% recoil (a distinction shared by no other move), Pokemon with the ability Rock Head use Head Smash best. Aggron and Relicanth get STAB and can rip through unprepared teams with Head Smash if they get a Rock Polish to boost their abysmal Speed. Rampardos, while not having Rock Head, has a massive 165 base Attack and will do great damage even to Pokemon who resist Head Smash. Emboar, Donphan, and Scrafty can use it as a coverage move, though the recoil will severely impact their otherwise good bulk. Archeops can use Head Smash with a Rock Gem to OHKO practically anything it wants, though it will become nearly useless afterwards due to its ability, Defeatist.</p>
<h2>Related Moves</h2>
<p>Stone Edge is weaker, but does not have recoil.</p>
<p>Rock Slide is half as powerful, but has better accuracy, no recoil, and a chance to flinch.</p>

<h2>Competitive Use</h2>
<p>Headbutt is too weak to be useful on most Pokemon. Dunsparce, with Serene Grace, can abuse Headbutt's flinch chance along with paralysis from Glare. Many Pokemon can attempt to use it for the flinch chance, but it is far too weak to be recommended for competitive use when there are so many better options available.</p>
<h2>Related Moves</h2>
<p>Return is stronger, but cannot flinch.</p>
<p>Double-Edge is much stronger, but cannot flinch and has recoil damage.</p>
 
And it ends up Zy doesn't want to work with me? Dunno.

I'll see what I want to reserve.


Cut
[SHORT DESC]
Teacher*Cut*to a Pokemon.
[LONG DESC]
In outside of battle, you are able to cut down small trees, as long as one of your Pokemon knows Cut.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p>Not your first choice for a move. While this move is very prominent on the real game, it is almost never seen in competitive battles. Aside from that 1 guy laddering with a Raticate that knows Cut, do not expect anybody to be 2HKOing your Politoed with Cut.</p>

<h2>Related Moves</h2>
<p>A lot of the Normal type moves outclass this, exempt for maybe moves like Bide. And the beauty of it is, if a Pokemon can learn Cut, it can learn a move that outclasses it.</p>

Fly
[SHORT DESC]
Yeaches*Fly*to to a Pokemon.
[LONG DESC]
User enters "Fly" status for the round it it is used, invincible to basically everything but Sky Uppercut. The next turn, the user flies down, hitting the opponent.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
One of the more under-appreciated moves. It's basically Protect for the first round, and then attacks on the second. The main downfall of the move is the Protecting phase. Because if you try to use it against something weak against it, the other battler will simply switch out, and switch into a counter, safely.
<h2>Related Moves</h2>
<p>Brave Bird is a slightly more powerful move, with recoil.
Aerial Ace is a perfectly accurate move with less power.
Wing Attack is a more accurate move, but less power.</p>

Surf
[SHORT DESC]
Teaches*Surf*to a Pokemon.
[LONG DESC]
Teaches the move Surf to any Pokemon able to learn it. It also allows you to Surf above any water that is Surf-compatible.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p>HM03, also known as Surf, is possibly the most competitively viable HM, along all games. It's a staple move that was seen on almost every team in DPP, due tok it being the most reliable Water typed attack for Starmie. Even in B/W, it's still commonly used, mainly seen on the Lati twins as a counter to Tyranitar. Overall, it's possibly the best HM for competitive battling, and is definitely a good move. </p>

<h2>Related Moves</h2>
<p>Hydro Pump is a more powerful move, but with a noticable decrease in accuracy.
Waterfall is a physical variation of the move, but with a drop less power.
Muddy Water is the same, in the idea of which opponents it hits, but with different power and accuracy.</p>

Strength
[SHORT DESC]
Teaches*Strength*to a Pokemon.
[LONG DESC]
Teaches Strength to a Pokemon, provided it can learn the move. It also permits you to move larger rocks in the overworked.
<h2>Description</h2>
<p></p>

<h2>Analysis</h2>
<p>Just like Cut, this move should not be your fist choice on a competitive team. A lot of moves outclass Strength, and should be considered before Strength. Strength has next to no real competitive value, and the only think it'll beat is a troll team.</p>

<h2>Related Moves</h2>
<p>There are too many similar moves to say, but some moves with the same power and accuracy are Hyper Fang, Razor Wind and Tri Attack.</p>

HM05
HM06

gogo hms gogo

taking a break

don't worry bmb, i'll fix this post up sooner or later
For Burn Drive, you mentioned that 2 Pokemon learn Techno Blast. Genesect is one, but who is the other? According to Bulbapedia, only Genesect learns it.
 

bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
More

<h2>Competitive Use</h2>
<p>Drain Punch is a move that was reborn with the onset of the fifth generations. It was almost totally unused previously because it had a fairly low Base Power and PP. In this generation, it was boosted to 75 Base Power and 16 max PP, which alone gave the move a new breath of life and is now the reliable STAB move of choice on most Fighting-types, most of the time alongside Bulk Up. Obvious mentions go to Conkeldurr and Gallade, as both Pokemon have enough bulk to set up at least one boost and slowly recover their lost health with Drain Punch and Leftovers. The fact that both can use a priority move can also improve their survival by a great amount. </p>
<p>Toxicroak is another prominent new user, thanks to Drizzle, Dry Skin, and this improved move. As long it is in the rain, it will abuse the passive recover it gets, while alternating between Substitute and Drain Punch to slowly decimates the foe’s health.</p>
<h2>Related Moves</h2>
<p>Brick Break has the same Base Power but breaks screens rather than recovering HP.</p>
<p>Close Combat and Superpower have 120 Base Power, but have a serious drawback in that they lower two of the user's stats by one stage.</p>
<p>Hammer Arm has 100 Base Power and 90% accuracy, but lowers the user's Speed by one stage.</p>
<p>Hi Jump Kick has 130 Base Power and 90% accuracy, but the user loses 50% of its health should the move not be successful.</p>
<p>Giga Drain is a special Grass-type equivalent. </p>

<h2>Competitive Use</h2>
<p> There isn’t much competitive value for this move, as it requires two very specific situations in order to work. Firstly, the target needs to already be asleep, and secondly, it can’t be a Dark-type. As soon as you put a Pokemon to sleep (an already difficult task considering the low accuracy of most sleep inducing moves available) your opponent can simply switch out to make Dream Eater useless, and thanks to Sleep Clause, you can’t put another one to sleep, making Dream Eater useless. Sleep is such a powerful status condition that most of the time it’s better to use the guaranteed one sleep turn to get a frail sweeper onto the field for free or to use a set-up move of your own. </p>
<h2>Related Moves</h2>
<p>Psychic has only a slightly lower Base Power and can be used at any time, not simply when the target is asleep.</p>
<p>Psyshock is similar to Psychic, only slightly weaker, and uses the foe’s Defense rather than Special Defense in damage calculation.</p>
<p>Nightmare is a similar Ghost-type move that also only takes effect if the target is asleep, but it will deal 1/4 of the target's max HP as damage every turn.</p>

<h2>Competitive Use</h2>
<p> Drill Peck is an oft-forgotten move in the competitive environment, usually because of the existence of Brave Bird and its much greater power, as well as the fact that most users of Drill Peck also have access to Brave Bird regardless. The only exception to this rule is Fearow, who is really the only Pokemon you will see this move used with. </p>
<h2>Related Moves</h2>
<p>Dragon Claw is a Dragon-type equivalent. </p>
<p>Seed Bomb is a Grass-type equivalent. </p>
<p>Strength is a Normal-type equivalent. </p>
<p>X-Scissor is a Bug-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Not a common sight in the competitive scene. Note that it’s not because it’s a bad move, and actually it’s a pretty decent one on paper, as it’s a strong Ground-type attack with good accuracy and a high chance to land a critical hit. Unfortunately the merits end here; it has an average Base Power and is obscenely badly distributed, with only 3 fully evolved users (Fearow, Rhyperior, and Excadrill). Two of them have Earthquake at their disposal (a clearly better option) so the only real user is Fearow, who is a woeful Pokemon in its own right.</p>
<h2>Related Moves</h2>
<p>Earthquake is a more powerful option, with perfect accuracy and much better distribution. </p>

<h2>Competitive Use</h2>
<p>A new move introduced in generation V. Dual Chop hits two times on the same turn, with the same power overall as Dragon Claw. However, it has lower accuracy and worse distribution than Dragon Claw, with Garchomp and Haxorus being the only fully evolved users. Theoretically, it could be used to break Substitutes, and is typically seen on both of the above Pokemon as a more reliable complement to their powerful Outrage attacks. This is, however, only for lack of a better option, and even so, many battlers elect to use the more reliable Dragon Claw instead. </p>
<h2>Related Moves</h2>
<p>Outrage is a much more powerful alternative that locks the user into battle for 2-3 turns, and confuses it afterwards. </p>
<p>Dragon Claw is another option, with higher accuracy but no additional effect. </p>
<p>Double Hit is a similar Normal-type move with lower Base Power. </p>
<p>Double Kick is a similar Fighting-type move with lower Base Power and perfect accuracy. </p>

<h2>Competitive Use</h2>
<p>An interesting move, DynamicPunch. It guarantees that the opponent will be confused so long as it hits, which is not as reliable as would be comfortable, considering the move’s 50% accuracy in normal conditions. Thus, the only real users are the ones on Machamp’s line since they have the No Guard ability, which ignores the accuracy and evasion of all moves and Pokemon, meaning that their attacks always hit. Thus, not only is the opponent facing down guaranteed confusion on the switch, but is also smacked with a 100 BP STAB move off of 130 base Attack. </p>
<p>While the Gravity move is in play DynamicPunch gains a decent 83% accuracy, and so can be used more effectively. The problem now is that there are literally no Pokemon who can use it well, and Gravity is such an obscure, hard-to-use field effect that you will probably never see it in most competitive matches.</p>
<h2>Related Moves</h2>
<p>Brick Break is a less powerful option that can remove Reflect and Light Screen.</p>
<p>Drain Punch is a less powerful option that heals the user.</p>
<p>Hammer Arm is an option with the same power but higher accuracy that lowers the user's Speed after use.</p>
<p>Close Combat is an option with higher power and accuracy, but which lowers the user's Defense and Special Defense after use.</p>
<p>Superpower is an option with higher power and accuracy, but which lowers the user's Attack and Defense after use.</ p>
<p>Hi Jump Kick is a much more powerful and accurate option which carries the risk of severe recoil damage should it fail to hit the target.</p>
<p>Zap Cannon is an Electric-type equivalent, but inflicts paralysis and has a 120 Base Power. <p>
<p>Inferno is a Fire-type equivalent, but inflicts burn instead. </p>

<h2>Competitive Use</h2>
<p>Oh boy. This is Arceus’s exclusive attack, and it’s a 100% accuracy move that will change type depending on the held Plate. Since Arceus will always need to carry a Plate to change type itself, this is essentially always a STAB move which also happens to be boosted by the Plate as well, so that Arceus always has a very powerful special STAB move no matter what type it is. For this reason, it is the STAB option of choice on almost all of Arceus’s Calm Mind sets. </p>

<h2>Competitive Use</h2>
<p>Jump Kick is a decent move, and in this generation transition it was boosted to 85 Base Power, becoming a valid option. However, it has poor distribution and is more or less redundant considering notable would-be users like Mienshao and Hitmonlee also have access to the much more powerful Hi Jump Kick. Thus, the only real user would be Sawsbuck, who can use it as a coverage option to deal with Pokemon that resist his STAB moves .</p>
<h2>Related Moves</h2>
<p>Hi Jump Kick is a more powerful option, with 130 Base Power, 90% accuracy and the same amount of recoil if it misses. </p>

<h2>Competitive Use</h2>
<p>Not a useful move competitively speaking. Low Base Power and bad distribution essentially kills any use it could have had. With only five fully-evolved users available and every single one of them having a better option for a Fighting-type move, there is literally no reason whatsoever to use it. At all.</p>
<h2>Related Moves</h2>
<p>Brick Break is a less powerful option that can remove Reflect and Light Screen.</p>
<p>Drain Punch is a less powerful option that heals the user.</p>
<p>Hammer Arm is an option with the same power but higher accuracy that lowers the user's Speed after use.</p>
<p>Close Combat is an option with higher power and accuracy, but which lowers the user's Defense and Special Defense after use.</p>
<p>Superpower is an option with higher power and accuracy, but which lowers the user's Attack and Defense after use.</ p>
<p>Hi Jump Kick is a much more powerful and accurate option which carries the risk of severe recoil damage should it fail to hit the target.</p>

<p>Poison Tail is a Poison-type equivalent, but with an additional 10% chance to poison. </p>


I've decided to do the [long desc] bits separately, since what's on-site at present needs tending to regardless.
 

bugmaniacbob

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

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

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

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

<h2>Competitive Use</h2>
<p>Grass Pledge is fairly useless in singles play, as the Pokemon that have access to it have superior options such as Giga Drain or Energy Ball. However, in doubles, it can be used together with Fire Pledge to stack up residual damage on your opponent's side of the field, assisting in wearing down the opponent. When used together with Water Pledge, Grass Pledge can also be used to slow down the opponent; this is helpful to assist slower Pokemon on teams that would rather not run Trick Room. </p>
<h2>Related Moves</h2>
<p>Giga Drain is a more powerful alternative that also heals the user.</p>
<p>Leaf Storm is a much more powerful alternative that also cuts the user’s Special Attack after use.</p>
<p>Fire Pledge is a Fire-type equivalent.</p>
<p>Water Pledge is a Water-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Water Pledge is fairly useless in singles play, as the Pokemon that have access to it have superior options such as Surf, Scald, or Hydro Pump. However, in doubles, it can be used together with Fire Pledge to double the effect chance of your side's moves (though this does not stack with Serene Grace). When used together with Grass Pledge, Water Pledge can also be used to slow down the opponent; this is helpful to assist slower Pokemon on teams that would rather not run Trick Room. </p>
<h2>Related Moves</h2>
<p>Surf is a more powerful alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Fire Pledge is a Fire-type equivalent.</p>
<p>Grass Pledge is a Grass-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Don’t even bother.</p>
<h2>Related Moves</h2>
<p>Surf is a more powerful alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Acid is a Poison-type equivalent.</p>
<p>Gust is a Flying-type equivalent.</p>
<p>Ember is a Fire-type equivalent.</p>
<p>Powder Snow is an Ice-type equivalent.</p>
<p>Thundershock is an Electric-type equivalent.</p>
<p>Twister is a Dragon-type equivalent.</p>

<h2>Competitive Use</h2>
<p>The only viable competitive use of this move is on Serene Grace Jirachi in rain for the extra confusion chance, as Surf, Scald, and Hydro Pump are all superior options otherwise. You could use it on Nasty Plot Technician Persian if you really wanted to, but…</p>
<h2>Related Moves</h2>
<p>Surf is a more powerful alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Bite is a physical Dark-type equivalent.</p>
<p>Flame Wheel is a physical Fire-type equivalent.</p>
<p>Heart Stamp is a physical Psychic-type equivalent.</p>
<p>Chatter is a physical Normal-type equivalent.</p>
<p>Dragonbreath is a Dragon-type equivalent.</p>

<h2>Competitive Use</h2>
<p>This move, along with its Ground-type counterpart, Mud Sport, is fairly useless; most Pokemon that have access to Water Sport already resist Fire, and the ones that don't can just run Rain Dance if they want to replicate the effect, but also boost their STAB moves as well.</p>
<h2>Related Moves</h2>
<p>Mud Sport is a Ground-type equivalent.</p>

<h2>Competitive Use</h2>
<p>This move has the potential to be immensely powerful as long as you can keep the user from being damaged. It is often used on Kyogre to deal massive damage to the opposition – between Choice Specs, Drizzle, a base 150 Special Attack stat and a 150 BP STAB move, there is basically nothing in the game that can stop it; however, in the long run, Hydro Pump and Surf are both more reliable options. For example, below 80% health, Hydro Pump is stronger, and below about 63% health, Surf is stronger. Most of the other users, such as Blastoise and Jellicent, are defensively inclined, so prefer Surf.</p>
<h2>Related Moves</h2>
<p>Surf is a less powerful but more consistent alternative.</p>
<p>Hydro Pump is a less powerful and accurate but more consistent alternative.</p>
<p>Eruption is a Fire-type equivalent.</p>

<h2>Competitive Use</h2>
<p>This move is only useful on weather-reliant sweepers such as Victreebel, who can use Weather Ball for a more powerful coverage move than Hidden Power. Rain sweepers have Hydro Pump and Surf, and hail sweepers have Blizzard, so sun sweepers are basically the only ones you will see using this move – the fact that the only Pokemon that will use Weather Ball are Grass-types notwithstanding.</p>
<h2>Related Moves</h2>
<p>Surf and Hydro Pump are more consistent and more powerful in rain, respectively.</p>
<p>Flamethrower and Fire Blast are more consistent and more powerful in sun, respectively.</p>
<p>Blizzard is more powerful and consistent in hail.</p>


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bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Still doing this

<h2>Competitive Use</h2>
<p>An exclusive move from Alakazam's line, which thanks to poor distribution is not very well known. The effect is not particularly useful in most competitive matches because reducing the foe's accuracy is not a reliable strategy, as the opponent can simply switch out to negate the effect. The majority of players would prefer to incapacitate a foe completely (inducing sleep, for example) or simply use a set-up move. Finally, with the imperfect accuracy, it is outclassed by several other similar moves like Flash and Sand-Attack. You shouldn't use this.</p>
<h2>Related Moves</h2>
<p>Flash and Smokescreen are Normal-type equivalents with greater accuracy.</p>
<p>Sand-Attack is a Ground-type equivalent, with perfect accuracy.</p>

<h2>Competitive Use</h2>
<p>Knock Off is a utility move; it's there simply to get rid of whatever item the foe may be holding, something that is threatening to almost every Pokemon around in competitive matches. Most walls, if they lose their recovery item, become far easier to take down, while most sweepers will be crippled if they lose their boosting items. Knock Off is particularly threatening to Eviolite users, since without the defensive boosts they become (most of the time) on the verge of being useless. The fact that it does damage means it can't be stopped by Taunt. Not bad at all. The only difficulty is finding a Pokemon that can afford to give up a moveslot for it.</p>
<h2>Related Moves</h2>
<p>Thief and Covet both remove the opponent's item and give it to the user, but the user must not be holding an item itself for this to take effect.</p>
<p>Bug Bite and Pluck will take the opponent's Berry item and give its effect to the user immediately, but has no effect on other items.</p>
<p>Trick also involves interactions with the foe's item, but it will switch the items of the user and the target, and can be stopped by Taunt.</p>'

<h2>Competitive Use</h2>
<p>Not the most useful move, as the only users are Octillery and Kingdra, and both Pokemon have better things to do with that slot. The low Base Power is a big factor in explaining this move lack of use, but not the only one. It simply doesn't hit hard enough and reducing the target's accuracy is not a reliable strategy. Most battlers would prefer to use a more powerful Water-type attack like Surf or Hydro Pump right from the start.</p>
<h2>Related Moves</h2>
<p>Surf is a more powerful and accurate alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Mirror Shot is a Steel-type equivalent.</p>
<p>Mud Shot is a Ground-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Another utility move; however, you won't see it in the majority of matches. Simply put, hitting Ghost-type Pokemon is not a hard task. Instead of reserving a slot for this you can put a move that hits said Pokemon harder if that's your concern. Also, the majority of viable users of this move have a secondary STAB or sufficiently powerful coverage moves to deal with Ghosts anyway.</p>
<p>However, someone could make a case for the benefits of using a move like Rapid Spin in conjunction with Odor Sleuth. While the only one that can use said strategy with this move is Donphan, it can be extremely useful in order to get a guaranteed Rapid Spin, if your team is overly concerned with entry hazards. Of course, Donphan will usually prefer to hit those Pokemon blocking his spins with his STAB Earthquake, or something like Assurance on the switch, as that cannot be stopped by Taunt.</p>
<h2>Related Moves</h2>
<p>Foresight is a Normal-type equivalent.</p>
<p>Miracle Eye is a Psychic-type equivalent.</p>

<h2>Competitive Use</h2>
<p>There isn't much competitive value for this move, thanks to the low PP and that a mere 10% chance of its effect activating ruins its only potential upside. The only time you may see this is when facing a Serene Grace user, but even then that means reserving an entire moveslot for this and crossing your fingers while waiting for a 20% chance to boost all stats by one stage. Not the brightest of ideas. Of course, it's male Combee's best coverage option… so that's something.</p>
<h2>Related Moves</h2>
<p>AncientPower is a Rock-type equivalent.</p>
<p>Silver Wind is a Bug-type clone.</p>

<h2>Competitive Use</h2>
<p>In terms of pure power, Outrage is right up there. As the strongest physical Dragon-type move available, it is used on pretty much every physically-inclined Dragon-type Pokemon that gets it. Its universal appeal means that it will be seen from the realms of Ubers all the way down to the lower tiers.</p>
<p>Last generation, with the Platinum Outrage tutor, it became available to pretty much every fully-evolved Dragon, and I can assure you that they enjoyed it. This move is so obscenely powerful (the same can be said about the users) that it will even dent most Steel-types, the only type of Pokemon that is resistant to it. However, using this move does not constitute an auto-win by any stretch; as said before, it locks the attacker into it, and after that the user can be revenge killed by a faster Pokemon or a powerful priority user, especially due to the confusion side-effect. Use it wisely and it can slaughter a lot of opponents.</p>
<h2>Related Moves</h2>
<p>Dragon Claw is a much less powerful but far more reliable alternative.</p>
<p>Dragon Rush is a less powerful and les accurate alternative with no negative effects.</p>
<p>Petal Dance is a special Grass-type equivalent.</p>
<p>Thrash is a Normal-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Overheat is an incredibly powerful Fire-type move. However, so much sheer power comes with a high price, as after usage it will sharply reduce the user's Special Attack, making them easy opportunities for enterprising opponents. For this reason, it fits a more hit-and-run playstyle often preferred by Choice users. Unfortunately, Fire-types have that nasty weakness to Stealth Rock and considering that Choice users have to switch out a lot by nature, it can prove troublesome. Anyhow, Choice Specs Heatran gets an honourable mention because it is bulky, hits hard, and is neutral to Stealth Rock, so is a very good candidate if you are using a technique of this sort.</p>
<h2>Related Moves</h2>
<p>Fire Blast is a slightly less powerful and accurate alternative with no negative effects.</p>
<p>Flamethrower is a much less powerful but more accurate alternative with no negative effects.</p>
<p>Psycho Boost is a Psychic-type equivalent.</p>
<p>Leaf Storm is a Grass-type equivalent.</p>
<p>Draco Meteor is a Dragon-type equivalent.</p>

<h2>Competitive Use</h2>
<p>A very unique move introduced this generation. This non-damaging move will make the target always goes last, failing if the target has already moved, and thus only works on the turn it was used. It doesn't matter what move the target may be using; it will go last regardless. Obviously, it will never make a priority move go last, because of its own normal priority. But it can make a move with normal priority move after Trick Room, the slowest move, priority wise, in the game. If, for some reason, you need something like that, for example in doubles.</p>
<h2>Related Moves</h2>
<p>After You forces the target to move first rather than last.</p>

<h2>Competitive Use</h2>
<p>Probably the least used of all priority moves, despite being the one with the greatest distribution. There are simply no good abusers, and being a Normal-type move means that it hits nothing super effectively. The only case where you will see an effective user is Swellow; after Guts is active, the bird gains an enormous Attack level, and his blistering natural Speed makes him a threatening sweeper. Thus, he can often only be revenge killed via priority, so can avoid being prematurely killed by running Quick Attack, and is also a good move for killing weakened Scarf users. Scyther is another decent candidate thanks to its good Attack stat, Technician, and the fact that is the only priority move it has access to.</p>
<h2>Related Moves</h2>
<p>Aqua Jet is a Water-type equivalent.</p>
<p>Mach Punch is a Fighting-type equivalent.</p>
<p>Ice Shard is an Ice-type equivalent.</p>
<p>Bullet Punch is a Steel-type equivalent.</p>
<p>Shadow Sneak is a Ghost-type equivalent.</p>
<p>Vacuum Wave is a special Fighting-type equivalent.</p>

<h2>Competitive Use</h2>
<p>A move that only really has any competitive use in double or triple battles. It will protect the user's entire side from all priority attacks, giving enough time for a wall to recover, or an opening space for a frail sweeper to either set up or outright attack. However, to be honest it is usually a waste of time, as you could at the same time just attack, and this move does nothing to non-priority attacks.</p>
<h2>Related Moves</h2>
<p>Wide Guard also protects the user's entire field, but only for moves that damage all Pokemon at the same time.</p>

<h2>Competitive Use</h2>
<p>A newly introduced move in this Generation, and right from the early days of BW it was considered one of the best set-up moves in the entire game. As a move that makes the target a sweeper and a bulky threat (at least on the special side) at the same time, it is indeed a good thing. However, only few Pokemon that have access to this move can put it to good use. Volcarona is the obvious one when going for an offensive route, as it has colossal natural stats and brilliant STAB coverage. Lilligant is the other big sweeper, and can set up more easily using Sleep Powder alongside its Chlorophyll ability.</p>

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

<h2>Competitive Use</h2>
<p>There isn't much use for this move. It's a Normal-type attack that also happens to lock the user in, which are two very undesirable traits indeed. Being locked on a Normal-type attack means a free switch for any Pokemon that resists or is immune to it. In a competitive match you shouldn't give that kind of room to your opponent.</p>

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

earthquake - endure by V0x here and energy ball - extremespeed by V0x here

[SHORT DESC]
10% chance to lower opponent's Special Defense by 1 stage.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage and has a 10% chance to lower the target's Special Defense by 1 stage.</p>

<h2>Competitive Use</h2>
<p>Earth Power is a decent move for special attackers, as it is relatively powerful and has no drawbacks. It provides excellent STAB for Pokemon such as Nidoking, and great additional coverage for Pokemon such as Heatran. However, many Pokemon who receive Earth Power, including Claydol, Gliscor, Tyranitar, and Mamoswine, have low Special Attack, or, like Shaymin and Celebi, have better coverage options to use. In addition, many of the Ground-types that have access to this move have a higher Attack stat, and as a result, prefer Earthquake. Therefore, only a few Pokemon are commonly seen running Earth Power. In any case, Flying-types, Pokemon with the Levitate ability, and Pokemon holding the item Air Balloon take no damage from this move, so be sure to use it with care.</p>

<h2>Related Moves</h2>
<p>Bug Buzz is a Bug-type equivalent.</p>
<p>Psychic is a Psychic-type equivalent.</p>

[SHORT DESC]
Hits Pokemon using Dig with double Base Power.
[LONG DESC]

<h2>Description</h2>
<p>This move hits Pokemon using Dig for double the damage normally done. There are no other effects.</p>

<h2>Competitive Use</h2>
<p>Earthquake is perhaps one of the best offensive moves around; it has high Base Power, perfect Accuracy, and no negative side-effects. In addition to the fact that most Ground-types have massive Attack stats to power it, Earthquake has good coverage in general: only Bug- and Grass-types resist it, while Flying-types are immune to it. Earthquake also complements Dragon-type moves well, as it does super effective damage to Steel-types, the only Pokemon to resist their mythic rampages. When paired with Stone Edge, it forms the EdgeQuake combination, which is known for its superb neutral coverage. It is not surprising that many Pokemon utilize this move in their arsenal; therefore, it is unwise to leave one's team susceptible to Ground-type moves. This move alone is probably the reason for the widespread use of Air Balloon on Pokemon such as Heatran, Terrakion, and Lucario; it provides its holder with a free switch in, and possibly an opportunity to set up while the ground shakes beneath them. However, as Air Balloon holders, Flying-types, and Levitate users are not exactly uncommon, users of Choice items should be leery of locking themselves into Earthquake.</p>

<h2>Related Moves</h2>
<p>No other moves have a similar effect to Earthquake.</p>

[SHORT DESC]
Power increases when used consecutively
[LONG DESC]

<h2>Description</h2>
<p>If any team member used this move earlier in the turn or on the previous turn, that power is stacked, to a maximum of 200 Base Power.</p>

<h2>Competitive Use</h2>
<p>Echoed Voice has little competitive use for a few reasons. First, it starts at a paltry 40 Base Power, meaning even with a STAB boost, it will not do much damage. Furthermore, Pokemon with access to this move would rather not use a Normal-type attack; Nidoking prefers elemental coverage moves, Slowbro hardly has a moveslot to spare, etc. It also requires that the user not switch out and survive whatever comes its way, which in itself is a near-impossible feat.</p>

<h2>Related Moves</h2>
<p>No other move has the same effect as Echoed Voice.</p>

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

<h2>Description</h2>
<p>This move inflicts regular damage with no added effects.</p>

<h2>Competitive Use</h2>
<p>Aside from Smeargle, a total of five Pokemon get this move: Exeggcute, Exeggutor, Chansey, Blissey, and Mew. The former two largely don't utilize their physical attack, Chansey and Blissey don't attack in general, and Mew has many better moves to use. Therefore, this move has little competitive value.</p>

<h2>Related Moves</h2>
<p>There are many attacking moves with no added effect that vary in accuracy and power.</p>

[SHORT DESC]
Lowers target's Speed stat by 1 stage.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage and has a 100% chance to lower the target's Speed by one stage.</p>

<h2>Competitive Use</h2>
<p>The distribution of this move is very poor; in fact, its only user of note is Galvantula. However, Galvantula prefers to use a more powerful Thunder, as it is already very fast, and hence hardly benefits from the move's secondary effect. Thus, there is little reason to use this move.</p>

<h2>Related Moves</h2>
<p>String Shot lowers the target's Speed by 1 stage but does not deal damage.</p>
<p>Low Sweep lowers the target's Speed by 1 stage and is both stronger and more accurate.</p>

[SHORT DESC]
Item use is prevented for five turns.
[LONG DESC]

<h2>Description</h2>
<p>The target cannot use its held item for five turns. The effect ends if the target leaves the field. If a Pokemon under this effect uses Bug Bite or Pluck and obtains a berry, the berry is destroyed, but the effects are not given to the user of the move. If a Pokemon under this effect tries to use Fling, it will fail. This effect can be Baton Passed.</p>

<h2>Competitive Use</h2>
<p>Embargo may seem useful, but in reality it has little competitive bearing. First of all, the target can simply switch, nullifying its effect. Secondly, the user is required to give up a moveslot for this unreliable move, and few Pokemon have room for a filler move. Lastly, simply dishing out damage will often incapacitate the target more effectively than nullifying its item will, and thus this move should not be used.</p>

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

[SHORT DESC]
10% chance to burn.
[LONG DESC]

<h2>Description</h2>
<p>The move inflicts damage and has a 10% chance to burn the target.</p>

<h2>Competitive Use</h2>
<p>Ember is a rather useless move competitively: it sits at a paltry 40 Base Power, which means there is no reason it use it over Flamethower or Fire Blast, both of which also have a 10% chance to burn the target and are more powerful. Most, if not all, Pokemon that get Ember also have Flamethrower or Fire Blast.</p>

<h2>Related Moves</h2>
<p>Fire Punch is a more powerful physical variant of this move.</p>
<p>Flamethrower is a more powerful variant of this move.</p>
<p>Fire Blast is a more powerful variant of this move but has lower accuracy.</p>
<p>Heat Wave is a more powerful variant of the move, but has lower accuracy.</p>

[SHORT DESC]
Causes the target to repeat its last move for 3 turns.
[LONG DESC]

<h2>Description</h2>
<p>If the user moves after the target, the target repeats the last move it used for 3 turns. If the user moves before the target, the target repeats the last move it used for 2 turns. The effect ends when the target switches out.</p>

<h2>Competitive Use</h2>
<p>Encore is a great move because it can cripple an opponent for 3 turns; locking a foe into a useless move provides one of your own team members with an opportunity to set up safely or finish it off. Encore forces switches as well, which makes it very useful for stall-based and offensive teams alike. Pokemon with the ability Prankster, such as Whimsicott, make good users of the move, as the opponent will not be able to change moves once the Prankster user switches in. Another is Wobbuffet, because its Shadow Tag ability prevents the opponent from switching, even if it knows Encore is coming. In fact, the ability to quickly Encore walls into disadvantageous moves is a main reason for Wobbuffet to run Speed investment. As useful as it is, however, beware of recklessly slapping this move onto all Pokemon that get it, as not every Pokemon--especially slower ones--can use Encore to its greatest effect.</p>

<h2>Related Moves</h2>
<p>No moves have a similar effect as Encore.</p>

[SHORT DESC]
Lowers target's HP to the user's HP.
[LONG DESC]

<h2>Description</h2>
<p>This move inflicts damage to lower the target's HP to the user's HP. It fails if the target's HP is lower than the user's. Ghost-types are still immune, but resistances are not applied.</p>

<h2>Competitive Use</h2>
<p>Endeavor is an interesting move; it straddles the border between gimmick and competitive. The user must be at low HP to deal greater amounts of damage, but since such a situation is generally unfavorable, many strategies around Endeavor have evolved. The most common of these is FEAR, in which a level 1 Pokemon is equipped with a Focus Sash. As the opponent attacks, the FEAR Pokemon uses Endeavor to bring the opponent down to 1 HP. The FEAR user then follows up with a priority move, dealing exactly 1 HP of damage and KOing the opponent. However, this strategy is easily thwarted, such as by hazards, weather, priority, and status--but Magic Guard Pokemon are not affected by weather and hazards, and therefore make good use of Endeavor. Another common way to abuse Endeavor is with Sturdy and Shell Bell; the damage dealt by Endeavor will restore Sturdy.</p>

<h2>Related Moves</h2>
<p>No other moves are similar to Endeavor.</p>

[SHORT DESC]
The user always survives with at least 1 HP.
[LONG DESC]

<h2>Description</h2>
<p>This move acts as a Focus Sash for the turn it is used, except it can be used by Pokemon at any HP. It has a priority level of +4 and uses the same timer as Protect / Detect / Quick Guard / Wide Guard, so it can fail if used successively or with one of those moves. It will not be selected by Assist or Metronome.</p>

<h2>Competitive Use</h2>
<p>While Endure may seem interesting, it has little competitive bearing. After all, what can a Pokemon do at 1 HP? Most Pokemon with Endure do not have the speed to guarantee that Endeavor will hit. Furthermore, the prevalence of damaging weather, namely sandstorm and hail, in many tiers makes it unlikely that a 1 HP Pokemon will survive the turn. One is better off dealing damage or setting up than using Endure.</p>

<h2>Related Moves</h2>
<p>No other moves have the same effect as Endure.</p>

[SHORT DESC]
10% chance to lower opponent's Special Defense by 1 stage.
[LONG DESC]

<h2>Description</h2>
<p>The move deals damage and has a 10% chance to lower the opponent's Special Defense by 1 stage. No other effect.</p>

<h2>Competitive Use</h2>
<p>Energy Ball is a reliable, albeit weak, specially based Grass-type attack. Most users of Energy Ball do not receive STAB on it and use the move for coverage options, for two reasons: firstly, there are many more powerful Grass-type moves, such as Leaf Storm and Seed Flare, which most Grass-types would rather use for STAB. Secondly, Energy Ball is a TM, so many Pokemon with access to this move may use it. While Grass-type moves have relatively poor coverage, they do hit bulky Water-types super effectively, so Water- and Fire-types, such as Politoed, Ninetales, and Chandelure, can frequently be seen running this move.</p>

<h2>Related Moves</h2>
<p>Acid is a Poison-type move with a 10% chance to lower the opponent's Special Defense by 1 stage, but is weaker.</p>
<p>Psychic is a Psychic-type move with a 10% chance to lower the opponent's Special Defense by 1 stage, but is stronger.</p>
<p>Shadow Ball is a Ghost-type move with a 20% chance to lower the opponent's Special Defense by 1 stage and is the same strength.</p>
<p>Luster Purge is a Psychic-type moves that has a 50% chance to lower the opponent's Special Defense by one stage, but is weaker.</p>
<p>Bug Buzz is a Bug-type move with 10% chance to lower the opponent's Special Defense by 1 stage, but is stronger.</p>
<p>Focus Blast is a Fighting-type move with 10% chance to lower the opponent's Special Defense by 1 stage, but is stronger.</p>
<p>Earth Power is a Ground-type move with 10% chance to lower the opponent's Special Defense by 1 stage, but is stronger.</p>

<p>Flash Cannon is a Steel-type equivalent.</p>

[SHORT DESC]
Target's ability becomes the same as the user's.
[LONG DESC]

<h2>Description</h2>
<p>Entrainment changes the target's ability into the user's. The target regains its ability when it leaves battle.</p>

<h2>Competitive Use</h2>
<p>Entrainment has poor distribution, and thus does not see much competitive use. Furthermore, its effect is gimmicky since it depends on the user's ability; it will likely have little effect on some opponents with an already useless ability.</p>

<h2>Related Moves</h2>
<p>No other moves have the same effect as Entrainment, but Skill Swap does change the opponent's ability with one's own; however, one's ability will also be switched with the opponent's.</p>

[SHORT DESC]
Does less damage as the user's HP decreases.
[LONG DESC]

<h2>Description</h2>
<p>Inflicts Fire-type damage. Base Power follows formula of 150 * current HP / max HP, with a maximum of 150 when the user's HP is full.</p>

<h2>Competitive Use</h2>
<p>Eruption has little competitive use. Not only are five out of the seven Pokemon who receive this move weak to Stealth Rock, all of them take full damage from Spikes and Toxic Spikes, so Eruption's Base Power will be lowered substantially when they switch in to begin with. Furthermore, Camerupt and Heatran have low base Speed, and if they takes damage before they can use Eruption, they are better off using Fire Blast or Overheat. Groudon does not receive STAB on Eruption, and moreover only has base 100 Special Attack to use it with, which is too low by Uber standards.</p>

<h2>Related Moves</h2>
<p>Water Spout is a Water-type equivalent.</p>

[SHORT DESC]
Faints the user.
[LONG DESC]

<h2>Description</h2>
<p>Inflits Normal-type physical damage. User faints, even if the attack fails or misses.</p>

<h2>Competitive Use</h2>
<p>As this move no longer halves the Defense of the opponent and consequently deals much less damage, Explosion is much less competitively viable in BW. Therefore, Pokemon such as Heatran, Azelf, and Metagross are better off using their STAB and coverage moves.</p>

<h2>Related Moves</h2>
<p>Selfdestruct is a weaker version of Explosion that is also Normal-type.</p>
<p>Final Gambit only faints the user if the move hits, and its damage is dependent on how much HP the user has left.</p>

[SHORT DESC]
10% chance to flinch opponent.

[LONG DESC]

<h2>Description</h2>
<p>This move inflicts damage has a 10% chance to make the target flinch.</p>

<h2>Competitive Use</h2>
<p>Extrasensory is hardly seen competitively. Pokemon with access to this move either don't need it for coverage, as is the case for Zoroark, or have stronger Psychic-type moves to use, as is the case for many Psychic-types. The 10% chance of a flinch is too small to warrant the use of Extrasensory over, say, Psychic, which is 10 Base Power stronger, or Psyshock, which hits the opponent's Defense stat.</p>

<h2>Related Moves</h2>
<p>Hyper Fang is Normal-type move with lower accuracy.</p>
<p>Waterfall is a Water-type move with a higher chance to flinch the target.</p>
<p>Dark Pulse is a Dark-type move with a higher chance to flinch the target.</p>
<p>Iron Head is a Steel-type move with a higher chance to flinch the target.</p>

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

<h2>Description</h2>
<p>The user attacks first. This move has a priority level of +2, meaning it hits before all other attacking moves.</p>

<h2>Competitive Use</h2>
<p>ExtremeSpeed is a great move, and those that get it should count themselves lucky. Because it entirely bypasses Speed, Pokemon can use this move to defeat revenge killers. Rayquaza, Dragonite, Lucario, and Arceus are especially great with this move, as each of them can boost their Attack to make ExtremeSpeed hit harder, and so take out potential revenge killers without a scratch; Normal Arceus even receives STAB on ExtremeSpeed. However, ExtremeSpeed's low PP makes it prone to being stalled out, particularly in the Ubers environment, so be wary of spamming this move.</p>

<h2>Related Moves</h2>
<p>Quick Attack is a Normal-type move that is weaker and has a lower priority level.</p>
<p>Vacuum Wave is a Fighting-type move that is weaker and has a lower priority level.</p>
<p>Mach Punch is a Fighting-type move that is weaker and has a lower priority level.</p>
<p>Shadow Sneak is a Ghost-type move that is weaker and has a lower priority level.</p>
<p>Bullet Punch is a Steel-type move that is weaker and has a lower priority level.</p>
<p>Aqua Jet is a Water-type move that is weaker and has a lower priority level.</p>
<p>Ice Shard is a Ice-type move that is weaker and has a lower priority level.</p>
<p>Sucker Punch is a Dark-type move that is the same strength and has a lower priority level.</p>

<p>No other attacking moves have a priority level of +2.</p>
 
F attacks + Memento by Tobes, original post here

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 do it much harm 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 Base 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 effects of Focus Sash and 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 under the effect of Mist, or has the ability Clear Body.</p>

<h2>Competitive Uses</h2>
<p>Fake Tears helps special attackers break through special walls more easily, and can cause them to switch out, causing them to take additional entry hazard damage. If a special attacker has access to it, Nasty Plot is generally a better option, as the stat drop from Fake Tears iis nullified when the foe switches.</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, is under the effect of Mist, or has the ability 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 used, 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 negates 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 play, 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 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. However, with the abundance of priority users, Choice Scarf revenge killers, and even damaging weather, such a strategy is rarely successful.</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 beside the target equal to 1/16th of their maximum HP. It does not activate abilities 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 affected if an opponent that is KOed by the secondary damage has Destiny Bond active.</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>
 

Lemonade

WOOPAGGING
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<h2>Competitive Use</h2>
<p>An exclusive move from Alakazam's line, which thanks to poor distribution is not very well known. The effect is not particularly useful in most competitive matches because reducing the foe's accuracy is not a reliable strategy, as the opponent can simply switch out to negate the effect. The majority of players would prefer to incapacitate a foe completely (inducing sleep, for example) or simply use a set-up move. Finally, with the imperfect accuracy, it is outclassed by several other similar moves like Flash and Sand-Attack. You shouldn't use this.</p>
<h2>Related Moves</h2>
<p>Flash and Smokescreen are Normal-type equivalents with greater accuracy.</p>
<p>Sand-Attack is a Ground-type equivalent, with perfect accuracy.</p>

<h2>Competitive Use</h2>
<p>Knock Off is a utility move; it's there simply to get rid of whatever item the foe may be holding, something that is threatening to almost every Pokemon around in competitive matches. Most walls, if they lose their recovery item, become far easier to take down, while most sweepers will be crippled if they lose their boosting items. Knock Off is particularly threatening to Eviolite users, since without the defensive boosts they become (most of the time) on the verge of being useless. The fact that it does damage means it can't be stopped by Taunt. Not bad at all. The only difficulty is finding a Pokemon that can afford to give up a moveslot for it.</p>
<h2>Related Moves</h2>
<p>Thief and Covet both remove the opponent's item and give it to the user, but the user must not be holding an item itself for this to take effect.</p>
<p>Bug Bite and Pluck will take the opponent's Berry item and give its effect to the user immediately, but has no effect on other items.</p>
<p>Trick also involves interactions with the foe's item, but it will switch the items of the user and the target, and can be stopped by Taunt.</p>'

<h2>Competitive Use</h2>
<p>Not the most useful move, as the only users are Octillery and Kingdra, and both Pokemon have better things to do with that slot. The low Base Power is a big factor in explaining this move lack of use, but not the only one. It simply doesn't hit hard enough and reducing the target's accuracy is not a reliable strategy. Most battlers would prefer to use a more powerful Water-type attack like Surf or Hydro Pump right from the start.</p>
<h2>Related Moves</h2>
<p>Surf is a more powerful and accurate alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Mirror Shot is a Steel-type equivalent.</p>
<p>Mud Shot is a Ground-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Another utility move; however, you won't see it in the majority of matches. Simply put, hitting Ghost-type Pokemon is not a hard task. Instead of reserving a slot for this you can put a move that hits said Pokemon harder if that's your concern. Also, the majority of viable users of this move have a secondary STAB or sufficiently powerful coverage moves to deal with Ghosts anyway.</p>
<p>However, someone could make a case for the benefits of using a move like Rapid Spin in conjunction with Odor Sleuth. While the only one that can use said strategy with this move is Donphan, it can be extremely useful in order to get a guaranteed Rapid Spin, if your team is overly concerned with entry hazards. Of course, Donphan will usually prefer to hit those Pokemon blocking his spins with his STAB Earthquake, or something like Assurance on the switch, as that cannot be stopped by Taunt.</p>
<h2>Related Moves</h2>
<p>Foresight is a Normal-type equivalent.</p>
<p>Miracle Eye is a Psychic-type equivalent.</p>

<h2>Competitive Use</h2>
<p>There isn't much competitive value for this move, thanks to the low PP and that a mere 10% chance of its effect activating ruins its only potential upside. The only time you may see this is when facing a Serene Grace user, but even then that means reserving an entire moveslot for this and crossing your fingers while waiting for a 20% chance to boost all stats by one stage. Not the brightest of ideas. Of course, it's male Combee's best coverage option… so that's something.</p>
<h2>Related Moves</h2>
<p>AncientPower is a Rock-type equivalent.</p>
<p>Silver Wind is a Bug-type clone.</p>

<h2>Competitive Use</h2>
<p>In terms of pure power, Outrage is right up there. As the strongest physical Dragon-type move available, it is used on pretty much every physically-inclined Dragon-type Pokemon that gets it. Its universal appeal means that it will be seen from the realms of Ubers all the way down to the lower tiers.</p>
<p>Last generation, with the Platinum Outrage tutor, it became available to pretty much every fully-evolved Dragon, and I can assure you that they enjoyed it. This move is so obscenely powerful (the same can be said about the users) that it will even dent most Steel-types, the only type of Pokemon that is resistant to it. However, using this move does not constitute an auto-win by any stretch; as said before, it locks the attacker into it, and after that the user can be revenge killed by a faster Pokemon or a powerful priority user, especially due to the confusion side-effect. Use it wisely and it can slaughter a lot of opponents.</p>
<h2>Related Moves</h2>
<p>Dragon Claw is a much less powerful but far more reliable alternative.</p>
<p>Dragon Rush is a less powerful and les accurate alternative with no negative effects.</p>
<p>Petal Dance is a special Grass-type equivalent.</p>
<p>Thrash is a Normal-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Overheat is an incredibly powerful Fire-type move. However, so much sheer power comes with a high price, as after usage it will sharply reduce the user's Special Attack, making them easy opportunities for enterprising opponents. For this reason, it fits a more hit-and-run playstyle often preferred by Choice users. Unfortunately, Fire-types have that nasty weakness to Stealth Rock and considering that Choice users have to switch out a lot by nature, it can prove troublesome. Anyhow, Choice Specs Heatran gets an honourable mention because it is bulky, hits hard, and is neutral to Stealth Rock, so is a very good candidate if you are using a technique of this sort.</p>
<h2>Related Moves</h2>
<p>Fire Blast is a slightly less powerful and accurate alternative with no negative effects.</p>
<p>Flamethrower is a much less powerful but more accurate alternative with no negative effects.</p>
<p>Psycho Boost is a Psychic-type equivalent.</p>
<p>Leaf Storm is a Grass-type equivalent.</p>
<p>Draco Meteor is a Dragon-type equivalent.</p>

<h2>Competitive Use</h2>
<p>A very unique move introduced this generation. This non-damaging move will make the target always goes last, failing if the target has already moved, and thus only works on the turn it was used. It doesn't matter what move the target may be using; it will go last regardless. Obviously, it will never make a priority move go last, because of its own normal priority. But it can make a move with normal priority move after Trick Room, the slowest move, priority wise, in the game. If, for some reason, you need something like that, for example in doubles.</p>
<h2>Related Moves</h2>
<p>After You forces the target to move first rather than last.</p>

<h2>Competitive Use</h2>
<p>Probably the least used of all priority moves, despite being the one with the greatest distribution. There are simply no good abusers, and being a Normal-type move means that it hits nothing super effectively. The only case where you will see an effective user is Swellow; after Guts is active, the bird gains an enormous Attack level, and his blistering natural Speed makes him a threatening sweeper. Thus, he can often only be revenge killed via priority, so can avoid being prematurely killed by running Quick Attack, and is also a good move for killing weakened Scarf users. Scyther is another decent candidate thanks to its good Attack stat, Technician, and the fact that is the only priority move it has access to.</p>
<h2>Related Moves</h2>
<p>Aqua Jet is a Water-type equivalent.</p>
<p>Mach Punch is a Fighting-type equivalent.</p>
<p>Ice Shard is an Ice-type equivalent.</p>
<p>Bullet Punch is a Steel-type equivalent.</p>
<p>Shadow Sneak is a Ghost-type equivalent.</p>
<p>Vacuum Wave is a special Fighting-type equivalent.</p>

<h2>Competitive Use</h2>
<p>A move that only really has any competitive use in double or triple battles. It will protect the user's entire side from all priority attacks, giving enough time for a wall to recover, or an opening space for a frail sweeper to either set up or outright attack. However, to be honest it is usually a waste of time, as you could at the same time just attack, and this move does nothing to non-priority attacks.</p>
<h2>Related Moves</h2>
<p>Wide Guard also protects the user's entire field, but only for moves that damage all Pokemon at the same time.</p>

<h2>Competitive Use</h2>
<p>A newly introduced move in this Generation, and right from the early days of BW it was considered one of the best set-up moves in the entire game. As a move that makes the target a sweeper and a bulky threat (at least on the special side) at the same time, it is indeed a good thing. However, only few Pokemon that have access to this move can put it to good use. Volcarona is the obvious one when going for an offensive route, as it has colossal natural stats and brilliant STAB coverage. Lilligant is the other big sweeper, and can set up more easily using Sleep Powder alongside its Chlorophyll ability.</p>

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

<h2>Competitive Use</h2>
<p>There isn't much use for this move. It's a Normal-type attack that also happens to lock the user in, which are two very undesirable traits indeed. Being locked on a Normal-type attack means a free switch for any Pokemon that resists or is immune to it. In a competitive match you shouldn't give that kind of room to your opponent.</p>

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

earthquake - endure by V0x here and energy ball - extremespeed by V0x here

[SHORT DESC]
10% chance to lower opponent's Special Defense by 1 stage.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage and has a 10% chance to lower the target's Special Defense by 1 stage.</p>

<h2>Competitive Use</h2>
<p>Earth Power is a decent move for special attackers, as it is relatively powerful and has no drawbacks. It provides excellent STAB for Pokemon such as Nidoking, and great additional coverage for Pokemon such as Heatran. However, many Pokemon who receive Earth Power, including Claydol, Gliscor, Tyranitar, and Mamoswine, have low Special Attack, or, like Shaymin and Celebi, have better coverage options to use. In addition, many of the Ground-types that have access to this move have a higher Attack stat, and as a result, prefer Earthquake. Therefore, only a few Pokemon are commonly seen running Earth Power. In any case, Flying-types, Pokemon with the Levitate ability, and Pokemon holding the item Air Balloon take no damage from this move, so be sure to use it with care.</p>

<h2>Related Moves</h2>
<p>Bug Buzz is a Bug-type equivalent.</p>
<p>Psychic is a Psychic-type equivalent.</p>

[SHORT DESC]
Hits Pokemon using Dig with double Base Power.
[LONG DESC]

<h2>Description</h2>
<p>This move hits Pokemon using Dig for double the damage normally done. There are no other effects.</p>

<h2>Competitive Use</h2>
<p>Earthquake is perhaps one of the best offensive moves around; it has high Base Power, perfect Accuracy, and no negative side-effects. In addition to the fact that most Ground-types have massive Attack stats to power it, Earthquake has good coverage in general: only Bug- and Grass-types resist it, while Flying-types are immune to it. Earthquake also complements Dragon-type moves well, as it does super effective damage to Steel-types, the only Pokemon to resist their mythic rampages. When paired with Stone Edge, it forms the EdgeQuake combination, which is known for its superb neutral coverage. It is not surprising that many Pokemon utilize this move in their arsenal; therefore, it is unwise to leave one's team susceptible to Ground-type moves. This move alone is probably the reason for the widespread use of Air Balloon on Pokemon such as Heatran, Terrakion, and Lucario; it provides its holder with a free switch in, and possibly an opportunity to set up while the ground shakes beneath them. However, as Air Balloon holders, Flying-types, and Levitate users are not exactly uncommon, users of Choice items should be leery of locking themselves into Earthquake.</p>

<h2>Related Moves</h2>
<p>No other moves have a similar effect to Earthquake.</p>

[SHORT DESC]
Power increases when used consecutively
[LONG DESC]

<h2>Description</h2>
<p>If any team member used this move earlier in the turn or on the previous turn, that power is stacked, to a maximum of 200 Base Power.</p>

<h2>Competitive Use</h2>
<p>Echoed Voice has little competitive use for a few reasons. First, it starts at a paltry 40 Base Power, meaning even with a STAB boost, it will not do much damage. Furthermore, Pokemon with access to this move would rather not use a Normal-type attack; Nidoking prefers elemental coverage moves, Slowbro hardly has a moveslot to spare, etc. It also requires that the user not switch out and survive whatever comes its way, which in itself is a near-impossible feat.</p>

<h2>Related Moves</h2>
<p>No other move has the same effect as Echoed Voice.</p>

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

<h2>Description</h2>
<p>This move inflicts regular damage with no added effects.</p>

<h2>Competitive Use</h2>
<p>Aside from Smeargle, a total of five Pokemon get this move: Exeggcute, Exeggutor, Chansey, Blissey, and Mew. The former two largely don't utilize their physical attack, Chansey and Blissey don't attack in general, and Mew has many better moves to use. Therefore, this move has little competitive value.</p>

<h2>Related Moves</h2>
<p>There are many attacking moves with no added effect that vary in accuracy and power.</p>

[SHORT DESC]
Lowers target's Speed stat by 1 stage.
[LONG DESC]

<h2>Description</h2>
<p>This move deals damage and has a 100% chance to lower the target's Speed by one stage.</p>

<h2>Competitive Use</h2>
<p>The distribution of this move is very poor; in fact, its only user of note is Galvantula. However, Galvantula prefers to use a more powerful Thunder, as it is already very fast, and hence hardly benefits from the move's secondary effect. Thus, there is little reason to use this move.</p>

<h2>Related Moves</h2>
<p>String Shot lowers the target's Speed by 1 stage but does not deal damage.</p>
<p>Low Sweep lowers the target's Speed by 1 stage and is both stronger and more accurate.</p>

[SHORT DESC]
Item use is prevented for five turns.
[LONG DESC]

<h2>Description</h2>
<p>The target cannot use its held item for five turns. The effect ends if the target leaves the field. If a Pokemon under this effect uses Bug Bite or Pluck and obtains a berry, the berry is destroyed, but the effects are not given to the user of the move. If a Pokemon under this effect tries to use Fling, it will fail. This effect can be Baton Passed.</p>

<h2>Competitive Use</h2>
<p>Embargo may seem useful, but in reality it has little competitive bearing. First of all, the target can simply switch, nullifying its effect. Secondly, the user is required to give up a moveslot for this unreliable move, and few Pokemon have room for a filler move. Lastly, simply dishing out damage will often incapacitate the target more effectively than nullifying its item will, and thus this move should not be used.</p>

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

[SHORT DESC]
10% chance to burn.
[LONG DESC]

<h2>Description</h2>
<p>The move inflicts damage and has a 10% chance to burn the target.</p>

<h2>Competitive Use</h2>
<p>Ember is a rather useless move competitively: it sits at a paltry 40 Base Power, which means there is no reason it use it over Flamethower or Fire Blast, both of which also have a 10% chance to burn the target and are more powerful. Most, if not all, Pokemon that get Ember also have Flamethrower or Fire Blast.</p>

<h2>Related Moves</h2>
<p>Fire Punch is a more powerful physical variant of this move.</p>
<p>Flamethrower is a more powerful variant of this move.</p>
<p>Fire Blast is a more powerful variant of this move but has lower accuracy.</p>
<p>Heat Wave is a more powerful variant of the move, but has lower accuracy.</p>

[SHORT DESC]
Causes the target to repeat its last move for 3 turns.
[LONG DESC]

<h2>Description</h2>
<p>If the user moves after the target, the target repeats the last move it used for 3 turns. If the user moves before the target, the target repeats the last move it used for 2 turns. The effect ends when the target switches out.</p>

<h2>Competitive Use</h2>
<p>Encore is a great move because it can cripple an opponent for 3 turns; locking a foe into a useless move provides one of your own team members with an opportunity to set up safely or finish it off. Encore forces switches as well, which makes it very useful for stall-based and offensive teams alike. Pokemon with the ability Prankster, such as Whimsicott, make good users of the move, as the opponent will not be able to change moves once the Prankster user switches in. Another is Wobbuffet, because its Shadow Tag ability prevents the opponent from switching, even if it knows Encore is coming. In fact, the ability to quickly Encore walls into disadvantageous moves is a main reason for Wobbuffet to run Speed investment. As useful as it is, however, beware of recklessly slapping this move onto all Pokemon that get it, as not every Pokemon--especially slower ones--can use Encore to its greatest effect.</p>

<h2>Related Moves</h2>
<p>No moves have a similar effect as Encore.</p>

[SHORT DESC]
Lowers target's HP to the user's HP.
[LONG DESC]

<h2>Description</h2>
<p>This move inflicts damage to lower the target's HP to the user's HP. It fails if the target's HP is lower than the user's. Ghost-types are still immune, but resistances are not applied.</p>

<h2>Competitive Use</h2>
<p>Endeavor is an interesting move; it straddles the border between gimmick and competitive. The user must be at low HP to deal greater amounts of damage, but since such a situation is generally unfavorable, many strategies around Endeavor have evolved. The most common of these is FEAR, in which a level 1 Pokemon is equipped with a Focus Sash. As the opponent attacks, the FEAR Pokemon uses Endeavor to bring the opponent down to 1 HP. The FEAR user then follows up with a priority move, dealing exactly 1 HP of damage and KOing the opponent. However, this strategy is easily thwarted, such as by hazards, weather, priority, and status--but Magic Guard Pokemon are not affected by weather and hazards, and therefore make good use of Endeavor. Another common way to abuse Endeavor is with Sturdy and Shell Bell; the damage dealt by Endeavor will restore Sturdy.</p>

<h2>Related Moves</h2>
<p>No other moves are similar to Endeavor.</p>

[SHORT DESC]
The user always survives with at least 1 HP.
[LONG DESC]

<h2>Description</h2>
<p>This move acts as a Focus Sash for the turn it is used, except it can be used by Pokemon at any HP. It has a priority level of +4 and uses the same timer as Protect / Detect / Quick Guard / Wide Guard, so it can fail if used successively or with one of those moves. It will not be selected by Assist or Metronome.</p>

<h2>Competitive Use</h2>
<p>While Endure may seem interesting, it has little competitive bearing. After all, what can a Pokemon do at 1 HP? Most Pokemon with Endure do not have the speed to guarantee that Endeavor will hit. Furthermore, the prevalence of damaging weather, namely sandstorm and hail, in many tiers makes it unlikely that a 1 HP Pokemon will survive the turn. One is better off dealing damage or setting up than using Endure.</p>

<h2>Related Moves</h2>
<p>No other moves have the same effect as Endure.</p>

[SHORT DESC]
10% chance to lower opponent's Special Defense by 1 stage.
[LONG DESC]

<h2>Description</h2>
<p>The move deals damage and has a 10% chance to lower the opponent's Special Defense by 1 stage. No other effect.</p>

<h2>Competitive Use</h2>
<p>Energy Ball is a reliable, albeit weak, specially based Grass-type attack. Most users of Energy Ball do not receive STAB on it and use the move for coverage options, for two reasons: firstly, there are many more powerful Grass-type moves, such as Leaf Storm and Seed Flare, which most Grass-types would rather use for STAB. Secondly, Energy Ball is a TM, so many Pokemon with access to this move may use it. While Grass-type moves have relatively poor coverage, they do hit bulky Water-types super effectively, so Water- and Fire-types, such as Politoed, Ninetales, and Chandelure, can frequently be seen running this move.</p>

<h2>Related Moves</h2>
<p>Acid is a Poison-type move with a 10% chance to lower the opponent's Special Defense by 1 stage, but is weaker.</p>
<p>Psychic is a Psychic-type move with a 10% chance to lower the opponent's Special Defense by 1 stage, but is stronger.</p>
<p>Shadow Ball is a Ghost-type move with a 20% chance to lower the opponent's Special Defense by 1 stage and is the same strength.</p>
<p>Luster Purge is a Psychic-type moves that has a 50% chance to lower the opponent's Special Defense by one stage, but is weaker.</p>
<p>Bug Buzz is a Bug-type move with 10% chance to lower the opponent's Special Defense by 1 stage, but is stronger.</p>
<p>Focus Blast is a Fighting-type move with 10% chance to lower the opponent's Special Defense by 1 stage, but is stronger.</p>
<p>Earth Power is a Ground-type move with 10% chance to lower the opponent's Special Defense by 1 stage, but is stronger.</p>

<p>Flash Cannon is a Steel-type equivalent.</p>

[SHORT DESC]
Target's ability becomes the same as the user's.
[LONG DESC]

<h2>Description</h2>
<p>Entrainment changes the target's ability into the user's. The target regains its ability when it leaves battle.</p>

<h2>Competitive Use</h2>
<p>Entrainment has poor distribution, and thus does not see much competitive use. Furthermore, its effect is gimmicky since it depends on the user's ability; it will likely have little effect on some opponents with an already useless ability.</p>

<h2>Related Moves</h2>
<p>No other moves have the same effect as Entrainment, but Skill Swap does change the opponent's ability with one's own; however, one's ability will also be switched with the opponent's.</p>

[SHORT DESC]
Does less damage as the user's HP decreases.
[LONG DESC]

<h2>Description</h2>
<p>Inflicts Fire-type damage. Base Power follows formula of 150 * current HP / max HP, with a maximum of 150 when the user's HP is full.</p>

<h2>Competitive Use</h2>
<p>Eruption has little competitive use. Not only are five out of the seven Pokemon who receive this move weak to Stealth Rock, all of them take full damage from Spikes and Toxic Spikes, so Eruption's Base Power will be lowered substantially when they switch in to begin with. Furthermore, Camerupt and Heatran have low base Speed, and if they takes damage before they can use Eruption, they are better off using Fire Blast or Overheat. Groudon does not receive STAB on Eruption, and moreover only has base 100 Special Attack to use it with, which is too low by Uber standards.</p>

<h2>Related Moves</h2>
<p>Water Spout is a Water-type equivalent.</p>

[SHORT DESC]
Faints the user.
[LONG DESC]

<h2>Description</h2>
<p>Inflits Normal-type physical damage. User faints, even if the attack fails or misses.</p>

<h2>Competitive Use</h2>
<p>As this move no longer halves the Defense of the opponent and consequently deals much less damage, Explosion is much less competitively viable in BW. Therefore, Pokemon such as Heatran, Azelf, and Metagross are better off using their STAB and coverage moves.</p>

<h2>Related Moves</h2>
<p>Selfdestruct is a weaker version of Explosion that is also Normal-type.</p>
<p>Final Gambit only faints the user if the move hits, and its damage is dependent on how much HP the user has left.</p>

[SHORT DESC]
10% chance to flinch opponent.

[LONG DESC]

<h2>Description</h2>
<p>This move inflicts damage has a 10% chance to make the target flinch.</p>

<h2>Competitive Use</h2>
<p>Extrasensory is hardly seen competitively. Pokemon with access to this move either don't need it for coverage, as is the case for Zoroark, or have stronger Psychic-type moves to use, as is the case for many Psychic-types. The 10% chance of a flinch is too small to warrant the use of Extrasensory over, say, Psychic, which is 10 Base Power stronger, or Psyshock, which hits the opponent's Defense stat.</p>

<h2>Related Moves</h2>
<p>Hyper Fang is Normal-type move with lower accuracy.</p>
<p>Waterfall is a Water-type move with a higher chance to flinch the target.</p>
<p>Dark Pulse is a Dark-type move with a higher chance to flinch the target.</p>
<p>Iron Head is a Steel-type move with a higher chance to flinch the target.</p>

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

<h2>Description</h2>
<p>The user attacks first. This move has a priority level of +2, meaning it hits before all other attacking moves.</p>

<h2>Competitive Use</h2>
<p>ExtremeSpeed is a great move, and those that get it should count themselves lucky. Because it entirely bypasses Speed, Pokemon can use this move to defeat revenge killers. Rayquaza, Dragonite, Lucario, and Arceus are especially great with this move, as each of them can boost their Attack to make ExtremeSpeed hit harder, and so take out potential revenge killers without a scratch; Normal Arceus even receives STAB on ExtremeSpeed. However, ExtremeSpeed's low PP makes it prone to being stalled out, particularly in the Ubers environment, so be wary of spamming this move.</p>

<h2>Related Moves</h2>
<p>Quick Attack is a Normal-type move that is weaker and has a lower priority level.</p>
<p>Vacuum Wave is a Fighting-type move that is weaker and has a lower priority level.</p>
<p>Mach Punch is a Fighting-type move that is weaker and has a lower priority level.</p>
<p>Shadow Sneak is a Ghost-type move that is weaker and has a lower priority level.</p>
<p>Bullet Punch is a Steel-type move that is weaker and has a lower priority level.</p>
<p>Aqua Jet is a Water-type move that is weaker and has a lower priority level.</p>
<p>Ice Shard is a Ice-type move that is weaker and has a lower priority level.</p>
<p>Sucker Punch is a Dark-type move that is the same strength and has a lower priority level.</p>

<p>No other attacking moves have a priority level of +2.</p>
F attacks + Memento by Tobes, original post here

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 do it much harm 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 Base 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 effects of Focus Sash and 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 under the effect of Mist, or has the ability Clear Body.</p>

<h2>Competitive Uses</h2>
<p>Fake Tears helps special attackers break through special walls more easily, and can cause them to switch out, causing them to take additional entry hazard damage. If a special attacker has access to it, Nasty Plot is generally a better option, as the stat drop from Fake Tears iis nullified when the foe switches.</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, is under the effect of Mist, or has the ability 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 used, 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 negates 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 play, 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 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. However, with the abundance of priority users, Choice Scarf revenge killers, and even damaging weather, such a strategy is rarely successful.</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 beside the target equal to 1/16th of their maximum HP. It does not activate abilities 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 affected if an opponent that is KOed by the secondary damage has Destiny Bond active.</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>
up, caching needed

eta:

More

<h2>Competitive Use</h2>
<p>Drain Punch is a move that was reborn with the onset of the fifth generations. It was almost totally unused previously because it had a fairly low Base Power and PP. In this generation, it was boosted to 75 Base Power and 16 max PP, which alone gave the move a new breath of life and is now the reliable STAB move of choice on most Fighting-types, most of the time alongside Bulk Up. Obvious mentions go to Conkeldurr and Gallade, as both Pokemon have enough bulk to set up at least one boost and slowly recover their lost health with Drain Punch and Leftovers. The fact that both can use a priority move can also improve their survival by a great amount. </p>
<p>Toxicroak is another prominent new user, thanks to Drizzle, Dry Skin, and this improved move. As long it is in the rain, it will abuse the passive recover it gets, while alternating between Substitute and Drain Punch to slowly decimates the foe’s health.</p>
<h2>Related Moves</h2>
<p>Brick Break has the same Base Power but breaks screens rather than recovering HP.</p>
<p>Close Combat and Superpower have 120 Base Power, but have a serious drawback in that they lower two of the user's stats by one stage.</p>
<p>Hammer Arm has 100 Base Power and 90% accuracy, but lowers the user's Speed by one stage.</p>
<p>Hi Jump Kick has 130 Base Power and 90% accuracy, but the user loses 50% of its health should the move not be successful.</p>
<p>Giga Drain is a special Grass-type equivalent. </p>

<h2>Competitive Use</h2>
<p> There isn’t much competitive value for this move, as it requires two very specific situations in order to work. Firstly, the target needs to already be asleep, and secondly, it can’t be a Dark-type. As soon as you put a Pokemon to sleep (an already difficult task considering the low accuracy of most sleep inducing moves available) your opponent can simply switch out to make Dream Eater useless, and thanks to Sleep Clause, you can’t put another one to sleep, making Dream Eater useless. Sleep is such a powerful status condition that most of the time it’s better to use the guaranteed one sleep turn to get a frail sweeper onto the field for free or to use a set-up move of your own. </p>
<h2>Related Moves</h2>
<p>Psychic has only a slightly lower Base Power and can be used at any time, not simply when the target is asleep.</p>
<p>Psyshock is similar to Psychic, only slightly weaker, and uses the foe’s Defense rather than Special Defense in damage calculation.</p>
<p>Nightmare is a similar Ghost-type move that also only takes effect if the target is asleep, but it will deal 1/4 of the target's max HP as damage every turn.</p>

<h2>Competitive Use</h2>
<p> Drill Peck is an oft-forgotten move in the competitive environment, usually because of the existence of Brave Bird and its much greater power, as well as the fact that most users of Drill Peck also have access to Brave Bird regardless. The only exception to this rule is Fearow, who is really the only Pokemon you will see this move used with. </p>
<h2>Related Moves</h2>
<p>Dragon Claw is a Dragon-type equivalent. </p>
<p>Seed Bomb is a Grass-type equivalent. </p>
<p>Strength is a Normal-type equivalent. </p>
<p>X-Scissor is a Bug-type equivalent. </p>

<h2>Competitive Use</h2>
<p>Not a common sight in the competitive scene. Note that it’s not because it’s a bad move, and actually it’s a pretty decent one on paper, as it’s a strong Ground-type attack with good accuracy and a high chance to land a critical hit. Unfortunately the merits end here; it has an average Base Power and is obscenely badly distributed, with only 3 fully evolved users (Fearow, Rhyperior, and Excadrill). Two of them have Earthquake at their disposal (a clearly better option) so the only real user is Fearow, who is a woeful Pokemon in its own right.</p>
<h2>Related Moves</h2>
<p>Earthquake is a more powerful option, with perfect accuracy and much better distribution. </p>

<h2>Competitive Use</h2>
<p>A new move introduced in generation V. Dual Chop hits two times on the same turn, with the same power overall as Dragon Claw. However, it has lower accuracy and worse distribution than Dragon Claw, with Garchomp and Haxorus being the only fully evolved users. Theoretically, it could be used to break Substitutes, and is typically seen on both of the above Pokemon as a more reliable complement to their powerful Outrage attacks. This is, however, only for lack of a better option, and even so, many battlers elect to use the more reliable Dragon Claw instead. </p>
<h2>Related Moves</h2>
<p>Outrage is a much more powerful alternative that locks the user into battle for 2-3 turns, and confuses it afterwards. </p>
<p>Dragon Claw is another option, with higher accuracy but no additional effect. </p>
<p>Double Hit is a similar Normal-type move with lower Base Power. </p>
<p>Double Kick is a similar Fighting-type move with lower Base Power and perfect accuracy. </p>

<h2>Competitive Use</h2>
<p>An interesting move, DynamicPunch. It guarantees that the opponent will be confused so long as it hits, which is not as reliable as would be comfortable, considering the move’s 50% accuracy in normal conditions. Thus, the only real users are the ones on Machamp’s line since they have the No Guard ability, which ignores the accuracy and evasion of all moves and Pokemon, meaning that their attacks always hit. Thus, not only is the opponent facing down guaranteed confusion on the switch, but is also smacked with a 100 BP STAB move off of 130 base Attack. </p>
<p>While the Gravity move is in play DynamicPunch gains a decent 83% accuracy, and so can be used more effectively. The problem now is that there are literally no Pokemon who can use it well, and Gravity is such an obscure, hard-to-use field effect that you will probably never see it in most competitive matches.</p>
<h2>Related Moves</h2>
<p>Brick Break is a less powerful option that can remove Reflect and Light Screen.</p>
<p>Drain Punch is a less powerful option that heals the user.</p>
<p>Hammer Arm is an option with the same power but higher accuracy that lowers the user's Speed after use.</p>
<p>Close Combat is an option with higher power and accuracy, but which lowers the user's Defense and Special Defense after use.</p>
<p>Superpower is an option with higher power and accuracy, but which lowers the user's Attack and Defense after use.</ p>
<p>Hi Jump Kick is a much more powerful and accurate option which carries the risk of severe recoil damage should it fail to hit the target.</p>
<p>Zap Cannon is an Electric-type equivalent, but inflicts paralysis and has a 120 Base Power. <p>
<p>Inferno is a Fire-type equivalent, but inflicts burn instead. </p>

<h2>Competitive Use</h2>
<p>Oh boy. This is Arceus’s exclusive attack, and it’s a 100% accuracy move that will change type depending on the held Plate. Since Arceus will always need to carry a Plate to change type itself, this is essentially always a STAB move which also happens to be boosted by the Plate as well, so that Arceus always has a very powerful special STAB move no matter what type it is. For this reason, it is the STAB option of choice on almost all of Arceus’s Calm Mind sets. </p>

<h2>Competitive Use</h2>
<p>Jump Kick is a decent move, and in this generation transition it was boosted to 85 Base Power, becoming a valid option. However, it has poor distribution and is more or less redundant considering notable would-be users like Mienshao and Hitmonlee also have access to the much more powerful Hi Jump Kick. Thus, the only real user would be Sawsbuck, who can use it as a coverage option to deal with Pokemon that resist his STAB moves .</p>
<h2>Related Moves</h2>
<p>Hi Jump Kick is a more powerful option, with 130 Base Power, 90% accuracy and the same amount of recoil if it misses. </p>

<h2>Competitive Use</h2>
<p>Not a useful move competitively speaking. Low Base Power and bad distribution essentially kills any use it could have had. With only five fully-evolved users available and every single one of them having a better option for a Fighting-type move, there is literally no reason whatsoever to use it. At all.</p>
<h2>Related Moves</h2>
<p>Brick Break is a less powerful option that can remove Reflect and Light Screen.</p>
<p>Drain Punch is a less powerful option that heals the user.</p>
<p>Hammer Arm is an option with the same power but higher accuracy that lowers the user's Speed after use.</p>
<p>Close Combat is an option with higher power and accuracy, but which lowers the user's Defense and Special Defense after use.</p>
<p>Superpower is an option with higher power and accuracy, but which lowers the user's Attack and Defense after use.</ p>
<p>Hi Jump Kick is a much more powerful and accurate option which carries the risk of severe recoil damage should it fail to hit the target.</p>

<p>Poison Tail is a Poison-type equivalent, but with an additional 10% chance to poison. </p>


I've decided to do the [long desc] bits separately, since what's on-site at present needs tending to regardless.
Even more

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

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

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

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

<h2>Competitive Use</h2>
<p>Grass Pledge is fairly useless in singles play, as the Pokemon that have access to it have superior options such as Giga Drain or Energy Ball. However, in doubles, it can be used together with Fire Pledge to stack up residual damage on your opponent's side of the field, assisting in wearing down the opponent. When used together with Water Pledge, Grass Pledge can also be used to slow down the opponent; this is helpful to assist slower Pokemon on teams that would rather not run Trick Room. </p>
<h2>Related Moves</h2>
<p>Giga Drain is a more powerful alternative that also heals the user.</p>
<p>Leaf Storm is a much more powerful alternative that also cuts the user’s Special Attack after use.</p>
<p>Fire Pledge is a Fire-type equivalent.</p>
<p>Water Pledge is a Water-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Water Pledge is fairly useless in singles play, as the Pokemon that have access to it have superior options such as Surf, Scald, or Hydro Pump. However, in doubles, it can be used together with Fire Pledge to double the effect chance of your side's moves (though this does not stack with Serene Grace). When used together with Grass Pledge, Water Pledge can also be used to slow down the opponent; this is helpful to assist slower Pokemon on teams that would rather not run Trick Room. </p>
<h2>Related Moves</h2>
<p>Surf is a more powerful alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Fire Pledge is a Fire-type equivalent.</p>
<p>Grass Pledge is a Grass-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Don’t even bother.</p>
<h2>Related Moves</h2>
<p>Surf is a more powerful alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Acid is a Poison-type equivalent.</p>
<p>Gust is a Flying-type equivalent.</p>
<p>Ember is a Fire-type equivalent.</p>
<p>Powder Snow is an Ice-type equivalent.</p>
<p>Thundershock is an Electric-type equivalent.</p>
<p>Twister is a Dragon-type equivalent.</p>

<h2>Competitive Use</h2>
<p>The only viable competitive use of this move is on Serene Grace Jirachi in rain for the extra confusion chance, as Surf, Scald, and Hydro Pump are all superior options otherwise. You could use it on Nasty Plot Technician Persian if you really wanted to, but…</p>
<h2>Related Moves</h2>
<p>Surf is a more powerful alternative.</p>
<p>Hydro Pump is a much more powerful but less accurate alternative.</p>
<p>Bite is a physical Dark-type equivalent.</p>
<p>Flame Wheel is a physical Fire-type equivalent.</p>
<p>Heart Stamp is a physical Psychic-type equivalent.</p>
<p>Chatter is a physical Normal-type equivalent.</p>
<p>Dragonbreath is a Dragon-type equivalent.</p>

<h2>Competitive Use</h2>
<p>This move, along with its Ground-type counterpart, Mud Sport, is fairly useless; most Pokemon that have access to Water Sport already resist Fire, and the ones that don't can just run Rain Dance if they want to replicate the effect, but also boost their STAB moves as well.</p>
<h2>Related Moves</h2>
<p>Mud Sport is a Ground-type equivalent.</p>

<h2>Competitive Use</h2>
<p>This move has the potential to be immensely powerful as long as you can keep the user from being damaged. It is often used on Kyogre to deal massive damage to the opposition – between Choice Specs, Drizzle, a base 150 Special Attack stat and a 150 BP STAB move, there is basically nothing in the game that can stop it; however, in the long run, Hydro Pump and Surf are both more reliable options. For example, below 80% health, Hydro Pump is stronger, and below about 63% health, Surf is stronger. Most of the other users, such as Blastoise and Jellicent, are defensively inclined, so prefer Surf.</p>
<h2>Related Moves</h2>
<p>Surf is a less powerful but more consistent alternative.</p>
<p>Hydro Pump is a less powerful and accurate but more consistent alternative.</p>
<p>Eruption is a Fire-type equivalent.</p>

<h2>Competitive Use</h2>
<p>This move is only useful on weather-reliant sweepers such as Victreebel, who can use Weather Ball for a more powerful coverage move than Hidden Power. Rain sweepers have Hydro Pump and Surf, and hail sweepers have Blizzard, so sun sweepers are basically the only ones you will see using this move – the fact that the only Pokemon that will use Weather Ball are Grass-types notwithstanding.</p>
<h2>Related Moves</h2>
<p>Surf and Hydro Pump are more consistent and more powerful in rain, respectively.</p>
<p>Flamethrower and Fire Blast are more consistent and more powerful in sun, respectively.</p>
<p>Blizzard is more powerful and consistent in hail.</p>


Upload please

also up


NB's post 131: Electro Ball through Fusion Flare are up, and I GP'd them as I put them on.

done through Hypnosis


Leer

Milk Drink
 

bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Hello all. Thought I'd post an update on proceedings.

Anyway, in case you were wondering what I was doing for the last however long it's been, to cut a long story short, I've gone through all the move files on the scms and am pleased to announce that all BW moves now have a complete description, as well as the correct formatting. So, now all that needs to be done on the move front are the competitive and the related move bits. As far as abilities go, they're very nearly done anyway, and as for items... we'll cross that bridge when we come to it.

As for what I'm going to be doing now, I will be going through and checking all the descriptions for abilities and items. Once this is done, it should be more straightforward to add all the more complicated bits in terms of CU and RE. For what everybody else should be doing, if we can get more grammar checkers on the scene actively checking some of these entries then that would be great. Also remember that content, depth and length need to be checked in addition to, or preferably as part of, grammar checks. Also, more contributors to the project would be great.

Oh, and merry christmas I guess...

EDIT: And for the benefit of grammar checkers, note that large numbers of the submissions in this thread have been uploaded without my knowing... this is mostly pertaining to the items, but yeah, check on-site before you do work.
 

Oglemi

Borf
is a Top Contributoris a Tournament Director Alumnusis a Site Content Manager Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Top Dedicated Tournament Host Alumnus
Posting to say that anybody who wants to work on the rest of the moves under November Blue's BOOKMARK is free to work on them.
 

Lemonade

WOOPAGGING
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doign these
<h2>Competitive Use</h2>
<p>Mimic has little competitive use. First of all, the copied move resets when the user switches out, meaning even if the user copies a good move, it will not have it for the entire battle. Second, Mimic is often a wasted moveslot since the Pokemon will prefer a coverage move that is reliable.</p>

<h2>Competitive Use</h2>
<p>Mind Reader has little competitive use since its effects are easily negated by the opponent switching out. Furthermore, a combination takes two turns of Mind Reader and an attack, leaving the user susceptible. The Pokemon would also lose a valuable moveslot, better used for a coverage or set-up move.</p>

<h2>Related Moves</h2>
<p>Lock-On is an exact equivalent.</p>

<h2>Competitive Use</h2>
<p>Mirror Coat is a good move on a few Pokemon, since the rest are better off attacking than taking hits. Most notable is Wobbuffet, which has Shadow Tag to trap the opponent. Thus, it can eliminate troublesome special attackers without fear of them switching out. In general, Pokemon with high HP that draw special attacks are the best users of this move. A Focus Sash can act as an emergency "revenge" killer, though this tactic is unreliable.</p>

<h2>Related Moves</h2>
<p>Counter is a Fighting-type move that has the same effect for physical attacks.</p>

<h2>Competitive Use</h2>
<p>Mirror Move has little competitive use, since rarely is the the move used by the opponent useful against said opponent. Furthermore, the move is only copied for that turn, giving the opponent too much "control" to the move you copy.</p>

<h2>Competitive Use</h2>
<p>Mirror Shot has little competitive use. It is weak compared other special Steel-type attacks, has poor accuracy. That's not to mention that Steel is a bad offensive typing anyway. The chance to lower accuracy is also not a perk since relying on lowering the opponent's accuracy is an unreliable tactic.</p>

<h2>Related Moves</h2>
<p>Flash Cannon is a more powerful Steel-type option.</p>
<p>Octazooka is a Water-type equivalent.</p>
<p>Mud Bomb is a Ground-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Mist has little competitive use. Since moves that lower stats are quite rare, there is little benefit to protecting your team from them. Furthermore, the moves that do occasionally lower stats have a low chance, which won't impact one's play.</p> Another thing to consider is the moveslot required--most Pokemon have better to do.

<h2>Competitive Use</h2>
<p>Mist Ball is a move exclusive to Latias, and while the 50% chance to lower the opponent's Special Attack is useful, Psychic or Psyshock are preferred for their power. Most of Latias's targets are not affected much by a Special Attack drop either, as most of them are walls.</p>

<h2>Competitive Use</h2>
<p>Moonlight is somewhat unreliable since the recovery is cut down by sandstorm and rain, two common weather conditions. Furthermore, it only has 8 maximum PP, which can be easily stalled out. For these reason, not many Pokemon use Moonlight. However, on a sun team, or if there is no other alternative, some Pokemon will use Moonlight for healing.</p>

<h2>Related Moves</h2>
<p>Morning Sun in an equivalent.</p>
<p>Synthesis is an equivalent.</p>

<h2>Competitive Use</h2>
<p>Morning Sun is somewhat unreliable since the recovery is cut down by sandstorm and rain, two common weather conditions. Furthermore, it only has 8 maximum PP, which can be easily stalled out. For these reason, not many Pokemon use Morning Sun. However, on a sun team, or if there is no other alternative, some Pokemon will use Morning Sun for healing.</p>

<h2>Related Moves</h2>
<p>Moonlight is an equivalent.</p>
<p>Synthesis is an equivalent.</p>

<h2>Competitive Use</h2>
<p>Mud Bomb has little competitive use since it is weak and inaccurate. The chance to lower accuracy is also not a big draw, since lower accuracy is an unreliable tactic. Mud Bomb is eclipsed by Earth Power, which is both more powerful and more accurate.</p>

<h2>Related Moves</h2>
<p>Earth Power is a more powerful option.</p>
<p>Octazooka is a Water-type equivalent.</p>
<p>Mirror Shot is a Steel-type equivalent.</p>

<h2>Competitive Use</h2>
<p>For the most part Mud Shot should not be used competitively since it is weak. However, the secondary effect to lower the target's Speed is desirable for some Pokemon, turning a potentially check switching in into a non-threat. Other than this use, however, one should always use Earth Power.</p>

<h2>Related Moves</h2>
<p>Icy Wind is an Ice-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Mud Sport should not be used competitively. The majority of Pokemon with access to this move are immune to Electric-type attacks, and those that aren't would prefer switching to a teammate immune or resistant to Electric-type attacks to put pressure on the opponent.</p>

<h2>Competitive Use</h2>
<p>Muddy Water is generally inferior to Surf, which is more accurate and has the same power. This is because Muddy Water's effect of lowering the target's accuracy is not vital--not as vital as missing the target. Lowering accuracy is an unreliable tactic since the opponent can simply switch out and reset any changes made.</p>

<h2>Competitive Use</h2>
<p>Mud-Slap have little competitive use. Its lower Base Power is unfavorable when compared to more powerful options. Although there is a 100% chance to lower the target's accuracy, this effect can be negated by simply switching out.</p>


done probably
 
I'll try to do these:

<h2>Competitive Use</h2>
<p>Pain Split is a nice move for Pokemon that don't have access to a solid recovery move, and it can also be utilized as an attacking move to great effect against some of the more bulkier threats out there. Gengar is one of the best users of Pain Split, as it can take care of Chansey and Blissey easily, as both of those Pokemon have huge base HP stats. Without access to this excellent move, Gengar would be able to do next to nothing against those threats. It can also recover up a large portion of its own HP in the process. Rotom-W is another notable user of Pain Split, as the move provides a good source of recovery, while dealing good damage against the aforementioned threats, who would otherwise wall Rotom-W completely.<p>

<h2>Related Moves</h2>
<p>No other moves are similar to Pain Split.</p>

<h2>Competitive Use</h2>
<p>Due to its pitiful 40 Base Power, Pay Day is not a very good move at all. In addition, the only Pokemon that could possibly abuse it with STAB is Snorlax, and it has access to much better Normal-type moves in the form of Body Slam and Return anyway.</p>

<h2>Related Moves</h2>
<p>Pound is identical, but without the added in-game effect.</p>
<p>Scratch is identical, but without the added in-game effect.</p>

<h2>Competitive Use</h2>
<p>Payback is an incredible move which is very useful for Pokemon with low base Speed and high base Attack stats. Conkeldurr is a fine example of a Pokemon that utilizes Payback excellently. Since most of the sets it'll be running has it completely walled by Ghost- and Psychic-type Pokemon, Payback is a great move as it takes care of the Pokemon that would otherwise be able to stay in and laugh at Conkeldurr as it struggles to do anything of worth. Forretress is another notable mention, as it can utilize Payback to take care of spinblockers.</p>

<h2>Related Moves</h2>
<p>Assurance is an equivalent move, but doubles in power under different conditions.</p>
<p>Avalanche is an Ice-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Peck is a useless move to use as it is outclassed by other, stronger physical Flying-type moves. One example of such a move is Brave Bird, which has a Base Power of 120, compared to Peck's terrible 35 Base Power.</p>

<h2>Related Moves</h2>
<p>Vine Whip is a Grass-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Perish Song is a great move to use on stall teams, as it can force set-up sweepers to switch out, thus making the Pokemon that switches in afterwards take damage from entry hazards. Defensive Politoed is a notable user of Perish Song, as it can stop threats such as Calm Mind Jirachi, Calm Mind Reuniclus, and Baton Pass teams by utilizing this excellent move.</p>

<h2>Related Moves</h2>
<p>No other moves are similar to Perish Song.</p>

<h2>Competitive Use</h2>
<p>While Petal Dance may seems like a competitively viable move due to its Base Power being increased by a substantial amount this generation, it is usually not recommended to use due to its poor coverage. Grass-type attacks are resisted by a fairly large amount of common threats, and you probably don't want to be locked into a move that has poor coverage. Lilligant could possibly use it for sweeping purposes, but, as stated, you just don't want to be locked into a move with bad coverage, even if it's powerful.</p>

<h2>Related Moves</h2>
<p>Thrash is a Normal-type equivalent, but with a lower Base Power.</p>
<p>Outrage is a Dragon-type equivalent.</p>
<p>Uproar is a Normal-type equivalent, but with a lower Base Power and with the added effect of preventing any Pokemon in play from falling asleep.</p>

<h2>Competitive Use</h2>
<p>Pin Missile is a terribly weak move and as such should never be considered for use competitively. It is completely outclassed by moves such as Bug Bite, U-turn, X-Scissor, and Megahorn. The latter two of those moves deal more damage than when Pin Missile hits five times without any critical hits, so that demonstrates how weak and unreliable Pin Missile is.</p>

<h2>Related Moves</h2>
<p>Arm Thrust is a Fighting-type equivalent.</p>
<p>Barrage is a Normal-type equivalent.</p>
<p>Bone Rush is a Ground-type equivalent.</p>
<p>Bullet Seed is a Grass-type equivalent.</p>
<p>Comet Punch is a Normal-type equivalent.</p>
<p>Doubleslap is a Normal-type equivalent.</p>
<p>Fury Attack is a Normal-type equivalent.</p>
<p>Fury Swipes is a Normal-type equivalent.</p>
<p>Icicle Spear is an Ice-type equivalent.</p>
<p>Rock Blast is a Rock-type equivalent.</p>
<p>Spike Cannon is a Normal-type equivalent.</p>
<p>Tail Slap is a Normal-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Pluck is a rather gimmicky move to use mainly because of its low Base Power. While the chance of taking and using a Berry the opposing Pokemon may be holding seems like a cool idea, Pluck just isn't strong enough to do anything meaningful and is outclassed by other, stronger physical Flying-type moves such as Brave Bird. In addition, using Pluck purely for the purpose of taking the opponent's Pokemon's Berry is very gimmicky, as the opposing Pokemon may not even be holding a Berry at all. Also, the Berry that is stolen from the opposing Pokemon may be detrimental to your own Pokemon, so it's best to abstain from using Pluck.</p>

<h2>Related Moves</h2>
<p>Bug Bite is a Bug-type equivalent.</p>
<p>Wing Attack is an equivalent move, but has no additional effect.</p>

<h2>Competitive Use</h2>
<p>Pound's poor 40 Base Power makes it an inferior option when other, more powerful Normal-type moves exist. A couple examples of some better Normal-type moves are Body Slam and Return.</p>

<h2>Related Moves</h2>
<p>Pay Day is identical, but it differs with having the added in-game effect.</p>
<p>Scratch is identical.</p>


I'm done now!
 
<h2>Competitive Use</h2>
<p>Wake-Up Slap has almost no competitive use. Sleep is one of, if not the, most valuable status in the game. Wake-Up Slap, however, gets rid of that status. It is further solidified as a useless move with the fact that there is only one Pokemon capable of reliably sleeping the opponent then using Wake-Up Slap, Breloom, who has much better moves at its disposal, like Drain Punch or Focus Punch.</p>

<h2>Related Moves</h2>
<p>SmellingSalt is a Normal-type equivalent which cures paralysis for a boost in power.</p>

<h2>Competitive Use</h2>
<p>Whirlpool is an incredibly gimmicky move. It does have an interesting ability to allow a Pokemon like Manaphy or Cloyster to trap something that can not harm it and set up Tail Glows and Shell Smashes respectively. However, deciding to run Whirlpool limits the amount of coverage the user can have, and will possibly end up facing something it can not hurt because it lacks said coverage move.</p>

<h2>Related Moves</h2>
<p>Clamp is an equivalent move with 20 more Base Power.
Fire Spin is a Fire-type equivalent.
Magma Storm is a Fire-type equivalent, but with much greater Base Power.
Sand Tomb is a Ground-type equivalent.
Bind is a Normal-type equivalent.
Wrap is a Normal-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Whirlwind is an excellent move on almost any Pokemon who gets it. Since setting up on a Pokemon with Whirlwind, like Skarmory, is almost impossible without perfect prediction, it makes the user able to survive for a much longer time. The ability to get rid of Substitute is another amazing bonus to this move. Whirlwind, like all phazing moves, is at its best when used with entry hazards, as it forces any Pokemon who is hit by Whirlwind to take damage from the hazards once again upon coming back.</p>

<h2>Related Moves</h2>
<p>Roar is an equivalent move, but is blocked by Soundproof
Dragon Tail has the same effect, but causes damage and will not force the opponent out if Substitute is in effect
Circle Throw has the same effect, but causes damage and will not force the opponent out if Substitute is in effect</p>

<h2>Competitive Use</h2>
<p>Wide Guard has absolutely no use in Singles battles, and should never be considered over Protect. In Doubles and Triples battles, however, it can stop moves such as Earthquake and Surf. A common misconception with this move is that it serves as a Protect for every team member. However, it will only protect against moves that target more than one Pokemon, and will not protect against moves that only target one opponent.</p>

<h2>Related Moves</h2>
<p>Protect is a move that guards one Pokemon from any attack
Detect is a move that guards one Pokemon from any attack
Quick Guard will protect one side of the field from any priority attack</p>

<h2>Competitive Use</h2>
<p>Since Wild Charge is the most powerful physical Electric-type move that isn't a signature move, it is a great boon to Pokemon like Arcanine and Electivire who previously had to resort to weaker attacks like ThunderPunch or Thunder Fang. While some players prefer to stick with the less powerful moves to avoid recoil, it is usually a safe bet to go with Wild Charge for the large boost in power.</p>

<h2>Related Moves</h2>
<p>Take Down is a Normal-type equivalent with lower accuracy.</p>

<h2>Competitive Use</h2>
<p>Will-O-Wisp is a great move for any support Pokemon to have in its movepool. The ability to completely cripple any physical attacker, bar Guts abusers, as well as gain residual damage on special attackers and walls with Burn is a welcome thing.</p>

<h2>Competitive Use</h2>
<p>Wing Attack should never be considered for competitive play. While lacking power compared to moves like Brave Bird and Drill Peck, it is outclassed by other moves with the same base power as it, like Aerial Ace and Pluck.</p>

<h2>Related Moves</h2>
<p>Aerial Ace is an equivalent move, but ignores all accuracy and evasion modifiers
Pluck is an equivalent move, with the ability to steal an opposing Pokemon's Berry.</p>

[SHORT DESC]Heals 1/2 the user's HP the next turn
[LONG DESC]The turn after this move is used, the Pokemon on the user's side of the field will restore 50% of the user's HP stat. This move will fail if the would-be recipient faints the turn they would have healed.
<h2>Competitive Use</h2>
<p>Wish is not the move it used to be in previous generations, and must be looked at from a different perspective when choosing who should use it. In previous generations, anyone with access to Wish could be used as a Wish-passer. With the BW mechanics, however, it requires a high base HP, so Pokemon like Chansey and Blissey are even better Wish-passers than they used to be, while others like Espeon no longer are useful for Wish-passing.</p>

<h2>Related Moves</h2>
<p>Milk Drink is an equivalent move
Slack Off is an equivalent move
Recover is an equivalent move
Heal Order is an equivalent move
Roost is an equivalent move, but it temporarily removes the Flying typing of the user
Moonlight is an equivalent move, but is affected by the weather
Synthesis is an equivalent move, but is affected by the weather
Softboiled is an equivalent move</p>

<h2>Competitive Use</h2>
<p>Withdraw should never be considered on any competitive team. The only reason for ever using this move instead of anything else is purely for laughs.</p>

<h2>Related Moves</h2>
<p>Harden is equivalent
Defense Curl is equivalent</p>

<h2>Competitive Use</h2>
<p>Wonder Room has one of the most interesting effects in the game, but it should never be used competitively. Ignoring its horrid distribution, the fact that almost every Pokemon with access to it has at least average bulk makes it an even worse option. Granted, it could be used to support a glass cannon like Gengar, but the only viable user of this move is Solosis in LC, who has much better things to do with its moveslots.</p>

<h2>Competitive Use</h2>
<p>Wood Hammer, while having awful distribution, is a welcome addition to the movepool of Abomasnow, Torterra, and Sudowoodo, being a high-powered STAB move for them (except for Sudowoodo) to abuse with any offensive set.</p>

<h2>Related Moves</h2>
<p>Brave Bird is a Flying-type equivalent
Double-Edge is a Normal-type equivalent
Flare Blitz is a Fire-type equivalent
Volt Tackle is an Electric-type equivalent</p>

<h2>Competitive Use</h2>
<p>Work Up is an interesting move. Being the only move to boost both Atk and SpA at the same time, it is a great addition for mixed attackers. However, many of the best users of Work Up, like Infernape, lose crucial coverage in order to use the move, and the move is generally ignored.</p>

<h2>Competitive Use</h2>
<p>Worry Seed has a very interesting ability to change an opponent's ability to Insomnia, robbing Pokemon like Dragonite of their Multiscale, but is way too much of a gimmick to work the majority of the time, and should not be considered.</p>


I'll take these

EDIT: Done!
 

November Blue

A universe where hot chips don't exist :(
is a Contributor Alumnus
What I'm going to do here is bold the stuff I'm working on, and italicize stuff that other people have taken.

Mimic
Mind Reader
Mirror Coat
Mirror Move
Mirror Shot
Mist
Mist Ball
Moonlight
Morning Sun
Mud Bomb
Mud Shot
Mud Sport
Muddy Water
Mud-Slap

Pain Split
Pay Day
Payback
Peck
Perish Song
Petal Dance
Pin Missile
Pluck
Pound

Powder Snow
Power Gem
Power Split
Power Swap
Power Trick
Power Whip
Present
Protect
Psybeam
Psych Up
Psycho Boost
Psycho Cut
Psycho Shift
Psyshock
Psystrike
Psywave
Punishment
Pursuit

Rage
Rage Powder
Rapid Spin
Razor Leaf
Razor Shell
Razor Wind
Recover
Recycle
Reflect
Reflect Type
Refresh
Relic Song
Rest

Retaliate
Return
Revenge
Reversal
Roar
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rock Wrecker
Role Play
Rolling Kick
Rollout
Roost
Round
Sacred Fire
Sacred Sword
Safeguard
Sand Tomb
Sand-Attack
Scald
Scary Face
Scratch
Screech
Searing Shot
Secret Power
Secret Sword
Seed Bomb
Seed Flare
Seismic Toss
Selfdestruct
Shadow Ball
Shadow Claw
Shadow Force
Shadow Punch
Shadow Sneak
Sharpen
Sheer Cold
Shell Smash
Shift Gear
Shock Wave
Signal Beam
Silver Wind
Simple Beam
Sing
Sketch
Skill Swap
Skull Bash
Sky Attack
Sky Drop
Sky Uppercut
Slack Off
Slam
Slash
Sleep Powder
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
SmellingSalt
Smog
SmokeScreen
Snarl
Snatch
Snore
Soak
Softboiled
SolarBeam
SonicBoom
Spacial Rend
Spark
Spider Web
Spike Cannon
Spikes
Spit Up
Spite
String Shot
Struggle
Struggle Bug
Stun Spore
Submission
Substitute
Sucker Punch
Super Fang
Superpower
Supersonic
Swagger
Swallow
Sweet Kiss
Sweet Scent
Swift
Switcheroo
Swords Dance
Synchronoise
Synthesis

Tackle
Take Down
Taunt
Techno Blast
Teeter Dance
Telekinesis
Teleport
Thief
Thrash
Thunder
Thunder Fang
Thunder Wave
Triple Kick
Trump Card
Twineedle
Twister

Wake-Up Slap
Whirlpool
Whirlwind
Wide Guard
Wild Charge
Will-O-Wisp
Wing Attack
Wish
Withdraw
Wonder Room
Wood Hammer
Work Up
Worry Seed
 
I'll do these as well:

<h2>Competitive Use</h2>
<p>Powder Snow's low Base Power makes it a really bad choice when looking for a good special Ice-type move. There are better choices available, such as Ice Beam and Blizzard, both of which have much higher Base Powers than Powder Snow.</p>

<h2>Related Moves</h2>
<p>Ice Beam is a more powerful option.</p>
<p>Blizzard is a more powerful option that has a lower accuracy.</p>
<p>Acid is Poison-type equivalent.</p>
<p>Gust is a Flying-type equivalent.</p>
<p>Ember is a Fire-type equivalent.</p>
<p>Mega Drain is a Grass-type equivalent.</p>
<p>ThunderShock is an Electric-type equivalent.</p>
<p>Water Gun is a Water-type equivalent.</p>
<p>Twister is a Dragon-type equivalent.</p>

<h2>Competitive Use</h2>
<p>Power Gem is a rather interesting move, as it is one of the two only special Rock-type moves in the game, the other being AncientPower. Unfortunately, the Pokemon who have access to this move usually can make better use of physical Rock-type moves, mostly due to their higher Attack stat in comparison to their Special Attack stat. Thus, Power Gem is a relatively useless move when there are better, more powerful Rock-type moves available that can be used to great effect by physically oriented Pokemon, such as Stone Edge and Rock Slide.</p>

<h2>Competitive Use</h2>
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<h2>Related Moves</h2>
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<h2>Related Moves</h2>
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