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June 26th, 2011 (5:39 PM). Edited June 28th, 2011 by wolf.
COMPETITIVE JARGON AND ABBREVIATIONS
- A dictionary and an introduction to how to identify and decipher different set names
Major thanks to Alexial357 for spellchecking, and to Wolf, Lala, Vrai, and probably really all the regulars on the server that helped me word these
As it is currently, it might appear to the poor onlooker of the Competitive Battle Center that the members, while posting or chatting, are apparently talking in code. Abbreviations such as DD ReStalk Gyara and SubLO Duggy are thrown about over a low shoe,and might certainly seem intimidating to those who do not entirely understand the meaning behind those terms. It's hard enough for new members to post in CBC because they haven't mastered the vocabulary. It's even harder to make a good impression on the forum's regulars. This creates an uncomfortable environment for the newer members and the regulars alike. I also experienced this when I was a new member.
The solution to this? Make a "giant" dictionary for commonly used abbreviations, slang words,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. This is now updated with a cross-referencing system, so that you can click on a lot of terms to get them more thoroughly explained. If you've heard something specific on the server and you want to find out what it means, however, I'd recommend you manually searching for it using your browser, (well, either that or scrolling down). 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
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 here. Who knows, there might be something in it for you if you manage to successfully 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! And just post what you think should be added, really!
+Anti: we were all noobs at some point
+Anti: or in sims' case
+Anti: still are noobs
+Anti: his team looks like a salad
June 26th, 2011 (5:41 PM). Edited August 25th, 2012 by wolf.
Refers to a pokemon with a HP stat that is high enough to allow it to make a Substitute with 101 HP, that thus becomes unbreakable by a singular Seismic Toss/Night Shade.
Three hit knock out
Two hit knock out
An ability that boosts the STAB bonus to 2x instead of the usual 1,5x.
A boosting move that provides a +2 boost to Speed when used.
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.
An ability that negates the effects of weather for as long as the Pokémon with the ability is active. See also Cloud Nine.
Refers to any pokemon that is unaffected by Ground-type attacks, barring Shedinja.
A pokemon whose moveset and typing makes it fit to effectively combat most common lead pokemon. Not used that much in Gen 5.
Usually refers to Infernape, in some rare cases Primeape (coupled up with Insomnia in that case).
An ability that traps any non-airborne Pokémon for as long as the user is active on the field. See also Magnet Pull, Shadow Tag, and Trapper.
A move that heals the entire party of any status ailments currently afflicting them. See also Heal Bell.
A boosting move that provides a +2 boost to Speed when used, and halves the users weight the first time.
A berry that halves the damage done by a super effective Steel-type attack. See also Type-resist berry.
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. See also Poison
A way of telling how much damage a move can do. The higher the Base Power, the more damage is inflicted onto the opponent.
Crobat, in some rare cases Golbat.
A move that switches out the user, passing along all stat changes as well as the effects from Perish Song and Substitute. Using Baton Pass also avoids damage done from Pursuit, so this move is commonly used to scout as well.
Either Brick Break or Brave Bird.
An ability that boosts Fire-type attacks by +1 once the users current HP goes below 33% of its max value.
A move that upon being used prevents the opponent from switching out until the user of the move switches out, or faints. See also Mean Look, Spider Web, and Trapper.
A combination of the moves Ice Beam and ThunderBolt, refers to the great coverage Electric + Ice attacks gives.
Explosion or Selfdestruct.
Refers to any stat that has been raised, be that through a setup move, an ability, or a held item. A +1 boost to any stat equals 1,5x of the original value, a +2 boost doubles the stat in question (2x) (making it do double the damage), +4 triples it (3x), and finally the maximum boost available, +6, quadruples the stat in question (4x). What makes this so dangerous is that, for instance, if a Swords Dance Lucario could do say 50% damage to any pokemon on my team with a certain move, it could potentially OHKO my entire team if I were to allow it to set up a SD, which is why boosting movess are so effective.
Refers to any held item that somehow provides a boost to stats/attacks when held. Commonly used boosting items include Life Orb, Choice Items, Elemental Gems, the Eviolite, Type-enchancing items/Plates and Expert Belt.
Refers to any move that raises a stat, including damaging moves with a rather large chance (>49%) of a boost happening. See also Setup move. Boosting moves include, but are not limited to;
Either Bullet Punch, Baton Pass, or Base Power.
A boosting move that provides a +1 boost to Attack and Defense when used.
A pokemon that has an EV spread more directed towards taking hits, such as investment in HP over Speed, for instance.
A status condition that halves the Attack stat of the pokemon inflicted with the status, and causes 12,5% damage at the end of every turn.
Japanese nickname for Jellicent, as its Japanese name is Burunkeru.
A boosting move that provides a +1 boost to Special Attack and Special Defense when used.
Close Combat. Can also mean Challenge Cup, which is a battle held on a simulator with randomly generated teams and movesets.
A boosting move that provides a +2 boost to Speed and a +1 boost to Attack when used.
An attacking boosting move that has a 70% chance of providing a +1 boost to Special Attack when used.
A berry that halves the damage done by a super effective Rock-type attack. See also Type-resist berry.
A pokemon that can come in on a foe threat, and that can usually deal with the foe. Not a 100% counter, but can still switch in on the majority of the opponent's moves.
A berry that cures the Sleep status once. Commonly used with the move Rest in order to get a one-time guaranteed 100% HP restoration, also known as ChestoRest.
A combination of the held item Chesto Berry and the move Rest, providing a one-time 100% HP restoration.The reason to use a Chesto Berry over a Lum Berry is simply because this berry only cures the sleep status, the Lum Berry might otherwise activate against random status moves or Toxic Spikes, thus preventing the 100% healing move. See also HydraRest
An ability that doubles the speed of the Pokémon in sunny weather. See also Sand Rush and Swift Swim.
A commonly used held boosting 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.
Refers to the Choice Band, Choice Scarf, and Choice Specs items.
A commonly used held boosting item that provides a 1,5x boost to 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.
A commonly used held boosting item that provides a 1,5x boost to a speciall 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.
A berry that halves the damage done by a super effective Fighting-type attack. See also Type-resist berry.
An ability that prevents stats from being reduced by the opponent (Growl doesn’t work, neither does Intimidate etc).
Works similary to Haze, but this move does damage and doesn’t work on Steel types, due to it being a Poison-type move. See also See also PHaze and Haze.
An ability that negates the effects of weather for as long as the Pokémon with the ability is active.
Two similar pokemon facing each other, both boosting up to an acceptable level before they attack 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. Note that this only works with moves that boost Attack + Defense or Special Attack + Special Defense, such as Bulk Up, Calm Mind, Coil, Curse, and Quiver Dance, due to them boosting the defensive stat in question as well.
A boosting move that provides a +1 boost to Attack, Defense, and Accuracy when used.
A berry that halves the damage done by a super effective Dark-type attack. See also Type-resist berry.
An ability that boosts the Accuracy of the moves of that Pokémon by 30%.
An ability that reverses stat changes. Leaf Storm would for instance increase the Special Attack of this Pokémon by +2 when used, as opposed to the normal -2 SpA.
A boosting move that provides a +1 boost to Defense and Special Defense when used. See also Stockpile
A pokemon that can switch into a threat at little to no risk to itself and either force it out or kill it. See also Check
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:
A random effect that has a 6,25% chance to happen, that causes a move to do double damage. It should also be noted that a crit will hit through any defensive boosts, and will ignore any drops in attacking stats. Commonly referred to as hax, or just a crit. See alsoSniper
Refers to any set with a setup move, Rest, and Sleep Talk.
An ability that has a 30% chance of disabling any attack launched at the user.
Refers to either the sandstorm or hail weather condition.
Most commonly equals Dragon Dance. On some Jirachi sets, Doom Desire.
A move that upon being used makes the opponent faint if it knocked out the user of Destiny Bond right after the move was used by doing direct damage to it - if indirect damage like a burn caused the DBond user to faint, the effect of Destiny Bond will not happen.
Japanese nickname for Excadrill, as its Japanese name is Doryuzuu.
Zapdos, in some rare cases Gyarados.
Refers to a set that uses two setup moves at once. Mostly used on pokemon that have exceptional coverage in their STABs alone, as they can afford to spare those moveslots.
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 ScarfChomp, Sandslash + Excadrill, SD Escavalier + ScarfHera et cetera.
A strategy ultilized by a couple stall teams where you use two spinblockers/ghost types in order to make sure that a Rapid Spin will not be pulled off, even if they use Foresight.
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.
Double Battles, battles where you and your opponent has a maximum of two active pokemon sent out at any given time. See also Singles and Triples.
Either Dark Pulse or Dragon Pulse
Either Dynamicpunch (mostly used on No Guard Machamp only) or Drain Punch.
A boosting move that provides a +1 boost to Attack and Speed when used.
An ability that summons permanent rain until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
An ability that summons permanent sun until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
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.
Refers to the moves Ice Fang, Fire Fang, and Thunder Fang.
A held boosting 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.
Refers to the moves Ice Punch, Fire Punch, and ThunderPunch.
A move that forces the opponent to repeat its latest used move for three turns. Switching out ends the effect.
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.
A held boosting item that boosts the defenses of the pokemon holding it by 1,5x if it can still evolve.
A held boosting 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.
Fire Blast or Focus Blast.
An attacking boosting move that has a 50% chance of providing a +1 boost to Special Attack when used.
An attacking boosting move that has a 100% chance of providing a +1 boost to Speed when used.
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.
A one-turnstatus that prevents the pokemon from attacking. A pokemon can only flinch if the opponent attacks first.
Nickname on Focus Blast, playing on its tedency to miss at critical moments with its sub-par accuracy.
A held item that prevents the holder from being knocked out as long as it is at maximum HP. Is consumed upon use. Can still be broken and thus circumvented by Multi-hit moves, as they count as seperate attacks for the sash.
A move that lets Ghost-types get hit by Normal-/Fighting-moves. Used to guarantee a Rapid Spin. For a countermeasure against this, see Double Ghost.
The best user ever on the PokéCommunity forums! :)
A status condition 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.
A strategy that is not common at all, and that relies on surprising the opponent by doing something completely unexpected that is unprepared for.
A move that increases the Accuracy of all moves 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.
A boosting move that provides a +1 boost to Attack and Special Attack when used. Provides a +2 to Attack and Special Attack if used in sunny weather.
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.
A berry that halves the damage done by a super effective Dragon-type attack. See also Type-resist berry.
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. Morning Sun, Moonlight, and Synthesis heals 25% HP in Hail. Notable abilities activated by hail = Snow Cloak and Ice Body. Cloud Nine and Air Lock negates these effects.
An ability that recreates a held berry 50% of the time at the end of each turn. This chance is increased to 100% in sunny weather.
Basically any unfortunate happenings, such as secondary effects occuring, critical hits happening at an inopportune moment such as during a CM War, and getting fully paralyzed five times in a row. Examples include;
A move that nullifies any boost gained from any boosting move, resetting every stat to its base. See also Clear Smog and PHaze
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.
A move that heals the entire party of any status ailments currently afflicting them. Unlike Aromatheraphy, this move will have no effect if a Soundproof pokemon is active. Also, if you have a Soundproof pokemon in your party with a status ailment, this move will not cure their status.
Hippowdon, in the lower tiers, Hippopotas.
Hi Jump Kick
A boosting move that provides a +1 boost to Attack and Accuracy when used.
An ability that doubles the Pokémon’s attack stat.
Hustle: An ability that boosts Attack by 1,5x, but also decreases Accuracy by 20%. Special Attacks and status moves are unaffected.
A combination of the ability Hydration and the move Rest. Used to provide a guaranteed 100% restoration of HP in rain. See also ChestoRest.
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. See also HydraRest.
An ability that heals the user by 6,25% of its max HP at the end of every turn in Hail.
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, damaging 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.
Damage not caused by attacks. Status damage, Damaging Weather, Entry Hazards, and Iron Barbs are all examples of indirect damage. Life Orb recoil, move recoil etc also counts as indirect damage. Pokemon with the ability Magic Guard are immune to all indirect damage.
An ability that provides immunity to the Sleep status.
Any recovery move that heals the user directly upon using it. Examples include Recover, Roost, and Moonlight. Wish, Leech Seed, Drain Punch etc are not considered to be instant recovery, as they either don't restore HP immediately upon being chosen, or are simply not guaranteed to restore any HP at all. See also Reliable Recovery and Recovery.
An ability that lowers the opponents Attack by -1 upon entering the battle.
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”.
A held item that makes the holder vulnerable to Ground-type attacks, and that cuts the holder's speed in half.
An ability that does 12,5% damage to the opponent if hit by a contact move. This damage counts as indirect damage.
An ability that boosts the Base Power of all punching moves by 20%.
Last Poke Sweep:
A Pokémon with a setup 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.
Either refers to Latios or Latias.
Refers to either of the Lati twins.
Snorlax, sometimes used about Munchlax.
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. Most commonly used as a term in Gen 4, but is still used in Gen 5.
A recovery 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.
A held item that heals the user by 6,25% of its max HP at the end of every turn. Commonly used on more defensively-oriented teams or bulky attackers, especially if used on a team that has a weather inducer with a damaging weather.
An ability that provides immunity to all Ground-type moves, Spikes, and Toxic Spikes.
Any Pokémon with the ability Levitate.
A berry that provides a 1,5x boost to Attack once the users current HP goes below 33% of its max value. See also Pinch berry
A held boosting 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.
A held item that extends the duration of the moves Light Screen and Reflect to 8 turns.
A move that halves the damage done to your party by speciall attacks for 5 turns. If the pokemon that uses the move holds the item Light Clay, the duration of the effect will increase to 8 turns. See also Reflect and Screens.
An ability that gives the user immunity to Electric-type attacks and boosts Special Attack if hit by one by +1.
An ability that provides immunity to the status Paralysis.
An ability that causes HP-draining moves to do damage to the ones using them, such as Leech Seed or Drain Punch.
A berry that cures any kind of status once.
An ability that works as if the move Magic Coat was permanently active.
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.
An ability that prevents all indirect damage from happening to the pokemon with the ability.
An ability that prevents Steel-types from switching out as long as the pokemon is active. See also Arena Trap, Shadow Tag, and Trapper.
A move that makes the user immune to Ground-type attacks for 5 turns.
A held item, which serves no purpose other than blocking Trick and Switcheroo from working.
A move that upon being used prevents the opponent from switching out until the user of the move switches out, or faints. See also Block, Spider Web, and Trapper.
Mismagius, on occasion used to refer to Misdreavus.
A pokemon that can attack both physically and specially at the same time.
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.
A play on Haxorus' Japanese name and on the fact that it really only needs to spam its STAB with its 147 base Attack.
A self-healing recovery move that heals 50% of the users max HP in no weather, 66% HP in sunny weather, and 25% HP in any other kind of weather. See also Synthesis and Morning Sun.
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.
A self-healing recovery move that heals 50% of the users max HP in no weather, 66% HP in sunny weather, and 25% HP in any other kind of weather. See also Synthesis and Moonlight.
An ability that provides immunity to Electric-type moves, and gives it a +1boost in Speed when hit by one.
An ability that boosts Attack by +1 after directly knocking out an opponent.
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. Pokemon with the ability Skill Link will always hit the maximum number of times using multi-hit moves.
An ability that lowers damage taken by half if the user is at full HP.
A boosting move that provides a +2 boost to Special Attack when used.
Japanese nickname for Ferrothorn, as its Japanese name is Nattorei.
An ability that cures the effects of status upon switching out.
Either Nidoking or Nidoqueen.
A move that does damage equal to the level of the user. A level 25 pokemon would always do 25 HP damage, and a lvl 100 pokemon would always do 100 HP damage. Often used on pokemon with poor attacking stats but great walling potential, as this move only relies on the level of the user. See also 101 Subs and Seismic Toss.
An ability that causes all moves to hit both the user and the opponent.
A berry that halves the damage done by a super effective Fire-type attack. See also Type-resist berry.
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.
One Hit Knock Out
A Japanese nickname for Haxorus, as its Japanese name is Ononokusu.
An ability that prevents the user from being hurt by damaging weather.
An ability that boosts Grass-type attacks by +1 once the users current HP goes below 33% of its max value.
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. See also Hax.
A berry that halves the damage done by a super effective Water-type attack. See also Type-resist berry.
A recovery 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.
A move that causes all active pokemon to faint within four turns, including the turn this move was used. Switching out ends the effect, but using Baton Pass to switch out will pass on the effect. Soundproof pokemon are immune to the effects of Perish Song.
A berry that provides a 1,5x boost to Special Attack once the users current HP goes below 33% of its max value. See also Pinch berries.
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. See also Clear Smog and Haze
Refers to any move that runs off the Attack stat of a pokemon, such as EarthQuake or Close Combat. See also Special.
A term used to describe berries that boost a stat when the holder gets down to 33% of its maximum health or below. See also Liechi, Peteya, and Salac
Different ways to play competitive pokemon. Balance, Offense, Stall, and Weather Teams are all different playstyles commonly used.
Either Lava Plume or Vileplume.
An ability that causes the user to recover 12,5% of its max HP every turn when Poisoned or Badly Poisoned.
A status that does 12,5% damage at the end of every turn. Steel-types and Poison-types cannot be poisoned. See also Badly Poison.
Either refers to Poliwrath or Politoed.
An ability that gives the user +1 priority to any non-damaging move.
The ability to predict your opponent's next move. For more info, see http://www.pokecommunity.com/showpos...99&postcount=5
An ability that doubles PP usage when the user is active.
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.
A move that makes the user avoid any attacks used against it for a turn. Has a 50% chance of being sucessfully executed if the last move used by the user was protect. Commonly used to either scout or to rack up damage done by status
An ability that doubles the Pokémon’s attack.
A move that deals double damage to a fleeing pokemon, and that hits it before it switches out. Damage can be avoided by using Baton Pass. See also Trapper and Pursuit Bait.
A term used to describe a frail pokemon that cannot do much to common Trappers, hence making it easily eliminated. (For instance, a -2 Special Attack Latios versus either Tyranitar or Scizor). See also Pursuit.
A boosting move that provides a +1 boost to Special Attack, Special Defense, and Speed when used.
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. Morning Sun, Moonlight, and Synthesis heals 25% HP in Rain. Notable abilities activated by rain = Swift Swim and Dry Skin. Cloud Nine and Air Lock negates these effects.
A move that changes the current weather to Rain for 5 turns. Can be extended to last 8 turns if the user holds a Damp Rock. After these turns have passed, the weather returns to normal.
A battle that takes place on a simulator with randomly generated teams. Randbats is different from CC, because it only includes competitive movesets rather than being completely random.
Japanese nickname for Reuniclus, as its Japanese name is Rankurusu.
A move that removes Entry Hazards and Leech Seed if it hits the opponent. Has no effect if it hits a Ghost.
A self-healing recovery move that heals 50% of the users max HP instantly. See also Roost and Slack Off, and Softboiled.
Any move/ability that heals you. Examples include Recover, Morning Sun, Rest, Wish, Pain Split, Leech Seed and Giga Drain, as well as Dry Skin, Volt Absorb, Poison Heal, Regenerator, et cetera. See also Reliable Recovery and Instant Recovery.
A guaranteed way of getting back a set percentage of HP, like Wish, Recover, or Poison Heal. Unless used by the last pokemon in your party, Regenerator also falls within this category. Morning Sun and the likes are not included in this category as it changes the HP restored based on the current weather, Pain Split is not included as it might heal the opponent if their HP is low enough compared to yours, while Leech Seed/Giga Drain will do damage to you if it his a pokemon with the ability Liquid Ooze. See also Instant Recovery and Recovery.
A move that halves the damage done to your party by physical attacks for 5 turns. If the pokemon that uses the move holds the item Light Clay, the duration of the effect will increase to 8 turns. See also Light Screen and Screens.
An ability that causes the user to recover 33% of its max HP upon switching out.
Any member of the legendary golems. Usually used after naming the Regi in question, such as Registeel, Regirock, or Regice. Regigigas barely see use.
A self-healing recovery move that fully heals the HP of the pokemon that uses it, but causes it to sleep for two turns.
A combination of the moves Rest and Sleep Talk. Commonly used on teams to act as a Status Sponge, as it can take the status and Rest it off, while not being completely useless in the process.
A pokemon that is designed to effectively defeat most sweepers, or at the very least force them out, after it has gotten a KO.
A berry that halves the damage done by a super effective Grass-type attack. See also Type-resist berry.
An ability that prevents all recoil damage done from attacks, such as Take Down.
A boosting move that provides a +2 boost to Speed when used.
Japanese nickname for Conkeldurr, as its Japanese name is Roobushin.
A self-healing recovery move that heals 50% of the users max HP instantly. Causes the user to lose its Flying-type upon using it, making the user vulnerable to Ground-type attacks for the end of the turn. This grounding effect does not happen if the user is otherwise immune to Ground-type attacks, such as through Levitate See also Recover, Slack Off, and Softboiled.
Roserade, in some rare cases or lower tiers, Roselia.
Rotom-Appliance, refers to any of the Rotom formes. Most commonly used in gen 4, when all Rotom formes shared that Electric/Ghost typing.
A berry that provides a 1,5x boost to Speed once the users current HP goes below 33% of its max value. See also Pinch berries.
An ability that boosts the users Ground-, Rock-, and Steel-type moves by 1,3x in a sandstorm.
An ability that doubles the speed of the Pokémon in a sandstorm, and prevents the user from taking sandstorm damage. See also Chlorophyll and Swift Swim.
An ability that summons permanent sandstorm until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
An ability that boosts evasion of the user by 20% in a sandstorm, and prevents the user from taking damage from sandstorm. See also Snow Cloak
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. Morning Sun, Moonlight, and Synthesis heals 25% HP in Sand. Notable abilities activated by sand = Sand Rush, Sand Veil, and Sand Force. Also boosts the Special Defense of Rock-type pokemon by 1,5x. Cloud Nine and Air Lock negates these effects.
An ability that provides an immunity to all Grass-type moves, and boosts Attack if hit by one by +1.
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.
An ability that allows Normal and Fighting-type attacks to damage Ghost-types.
Light Screen and Reflect used in tandem, halving any damage done to the side that has them active. The effect will be removed the opponent uses Brick Break, even if the move hits a pokemon that is immune to the move, unlike Rapid Spin. Commonly used with the held item Light Clay to extend the duration. Often used by HO teams as well.
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 it hits. Serene Grace doubles the chances of a secondary effect happening, Sheer Force removes the chance entirely.
A move that does damage equal to the level of the user. A level 25 pokemon would always do 25 HP damage, and a lvl 100 pokemon would always do 100 HP damage. Often used on pokemon with poor attacking stats but great walling potential, as this move only relies on the level of the user. See also 101 Subs and Night Shade.
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.
A move that provides a guaranteed boost in a stat/ several stats. Examples include Swords Dance, Nasty Plot, and Dragon Dance. See also Boosting move Setup moves include, but are not limited to;
A pokemon that aims to take down several opponents after setting up, such as Swords Dance Excadrill, Dragon Dance Gyarados, or Nasty Plot Infernape.
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. See also Arena Trap, Magnet Pull and Trapper.
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.
A boosting move that provides a +2 boost to Attack, Special Attack, and Speed, but that also gives a -1 drop to Defense and Special Defense when used.
A berry that halves the damage done by a super effective Ground-type attack. Mostly outclassed by the Air Balloon in Gen 5. See also Type-resist berry.
Single Battles, battles where you and your opponent has a maximum of one active pokemon sent out at any given time. See also Doubles and Triples.
An ability that causes Multi-hit moves to always hit the maximum number of times hit.
A self-healing recovery move that heals 50% of the users max HP instantly. See also Roost, Recover, and Softboiled.
A status condition that prevents the pokemon from executing any move barring Snore and Sleep Talk, 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.
A move that randomly selects one of the other three moves a pokemon knows when asleep, including Rest.
A combination of the moves Shell Smash and Baton Pass. Used to give the amazing boosts that Shell Smash provides to a pokemon that can likely make good use of them, like Garchomp or Mamoswine.
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.
An ability that triples the damage done by Critical Hits, as opposed to the usual 2x damage.
An ability that boosts evasion of the user by 20% in hail, and prevents the user from taking damage from hail. See also Sand Veil
An ability that summons permanent hail until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
A self-healing recovery move that heals 50% of the users max HP instantly. See also Roost and Slack Off, and Recover.
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.
An ability that provides immunity to all sound-based moves, such as Perish Song, Roar, Bug Buzz, Hyper Voice, Growl,et cetera. It should also be noted that Heal Bell will not work while a Soundproof pokemon is active.
Refers to any move that runs off the Special Attack stat of a pokemon, such as Surf or Earth Power. See also Physical.
An ability that provides the user a +1 boost in Speed at the end of every turn.
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: http://www.pokecommunity.com/showthread.php?t=255322
A move that upon being used prevents the opponent from switching out until the user of the move switches out, or faints. See also Block, Mean Look, and Trapper.
An Entry Hazard that deals indirect 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)
Any Ghost-typed Pokémon. Commonly used on Stall teams in order to preserve their Hazards. Is called a spinblocker due to the simple fact that it is immune to the move Rapid Spin. See also Foresight.
A Pokémon that is capable of utilizing the move Rapid Spin. Examples of viable users include Starmie, Excadrill, and Hitmontop.
Shadow Punch/Sucker Punch
A pokemon that has a weakness to rock-type attacks, and hence is weak to Stealth Rock.
Depending on the situation, a lot of things. Could refer to
Same Type Attack Bonus, provides a 1,5x boost to any attack that is the same type as your Pokémon.
A defensive playstyle, which uses mainly pokemon with investment in their defenses / HP. Aims to win through either
A pokemon with Taunt, a damaging status move, some sort of recovery, 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.
Interchangable with Setup move. Any move that provides a boost to a stat.
Refers to any status ailment, be that Burn, Paralysis, Sleep, Freeze, or Poison/Badly Poisoned.
See Status Sponge
Any team member that is designed to take status attacks with little to no trouble. Examples include RestTalkers and SynchroBell users, pokemon with the abilities Guts, Magic Guard, Natural Cure, Insomnia.. et cetera.
An Entry Hazard that deals indirect 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.
A boosting move that provides a +1 boost to Defense and Special Defense when used, but that caps the boosts given at +3 unlike other boosting moves. See also Cosmic Power.
Nickname on Stone Edge, playing on its tedency to miss when you need it the most with its less than pleasing accuracy.
An ability that gives the user immunity to Water-type attacks and boosts Special Attack if hit by one by +1.
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. See also Focus Sash
Using the move Substitute repeatedly.
A combination of the moves Substitute and a boosting move, that aims to make it so that the opponent cannot break the Substitute after you've boosted up, making it do less damage. Note that this only works with moves that boost Attack + Defense or Special Attack + Special Defense, such as Bulk Up, Calm Mind, Coil, Curse, and Quiver Dance, due to them boosting the defensive stat in question as well. Sometimes causes a CM War as well.
A combination of the moves Baton Pass and Substitute, that aims to create a substitute and to give it to another pokemon through baton pass.
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.
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.
A combination of the moves Substitute and Leech Seed, which aims to sap the HP of another Pokémon by spamming Substitute and Protect until the target faints.
A combination of the moves Substitute and Pain Split, which aims to heal off the damage received by using Substitute through the move Pain Split.
A move that takes 25% of the users HP and puts it into a substitute, which will from then on do the following as long as it is intact;
An ability that prevents the user from being forced out, be that through Roar/Whirlwind or Dragon Tail/Overhead Throw.
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. Morning Sun, Moonlight, and Synthesis heal 66% of the users max HP. 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.
Sunny Day: A move that changes the current weather to sun for 5 turns. Can be extended to last 8 turns if the user holds a Heat Rock. After these turns have passed, the weather returns to normal.
An ability that boosts Bug-type attacks by +1 once the users current HP goes below 33% of its max value.
A pokemon that aims to take down several opponents through a mixture of speed and strong attacking power.
An ability that doubles the speed of the Pokémon in rainy weather. See also Chlorophyll and Sand Rush
A move that trades held items with the opponent. Commonly used with Choice Items in order to lock them into a specific attack.
A boosting move that gives a +2 boost to Attack.
A self-healing recovery move that heals 50% of the users max HP in no weather, 66% HP in sunny weather, and 25% HP in any other kind of weather.
A combination of the ability Synchronize and the move Heal Bell. The point is to switch into a status move, thus making the foe get statused as well, and then Heal Bell to remove the status from your side.
An ability that upon getting a status condition inflicted upon them, makes the opponent statused as well. For instance, if you were to use Toxic on a Synchronice pokemon, it would get badly poisoned, but your current pokemon would get badly poisoned as well.
A boosting move that provides a +3 boost to Special Attack when used.
A move that doubles the speed of all pokemon of your party for three turns.
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.
An ability that boosts moves of BP 60 and below by 50%.
Usually refers to Terrakion, in some rare cases Torterra.
An ability that gives the user a 2x resist to Ice- and Fire-type moves.
An ability that provides immunity to the Sleep status. See also Insomnia
An ability that causes the user to be immune to all Electric-type attacks, and that recovers 25% of its max HP upon getting hit by one.
A berry that halves the damage done by a super effective Electric-type attack. See also Type-resist berries
Water Absorb: An ability that causes the user to be immune to all Water-type attacks, and that recovers 25% of its max HP upon getting hit by one.
Weather Inducer/Weather Starter:
A pokemon with an ability that starts up a weathercondition. These abilities include Drought, Drizzle, Sand Stream, and Snow Warning.
A playstyle that is based around the effects of a certain weather.
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.
Refers to Rain, Sun, Sandstorm, and Hail.
A self-healing recovery move that heals 50% of the users max HP on the turn after it is used. For instance, if a pokemon with max 404 HP were to use Wish and switch out, the pokemon switching in would get healed by 202 HP the next turn.
An ability that negates all damage done by attacks that are not “super-effective”. Is still vulnerable to any indirect damage.
A berry that halves the damage done by a super effective Ice-type attack. See also Type-resist berry.
I'll just add a vaporeon and call it a day.
+Anti: we were all noobs at some point
+Anti: or in sims' case
+Anti: still are noobs
+Anti: his team looks like a salad