Competitive Jargon and Abbreviations / Dictionary
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June 22nd, 2011 (2:02 PM). Edited June 23rd, 2011 by Opposite Day.
too old for name changes
Join Date: Jun 2008
Location: ∞Rain town, Norway
COMPETITIVE JARGON AND ABBREVIATIONS
- A dictionary and an introduction to how to identify and decipher different set names
As it comes, it might appear to the poor onlooker of the Competitive Battle Center that the members while posting or chatting are apparently talking in code. Abbrevations such as DD ReStalk Gyara and SubLO Duggy are thrown about over a low shoe, and might certainly seem intimidating to some that does not understand entirely the meaning behind those terms (it is hard enough to post in CBC, but let's face it, if you aren't really sure about what people are talking about it is even harder to make a post and make it seem to yourself as you've made a good impression on the forum regulars, I certainly know, I've had that feeling many times when I was new to this forum as well).
The solution to this? Make a "giant" dictionary for commonly used abbrevations and jargon of the CBC forum. If you are looking for something specific, either click on the letters below to go to all words starting with that letter, or just use CTRL+F to search for a specific phrase. Eventually I'll manage to make most of the references to be clickable, but as of now most of these are dead links, so if something piques your interest, you'll either have to manually search for it using your browser or scroll. Oh well, a little menial work never hurt anybody, did it? ;)
In regards to set names, here follows a short, sweet, and probably rather ugly tutorial that shows that this is actually rather easy :x
How to decipher a set name:
Identify the different parts of a name. Different parts are usually either capitalized or has a space in-between them.
CTRL + F the abbreviation that you're looking for. In this case we could either search for Sub, which would give the result that "Sub: Substitute", and "CM: Calm Mind", or, since this is a rather common combination you could try searching for "SubCM" for a more thorough (yet brief) explaination. Keep in mind that such an action doesn't work with everything though! Oh, and Mismag = Mismagius.
Put the information you've got together!
SubCM Mismag -> Substitute Calm Mind Mismagius. Easy as pie, wasn't it?
If you feel like you could do with some practice on this, I have prepared a small set of practice tasks that you can find
. Who knows, there might be something in it for you if you manage to sucessfully answer all of them correctly...
Good luck, and I hope that this will be at least somewhat useful! Oh, and the main reason we use these abbs and jargon is mainly because it takes a lot less time to type up, say, "Zam" compared to "Alakazam". We love nicknaming stuff!
Adaptability: An ability that boost the STAB bonus to 2x instead of the usual 1,5x.
Air Balloon: A held item that provides immunity to Ground-type attacks for as long as it is whole. Upon getting hit by an attack the Air Balloon will pop, leaving the user vulnerable to Ground-type attacks once again.
Air Lock: An ability that negates the effects of weather for as long as the Pokémon with the ability is active.
Airborne: Refers to any pokemon that is unaffected by Ground-type attacks for the time being, barring Shedinja.
A-Jet: Aqua Jet
Anti-Lead: A pokemon whose moveset and typing makes it fit to effectively combat most common
pokemon. Not used that much in Gen 5.
Ape: Usually refers to Infernape, in some rare cases Primeape (coupled up with Insomnia in that case).
Arena Trap: An ability that traps any non-
Pokémon for as long as the user is active on the field.
Babiri: A berry that halves the damage done by a super effective Steel-type attack.
Badly Poison: A status that does increasing damage at the end of every turn, starting with 1/16, and increasing every turn by 1/16 (making it 2/16, 3/16, et cetera). This counter is reset upon switching out.
Bat: Crobat, in some rare cases Golbat.
BB: Either Brick Break or Brave Bird.
BDrum: Belly Drum
Bell: Heal Bell
Blaze: An ability that boosts Fire-type attacks once the users current HP goes below 33% of its max value.
BoltBeam: A combination of the moves Ice Beam and ThunderBolt, refers to the great coverage Electric + Ice attacks gives.
Boom: Explosion or Selfdestruct.
BP: Either Bullet Punch or Baton Pass.
BSlam: Body Slam
BU: Bulk Up
Bulky: A pokemon that has an EV spread more directed towards taking hits, such as
in HP over Speed, for instance.
Burn: A status that halves the Attack stat of the pokemon inflicted with the status, and causes 12,5% damage at the end of every turn.
Buru: Japanese nickname for Jellicent, as its Japanese name is Burunkeru.
CB: Choice Band
CC: Close Combat, in some cases Challenge Cup, aka RandBats.
Charge: Charge Beam
Charti: A berry that halves the damage done by a super effective Rock-type attack.
Chesto: A berry that cures the Sleep status once.
Chlorophyll: An ability that doubles the speed of the Pokémon in sunny weather.
Choice Band: A commonly used held item that provides a 1,5x boost to a physical attack, but restrains it to using only that move for as long as it is on the field. Upon switching out, another attack may be chosen when it enters again.
Choice Item: Refers to the
Choice Scarf: A commonly used held item that provides a 1,5x boost to a Speed, but restrains it to using only that move for as long as it is on the field. Upon switching out, another attack may be chosen when it enters again. Often used for revenge killing purposes.
Choice Specs: A commonly used held item that provides a 1,5x boost to a special attack, but restrains it to using only that move for as long as it is on the field. Upon switching out, another attack may be chosen when it enters again.
Chople: A berry that halves the damage done by a super effective Fighting-type attack.
Clear Body: An ability that prevents
stats from being reduced by the opponent (Growl doesn’t work, neither does Intimidate etc).
Clear Smog: See
, but this move does damage and doesn’t work on Steel types, due to it being a Poison-type move.
Cloud Nine: An ability that negates the effects of
for as long as the Pokémon with the ability is active.
CM War: Two similar pokemon facing each other, both boosting up until they get to an acceptable level before they start attacking each other. Since their boosts are similar, their attacks will do the same amount of damage, but in the case of a critical hit it will likely do a load to the foe pokemon, leaving the rest of their party open to this majorly boosted up pokemon. Also works with Bulk Up.
CM: Calm Mind
Colbur: A berry that halves the damage done by a super effective Dark-type attack.
Compoundeyes: An ability that boosts the Accuracy of the moves of that Pokémon by 30%.
Contrary: An ability that reverses
. Leaf Storm would for instance increase the Special Attack of this Pokémon by +2 when used, as opposed to the normal -2 SpA.
Coverage: Moves that effectively hit a large number of Pokémon for at least neutral damage. Examples include Ghost/Fighting which has no resists, Dragon/Fire/Ground, Water/Electric/Ice, et cetera.
CP / Cosmic: Cosmic Power
Crit: Critical Hit. It should be noted that a crit will hit through any defensive boosts, and will ignore any drops in attacking stats.
Cro: Refers to any set with a
, preferably with Sleep Talk as well.
Cursed Body: An ability that has a 30% chance of disabling any attack launched at the user.
DBond: Destiny Bond
DClaw: Dragon Claw
DD: Most commonly equals Dragon Dance. On some Jirachi sets, Doom Desire.
DM: Draco Meteor
Dory: Japanese nickname for Excadrill, as its Japanese name is Doryuzuu.
Dos: Zapdos, in some rare cases Gyarados.
Double Dance: Refers to a set that uses two stat-up moves at once. Mostly used on pokemon that have exceptional coverage in their STABs alone, as they can afford to spare those moveslots.
Double Dragon: A mini-version of HO where you use two similar pokemon to soften up the check your opponent uses, damaging it to the point where the other can break through and sweep. Doesn't necessarily only work with dragons, examples include CB Haxorus and SD Chomp, Sandslash + Excadrill, SD Escavalier + ScarfHera et cetera.
Double Switch: An attempt at predicting what the opponent will bring out, where you switch in a pokemon that has an advantage over the one you think will appear.
DPulse: Either Dark Pulse or Dragon Pulse
DPunch: Either Dynamicpunch (mostly used on No Guard Machamp only) or Drain Punch.
Drizzle: An ability that summons permanent rain until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
Drought: An ability that summons permanent sun until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
Dry Skin: An ability that provides an immunity to Water-type moves, an 1,25x weakness to Fire-type moves, heals 12,5% of its max HP every turn in rainy weather, and takes 12,5% damage every turn in sunny weather.
DS: Dual Screens
DTail: Dragon Tail
EBelt: Expert Belt
Elemental Fangs: Refers to the moves Ice Fang, Fire Fang, and Thunder Fang
Elemental Gem: A held item that provides a 1,5x boost to a matching type attack just once before it is consumed. For instance, a Flying Gem will boost the move Fly once.
Elemental Punches: Refers to the moves Ice Punch, Fire Punch, and ThunderPunch.
Encore: A move that forces the opponent to repeat its latest used move for three turns. Switching out ends the effect.
Entry Hazards: Spikes, Toxic Spikes, and Stealth Rock. Commonly sees use on teams due to the fact that in a match there is a lot of switching, and it helps secure some 2HKO’s and OHKO’s that otherwise would’ve been 3HKO’s and 2HKO’s. Can be prevented by using Taunt before the move is executed, by using the ability Magic Bounce or the move Magic Coat to bounce them back at your opponent, and can be removed by Rapid Spinning them away.
EP: Earth Power
Expert Belt: A held item that boosts the power of super effective moves by 1,2x. Used on sweepers that have great super effective coverage, but doesn’t want the HP loss from a Life Orb.
FB: Flare Blitz
FBlast: Fire Blast or Focus Blast.
FCharge: Flame Charge
FDance: Fiery Dance
FFang: Fire Fang
FFire: Flash Fire. An ability that provides an immunity to all Fire-type moves, and boosts the
Fire-type moves used by said Pokémon if hit by one by 1,5x.
Focus Miss: Nickname on Focus Blast, playing on its tedency to miss at critical moments with its sub-par accuracy.
Foresight: A move that lets Ghost-types get hit by Normal-/Fighting-moves. Used to guarantee a Rapid Spin.
FPunch/Punch: Focus Punch
Freeze: A status that prevents the pokemon from executing nearly any move, with a 20% chance of thawing out at the start of every turn. If the frozen pokemon is hit by a damaging
Fire-type attack, it will be thawed out. Using Flame Wheel, Flare Blitz and Scald will also thaw the user.
Gimmick: A strategy that is not common at all, and that relies on surprising the opponent by doing something completely unexpected that is unprepared for.
GK: Grass Knot
Gravity: A move that increases the Accuracy of all move by 2 stages, makes Flying-types and Levitators vulnerable to Ground-type moves and all Entry Hazards, and that prevents moves like Fly, Hi Jump Kick, and Sky Drop from being executed. Lasts for 5 turns.
Guts: An ability that provides a 1,5x boost to the owners Attack if it gets statused. Also nullifies the attack drop gotten from a burn.
Haban: A berry that halves the damage done by a super effective Dragon-type attack.
Hail: A weather condition activated by either the move Hail or the ability Snow Warning. Does 6,25% damage at the end of every turn to non-Ice typed pokemon, barring those with Magic Guard, Overcoat and Snow Cloak. Blizzard never misses with Hail active. Notable abilities activated by hail = Snow Cloak and Ice Body. Cloud Nine and Air Lock negates these effects.
Harvest: An ability that recreates a held berry 50% of the time at the end of each turn. This chance is increased to 100% in Sun.
Hazards: Entry Hazards
Hax: Basically any unfortunate happenings, such as secondary effects occuring, critical hits happening at an inopportune moment, and getting fully paralyzed five times in a row.
Parahax: Getting fully paralyzed several times
Flinchhax: Getting flinched several times
Crithax: Critical hits
Freezehax: Getting frozen by an ice-type attack ... and the list goes on.
Haze: A move that nullifies any Stat-up moves, resetting every stat to its base.
Hippo: Hippowdon, in the lower tiers, Hippopotas
HJK: Hi Jump Kick
HO: Heavy Offense, an extremely offensive playstyle that usually focuses on building a team with Pokémon that are all stopped by a small specific set of counters, and aims on wearing that counter down through repeated assault until it gives in.
The Hit Points stat of a Pokémon
The move Hidden Power. Often used together with the type the move is, such as HP [Ice]
HPump/Pump: Hydro Pump
HSmash: Head Smash
Huge Power: An ability that doubles the Pokémon’s attack.
Hustle: An ability that boosts Attack by 1,5x, but also decreases Accuracy by 20%. Special
Attacks and status moves are unaffected.
Hydration: An ability that causes the user to be healed of any status inflicted upon it at the end of the turn if it is rainy weather.
Ice Body: An ability that heals the user by 6,25% of its max HP at the end of every turn in Hail.
Illusion: An ability that causes the user to take on the appearance of the last pokemon in your party. Only direct attacks or getting rid of the ability itself will break the Illusion, indirect damage like Life Orb recoil, weather et cetera will not cause it to fade.
Imposter: An ability that causes the user to transform to the opponent upon switching in, while copying any boosts they currently have.
Indirect damage: Damage not caused by attacks. Poison damage, damage dealt by Sandstorm, Entry Hazards, and Iron Barbs are all examples of indirect damage. Life Orb recoil, move recoil etc also counts as indirect damage.
Insomnia: An ability that provides immunity to the Sleep status.
Intimidate: An ability that lowers the opponents Attack by -1 upon entering the battle.
Investment: Refers to EV placement. For instance, if your Haxorus has any EVs in the Attack stat, people would say that “that Haxorus invested in its Attack”.
Iron Ball: A held item that makes the holder vulnerable to Ground-type attacks, and that cuts the holder's speed in half.
Iron Barbs: An ability that does 12,5% damage to the opponent if hit by a contact move.
Iron Fist: An ability that boosts all punching moves by 20%.
Last Poke Sweep: A Pokémon with a Stat-up move that boosts up to a level where it is very
hard to take down, and that turns the tide around by eliminating all opposition due to the fact that as the last Pokémon active, it cannot be forced out/PHazed.
Lati: Either refers to Latios or Latias.
Lax: Snorlax, sometimes used about Munchlax.
Lead: A pokemon designed to start off the battle in your lead position to give yourself an advantage, be that either by setting up Screens, Hazards, or by straight up attacking.
Leech Seed: A move that drains 12,5% of the opponents HP every turn for as long as it is active. The effect is removed upon switching out, and can be bounced back by Magic Coat/Magic Bounce, as well as be removed by Rapid Spin. Doesn't work on Grass-types.
Levitate: An ability that provides immunity to all Ground-type moves, spikes, and toxic spikes.
Levitator: Any Pokémon with the ability Levitate.
Liechi: A berry that provides a 1,5x boost to Attack once the users current HP goes below 33% of its max value.
Life Orb: A held item that provides a 1,3x boost to any attack, at the cost of a 10% HP loss every turn attacking. Often seen on attackers with great move coverage that can’t afford to be locked into any attack by using a Choice Item.
Light Clay: A held item that extends the duration of the moves Light Screen and Reflect to 8 turns.
Lightningrod: An ability that gives the user immunity to Electric-type attacks and boosts Special
Attack if hit by one by +1.
Limber: An ability that provides immunity to the status Paralysis.
Liquid Ooze: An ability that causes HP-draining moves to do damage to the ones using them, such as Leech Seed or Drain Punch.
LK: Low Kick
LO: Life Orb
Lum: A berry that cures any kind of status once.
Mach: Mach Punch
Magic Bounce: An ability that works as if the move Magic Coat was permanently active.
Magic Coat: A move that bounces back every status move, entry hazards, taunt, roar, leech seed etc back to the user. For instance, if a pokemon were to use Thunder Wave against a pokemon that used Magic Coat, the status would bounce back and cause the user to be paralysed, and if someone used Roar against it, the user would be forced to switch out et cetera.
Magic Guard: An ability that prevents all indirect damage.
Magnet Pull: An ability that prevents Steel-types from switching out as long as the pokemon is active.
Mail: A held item, which serves no purpose other than blocking Trick and Switcheroo from working.
Missy: Mismagius, on occasion used to refer to Misdreavus.
Mix: A pokemon that can attack both physically and specially at the same time.
MM: Meteor Mash
Mono-attack: A set that uses only one attacking move. Most commonly used with pokemon that have STABs that hit many types for neutral damage, such as Dragon and Water.
Mononokusu: A play on Haxorus' Japanese name and on the fact that it really only needs to spam its STAB with its 147 base Attack.
Mold Breaker: An ability that negates other abilities when using a move. For instance, Sturdy
doesn’t activate, Magic Bounce doesn’t bounce back Thunder Wave when used, and Whirlwind will force a pokemon with Suction Cups out.
Motor Drive: An ability that provides immunity to Electric-type moves, and gives it a +1 in
Speed when hit by one.
Moxie: An ability that boosts Attack by +1 after knocking out an opponent.
MS: Metal Sound
MStorm: Magma Storm
MSun: Morning Sun
Multi-hit move: Moves that hit more than once. Examples include Double Kick, Icicle Spear, Rock Blast, et cetera. Mostly used to break Sturdy, Focus Sashes, and Substitutes.
Multiscale: An ability that lowers damage taken by half if the user is at full HP.
Natt: Japanese nickname for Ferrothorn, as its Japanese name is Nattorei.
Natural Cure: An ability that cures the effects of status upon switching out.
Nido: Either Nidoking or Nidoqueen.
No Guard: An ability that causes all moves to hit both the user and the opponent.
NP: Nasty Plot
Occa: A berry that halves the damage done by a super effective Fire-type attack.
Offensive: A playstyle that aims to defeat the opponent by using speedy and high-powered pokemon to quickly tear their defenses apart. Usually invests in Speed and one attacking stat.
OHKO: One Hit Knock Out
Onono: A Japanese nickname for Haxorus, as its Japanese name is Ononokusu.
Overgrow: An ability that boosts Grass-type attacks once the users current HP goes below 33% of its max value.
Paralysis: A status that reduces the Speed stat of the pokemon inflicted with the status to
1/4th of its previous value, and has a 25% chance of making the pokemon fully paralyzed and thus unable to do anything on its turn.
Passho: A berry that halves the damage done by a super effective Water-type attack.
Pain Split: A move that adds the users current HP to the opponents current HP, then equally shares the combined HP with the opponent. Is best ultilized by pokemon with low base HP, like Rotom and Dusknoir.
Peteya: A berry that provides a 1,5x boost to Special Attack once the users current HP goes below 33% of its max value.
PHaze: Pseudo-Haze. Any move that forces the opponent to switch (such as Whirlwind, Dragon
Tail etc), nullifying their boosts due to them no longer being in play. Doesn’t work on Pokémon with the ability Suction Cups or with Ingrain active, nor does it work as a way of nullifying boosts if the Pokémon currently on the field is their last one.
Pinch Berries: A term used to describe berries that boost a stat when the holder gets down to 33% of its maximum health or below.
Playstyles: Different ways to play competitive pokemon. Balance, Offense, Stall, and Weather
Teams are all different playstyles commonly used.
Plume: Either Lava Plume or Vileplume.
Poison Heal: An ability that causes the user to recover 12,5% of its max HP every turn when Poisoned.
Poison: A status that does 12,5% damage at the end of every turn.
Poli: Either refers to Poliwrath or Politoed.
Prankster: An ability that gives the user +1 priority to any non-damaging move.
Pressure: An ability that doubles PP usage when the user is active
Priority: Refers to any move which bypasses the opponents speed, such as Bullet Punch, Aqua
Jet, ExtremeSpeed, any non-damaging move used by a Pokémon with the ability Prankster, et cetera.
Psycho/ PBoost: Psycho Boost
Pure Power: An ability that doubles the Pokémon’s attack.
Pursuit Bait: A term used to describe a frail pokemon that when holding a Choice Item cannot do much to common Trappers, hence making it easily eliminated. (For instance, a Choice Scarf
Azelf locked into Psychic finds itself facing a Tyranitar)
QA: Quick Attack
Quiver/QD: Quiver Dance
Rain: A weather condition activated by either the move Rain Dance or the ability Drizzle.
Boosts the power of Water-typed moves by 1,5x, and decreases the power of Fire-typed moves by 50%. Thunder and Hurricane never misses with rain active. Notable abilities activated by rain = Swift Swim and Dry Skin. Cloud Nine and Air Lock negates these effects.
Randbat: A random battle. Battling takes place with randomly generated teams on a battle simulator.
Rank: Japanese nickname for Reuniclus, as its Japanese name is Rankurusu.
Recovery: Any move/ability that heals you. Examples include Recover/Roost, Morning Sun, Wish, Pain Split, Leech Seed and Giga Drain, as well as Dry Skin, Volt Absorb, Poison Heal, et cetera.
Reliable recovery: A guaranteed way of getting back a set percentage of HP, like Wish and Recover.
RD: Rain Dance
Regenerator: An ability that causes the user to heal 33% of its max HP upon switching out.
Regi: Any member of the legendary golems. Usually used after naming the Regi in question, such as Registeel, Regirock, or Regice. Regigigas barely see use.
Rest: A self-healing move that fully heals the HP of the pokemon that uses it, but causes it to sleep for two turns.
ReStalk: A combination of the moves Rest and Sleep Talk.
Revenge Killer: A pokemon that is designed to effectively defeat most sweepers after it has gotten a KO.
Rindo: A berry that halves the damage done by a super effective Grass-type attack.
Rise: Magnet Rise. A move that makes the user immune to Ground-type attacks for 5 turns.
Rock Head: An ability that prevents all recoil damage done from attacks, such as Take Down.
Roob: Japanese nickname for Conkeldurr, as its Japanese name is Roobushin.
Rose: Roserade, in some rare cases or lower tiers, Roselia.
Rotom-A: Rotom-Appliance, refers to any of the Rotom formes. Most commonly used in generation 4, when all Rotom formes shared that Electric/Ghost typing.
Rotom-C: Rotom-Cut. Electric/Grass-typed.
Rotom-F: Rotom-Frost. Electric/Ice-typed
Rotom-H: Rotom-Heat. Electric/Fire-typed.
Rotom-S: Rotom-Spin. Electric/Flying-typed.
Rotom-W: Rotom-Wash. Electric/Water-typed.
RP: Rock Polish
RS: Rapid Spin
RSlide: Rock Slide
Salac: A berry that provides a 1,5x boost to Speed once the users current HP goes below 33% of its max value.
Sand Power: An ability that boosts the users Ground-, Rock-, and Steel-type moves by 1,3x in a sandstorm.
Sand Rush: An ability that doubles the speed of the Pokémon in a sandstorm, and prevents the user from taking sandstorm damage.
Sand Stream: An ability that summons permanent sandstorm until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
Sand Veil: An ability that boosts evasion of the user by 20% in sandstorm, and prevents the user from taking damage from sandstorm.
Sandstorm: A weather condition activated by either the move Sandstorm or the ability Sand Stream. Does 6,25% damage at the end of every turn to non-Rock/Steel/Ground typed
pokemon, barring those with Magic Guard, Overcoat, Sand Rush, Sand Veil, and Sand Force.
Notable abilities activated by sand = Sand Rush, Sand Veil, and Sand Power. Also increases the Special Defense of Rock-type pokemon by 1,5x. Cloud Nine and Air Lock negates these effects.
Sap Sipper: An ability that provides an immunity to all Grass-type moves, and boosts Attack if hit by one by +1.
Sash: Focus Sash. A held item that prevents the holder from being knocked out as long as it is at maximum HP.
SBall: Shadow Ball
Scarf: Choice Scarf
Scouting: Ultilizing the moves Baton Pass, U-Turn, Volt Switch and to a lesser extent
Protect/Substitute in order to see how your opponent reacts to your plays, and to gain information.
Scrappy: An ability that allows Normal and Fighting-type attacks to damage Ghost-types.
Screens: Light Screen and Reflect used in tandem, halving any damage done to the side that has them active. Commonly used with the held item Light Clay to extend the duration. Often used by HO teams as well.
SD: Swords Dance
SDef/SpD: Special Defense
SE: Stone Edge
Secondary Effect: An effect that has a chance of occurring if the move in question hits. For instance, Thunderbolt has a 10% chance of causing paralysis if hit. Serene Grace doubles the chances of a secondary effect happening, Sheer Force removes the chance entirely.
Seed: Leech Seed
Serene Grace: An ability that doubles the chance of secondary effects happening. For instance, if the move Thunder were to be used by a pokemon with Serene Grace, it would have a 60% chance of paralysing the opponent.
Setup move: A move that boosts a stat/ several stats. Examples include Swords Dance, Nasty Plot, and Dragon Dance.
Setup Sweeper: A pokemon that aims to take down several opponents after setting up, such as Swords Dance Excadrill, Dragon Dance Gyarados, and Nasty Plot Infernape.
Shadow Tag: An ability that prevents the opponent from switching out for as long as the user is active, with the sole exception of other pokemon with Shadow Tag.
Shard: Ice Shard
Sheer Force: An ability that boosts the power of moves with a chance of a secondary effect by
30%, but prevents that effect from ever happening. It should be noted is that if a move that is boosted by Sheer Force is used with a Life Orb, no recoil will be taken.
Shuca: A berry that halves the damage done by a super effective Ground-type attack.
Skill Link: An ability that causes Multi-hit moves to always hit the maximum number of times hit.
Sleep: A status that prevents the pokemon from executing any move barring Snore and
, for 1-3 turns in Gen 5. It should also be noted Pokémon's sleep counter is reset to its original amount when switched out; this also applies for self-induced sleep.
Sleep Talk: A move that randomly selects one of the other three moves a pokemon knows when asleep, including Rest.
Smogon: A pokemon forum that focuses on competitive battling. Provides analyses of pokemon with movesets, tiers to show how which pokemon are commonly used by other players, et cetera.
Sniper: An ability that triples the damage done by Critical Hits, as opposed to the usual 2x damage.
Snow Cloak: An ability that boosts evasion of the user by 20% in hail, and prevents the user from taking damage from hail.
Snow Warning: An ability that summons permanent hail until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
Solar Power: An ability that gives a 1,5x boost to Special Attacks in sunny weather, at the cost of 12,5% HP every turn the sun is up.
SpA: Special Attack
Specs: Choice Specs
Speed Boost: An ability that provides the user a +1 boost in Speed after every turn.
Speed Tier: A way of telling the maximum speed stat of pokemon based on their base Speed, and checking how many EVs that need to be invested for it to be faster than certain pokemon. Can be found here:
Sphere: Aura Sphere
Spikes: An Entry Hazard that deals direct damage to whatever switches in, barring Flying types, Levitators, and Pokémon with the ability Magic Guard. You can set up three layers of Spikes, (one layer is set up every time you use the move), doing increasing amounts of damage. (12,5%, 18%, and 25% respectively)
Spin: Rapid Spin. Clears away Entry Hazards and Leech Seed if it hits the opponent. Has no
effect if it hits a Ghost.
Spinblocker: Any Ghost-typed Pokémon. Commonly used on Stall teams in order to preserve
Spinner: A Pokémon which is capable of utilizing the move Rapid Spin. Examples of viable users include Starmie, Excadrill, and Hitmontop.
Split: Pain Split
SPunch: Shadow Punch/Sucker Punch
SR Weak: A pokemon that has a weakness to rock-type attacks, and hence is weak to Stealth
SR: Stealth Rock. An Entry Hazard that deals direct damage to everything switching in, with the sole exeption of Pokémon with the ability Magic Guard. Deals damage based on resistance to rock moves, making Pokémon that 4x resist rock take 3,125 % damage from switching in,
Pokémon neutral to rock take 12,5% damage from switching in, and Pokémon 4x weak to rock take 50% damage from switching into it.
SS: Depending on the situation, a lot of things. Could refer to
the abilities Swift Swim or Sand Stream
the move Shell Smash or Shadow Sneak
the weather effect Sandstorm
SSneak: Shadow Sneak
STAB: Same Type Attack Bonus, provides a 1,5x boost to any attack that is the same type as
Stall: A defensive playstyle, which uses mainly pokemon with investment in their defenses / HP. Aims to win through either
Indirect damage accumulating, such as status moves or entry hazards
A combination of the above
Stallbreaker: A pokemon with Taunt, a damaging status move, and a recovery move, and in addition to all of this is both bulky and faster than most common defensive pokemon. The point is to status the opponent, then taunt to prevent them from healing up themselves, while they are doing little damage to you due to their uninvested attacks. Examples of viable users include WoW/Taunt/Roost Mew and WoW/Taunt/Pain Split Mismagius.
Statused: Refers to any status ailment, be that Burn, Paralysis, Sleep, Freeze, or Poison/Badly
Stone Miss: Nickname on Stone Edge, playing on its tedency to miss when you need it the most with its less than pleasing accuracy.
Storm Drain: An ability that gives the user immunity to Water-type attacks and boosts Special Attack if hit by one by +1.
SToss: Seismic Toss
Sturdy: An ability that makes sure that the user cannot be knocked out in one hit if it is at full HP. Will still be broken by Multi-hit moves and is negated by Mold Breaker.
Subbing: Using the move Substitute repeatedly.
SubCM: A combination of the moves Substitute and Calm Mind (or Bulk Up), that aims to make it so that the opponent cannot break the Substitute after you've boosted up, making it do less damage.
SubPunch: A combination of the moves Substitute and Focus Punch, which allows you to actually fire off a Focus Punch as the Substitute will take the hit. Sometimes used with Sucker Punch, as you have to attack in order to break the Substitute, which makes Sucker Punch work.
SubRoost: A combination of the moves Substitute and Roost, often used together with the ability Pressure to stall out the Power Points of high-power, low PP moves.
SubSeed: A combination of the moves Substitute and Leech Seed, which aims to sap the HP of another Pokémon by spamming Substitute until the target faints.
SubSplit: A combination of the moves Substitute and Pain Split, which aims to heal off the damage received by Substitute through the move Pain Split.
Sucker: Sucker Punch
Suction Cups: An ability that prevents the user from being forced out, be that through
Roar/Whirlwind or Dragon Tail/Overhead Throw.
Sun: A weather condition activated by either the move Sunny Day or the ability Drought.
Boosts the power of Fire-typed moves by 1,5x, and decreases the power of Water-typed moves by 50%. Solarbeam requires no charging turn with sun active. Notable abilities activated by sun = Chlorophyll and Solar Power, and makes Harvest work 100% of the time. Cloud Nine and Air Lock negates these effects.
Swarm: An ability that boosts Bug-type attacks once the users current HP goes below 33% of its max value.
Sweeper: A pokemon that aims to take down several opponents through a mixture of speed
and strong attacking power.
Swift Swim: An ability that doubles the speed of the Pokémon in rainy weather.
Switcheroo: A move that trades held items with the opponent. Commonly used with Choice
Items in order to lock them into a specific attack.
Tailwind: A move that doubles the speed of all pokemon of your party for three turns.
Taunt: A move that prevents any non-damaging attacks to be used by the opponent for 3
turns. Can be reflected by Magic Bounce and Magic Coat.
Technician: An ability that boosts moves of BP 60 and below by 50%.
Terra: Usually refers to Terrakion, in some rare cases Torterra.
TFang: Thunder Fang
Thick Fat: An ability that gives the user a 2x resist to Ice- and Fire-type moves.
Tinted Lens: An ability that doubles the base power of a move if it is “not very effective”. A 2x resist would take damage as if the hit was 1x, a 4x resist would take damage as if it was 2x
Torrent: An ability that boosts Water-type attacks once the users current HP goes below 33%
of its max value.
TR: Trick Room
Trace: An ability that copies the opponent’s ability.
Trapper: Refers to any Pokémon which has access to any of the following; Pursuit, Mean Look, Shadow Tag, Arena Trap, or Magnet Pull.
Trick: A move that trades held items with the opponent. Commonly used with Choice Items in order to lock them into a specific attack.
TSpikes: Toxic Spikes. An Entry Hazard that gives the Poison status effect to anything that
switches in, barring Flying-types, Levitators, Steel, and Poison type Pokémon. You can set up
two layers of TSpikes, the first one dealing normal poison damage, and the second one causing
badly poisoning, similar to Toxic.
TWave: Thunder Wave
Type Resist Berries: A term used to describe berries that halve damage against a specific super-effective attack.
Unaware: An ability that ignores the effect of any set-up moves used by the opponent for as
long as it is active, barring Speed.
Vital Spirit: An ability that provides immunity to the Sleep status.
Volt Absorb: An ability that causes the user to be immune to all Water-type attacks, and that
heals 25% of its max HP upon getting hit by one.
V-Wave: Vacuum Wave
Wacan: A berry that halves the damage done by a super effective Electric-type attack.
Water Absorb: An ability that causes the user to be immune to all Water-type attacks, and that
heals 25% of its max HP upon getting hit by one.
Weather War: A term commonly used in Gen 5 where both teams are weather teams, trying to
eliminate the weather starter from the foe team while preserving one of their own, for
instance Politoed versus Tyranitar.
Weather: Refers to Rain, Sun, Sandstorm, and Hail.
Wonder Guard: An ability that negates all damage done by attacks that are not “super-
effective”. Is still vulnerable to any indirect damage.
Yache: A berry that halves the damage done by a super effective Ice-type attack.
Zen: Zen Headbutt
If you are wondering about any of the answers you can just CTRL+F or PM/VM me, I don't mind!
1) What is ScarfChomp short for?
2) CeleTran is a nickname for an infamous combination of two pokemon that damned near resist every type together. Which two pokemon make up this combo, and which type(s) do they not resist?
3) For some reason, my opponent keeps yelling in the chat that "Your Ferro is no match for my SubRise Zone". What is he talking about, and why should I be vary, especially if my main way of taking out steels is by using EarthQuake?
4) Why is it in general not the best idea to put a Focus Sash on a pokemon that doesn't lead off in a battle?
5) I have a Lucario with the following moveset:
SD/CC/ES/BP. Identify the moves, and give the set a fitting nickname.
6) My opponent used the move Gravity a few turns past, and is currently using a Mamoswine. Why would it be a bad idea to switch my Bronzong into it, which otherwise would wall its STABs completely?
7) Why is it in general not necessarily the best idea to put a lot of Life Orbs as held items on a team with Tyranitar?
Decipher the set names;
1) NP MixApe
2) TrickScarf Rotom-W
3) SDef SD Scizor
4) CM Rank
5) BU Croak
6) SD BP Scor
7) Air Balloon Tran
9) DD Bulky Gyara
11) SD YacheChomp
13) TR Rank
14) QD MSun Volcorona
15) CB Azu
16) SD RP Terra
17) SubSplit Gar
18) NP Luke
19) Specs Lati
20) Double Dance Dra
21) RS Starmie
23) CB Meta
24) DD Babiri Tar
25) SubSeed CM Bi
If you enjoyed solving these small tasks, I might write up some more.. ;)
If there is something that you guys feel should be added, just post it here really. You are part of the userbase that actively uses this kind of jargon, your word is pretty much synonomous lol.
+Anti: we were all noobs at some point
+Anti: or in sims' case
+Anti: still are noobs
+Anti: his team looks like a salad
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