HOW TO COMPETITIVE BATTLE: The basics
Posted August 3rd, 2012 at 09:18 AM by Forever
This was Lozz' request. Feel free to read if you'd like, etc.
One of the basic things to consider is what type of attack you're using. You have special, physical, and status moves. Special moves are ones that don't directly involve one Pokemon touching another in most situations - such as Ice Beam, Thunderbolt, Surf, Flamethrower, Giga Drain and so on. Physical ones, with some exclusions like Earthquake, are attacks that mostly hit the Pokemon directly. These include things such as Mach Punch, High Jump Kick, Stone Edge (in fact, most fighting and rock attacks) and so on. Pokemon generally lean to one side - either the physical side, or the special side.
Volcarona, for example, has a higher special stat than an attack stat, and thus is better off with special attacks than physical attacks. This includes things like Flamethrower/Fiery Dance & Bug Buzz. This isn't set in stone though as some learn special attacks and physical attacks, and can balance both pretty well. An example of a Pokemon that can go mixed is something like Salamence, which uses special attacks in order to hit things it can't otherwise with its physical attacks. This is mainly fire blast in order to hit the steel Pokemon that it can't otherwise do much to. Generally if a Pokemon has its attack stat as pretty low in comparison to everything else, then it's best to side with special attacks and just not go mixed, and vice versa.
However! Pokemon can be defensive too, which shall be touched on in later blogs on roles and stuff. Basically going with a completely offensive Pokemon isn't always the best idea etc.
There's also "status" type attacks. These are basically the things that aren't direct attacking the opponent, however it still is possible for them to attack the opponent through different means. This includes Leech Seed, for example, because it sucks the opponent's heath however is considered a status attack rather than an attacking one because you can use an attack on the same turn as it is absorbing the opponent's health. Status attacks can also include recovery ones, such as Recover, Rest, Morning Sun, and so on. Adding to this, the basic ones you grew up with, like thunder wave, hypnosis and so on are all included in this category.
There's also hazards in the latter category. This means things like Stealth Rock, Spikes and Toxic Spikes. Without Rapid Spin or without Levitate, or without a poison Pokemon, you could fall victim to the latter two issues! However that's why it's wise to carry a spinner rather than actually not, because SR is really common and Volcarona and Dragonite and other common things hate it and it helps destroy their potential sweep.
THAT'S ALL FOR NOW, I think. More next time!!!
One of the basic things to consider is what type of attack you're using. You have special, physical, and status moves. Special moves are ones that don't directly involve one Pokemon touching another in most situations - such as Ice Beam, Thunderbolt, Surf, Flamethrower, Giga Drain and so on. Physical ones, with some exclusions like Earthquake, are attacks that mostly hit the Pokemon directly. These include things such as Mach Punch, High Jump Kick, Stone Edge (in fact, most fighting and rock attacks) and so on. Pokemon generally lean to one side - either the physical side, or the special side.
Volcarona, for example, has a higher special stat than an attack stat, and thus is better off with special attacks than physical attacks. This includes things like Flamethrower/Fiery Dance & Bug Buzz. This isn't set in stone though as some learn special attacks and physical attacks, and can balance both pretty well. An example of a Pokemon that can go mixed is something like Salamence, which uses special attacks in order to hit things it can't otherwise with its physical attacks. This is mainly fire blast in order to hit the steel Pokemon that it can't otherwise do much to. Generally if a Pokemon has its attack stat as pretty low in comparison to everything else, then it's best to side with special attacks and just not go mixed, and vice versa.
However! Pokemon can be defensive too, which shall be touched on in later blogs on roles and stuff. Basically going with a completely offensive Pokemon isn't always the best idea etc.
There's also "status" type attacks. These are basically the things that aren't direct attacking the opponent, however it still is possible for them to attack the opponent through different means. This includes Leech Seed, for example, because it sucks the opponent's heath however is considered a status attack rather than an attacking one because you can use an attack on the same turn as it is absorbing the opponent's health. Status attacks can also include recovery ones, such as Recover, Rest, Morning Sun, and so on. Adding to this, the basic ones you grew up with, like thunder wave, hypnosis and so on are all included in this category.
There's also hazards in the latter category. This means things like Stealth Rock, Spikes and Toxic Spikes. Without Rapid Spin or without Levitate, or without a poison Pokemon, you could fall victim to the latter two issues! However that's why it's wise to carry a spinner rather than actually not, because SR is really common and Volcarona and Dragonite and other common things hate it and it helps destroy their potential sweep.
THAT'S ALL FOR NOW, I think. More next time!!!
Total Comments 9
Comments
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Posted August 3rd, 2012 at 10:04 AM by PlatinumDude
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LOL @ Entry hazards.
Volcarona, has higher special stat, you say? Imma use it in my Red and Blue, thanks for a piece of advice.
Also, Poison type Pokemon not always help with Toxic Spikes. Hint: Crobat, Gengar, Weezing.
Play doubles!
tbh, all but the entry hazards stuff is basic in-game stuff >....>Posted August 3rd, 2012 at 01:49 PM by Gonz0
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Posted August 3rd, 2012 at 01:53 PM by Lozz
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Posted August 3rd, 2012 at 04:45 PM by Vrai
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Posted August 3rd, 2012 at 05:02 PM by Gonz0
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Just adding that its a common misconception that hazards are only for stall/necessary on every team. Stealth Rock is considered the best move in the game though because it limits how much a Pokemon can switch in, in a game that's based around switching to gain an advantage [a Pokemon loses 12.5% of its health each time it switches in, so for a pokemon that switches in and out twice without recovering than more than 1/3 of its health is lost, thanks to a move that took 1 turn to set up].Posted August 3rd, 2012 at 05:03 PM by Fire Flyy
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Posted August 3rd, 2012 at 06:46 PM by Mr Cat Dog
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Posted August 4th, 2012 at 08:03 PM by Jellicent♀
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Posted August 9th, 2012 at 05:15 PM by NintendoQueen












