POLL: Which move is more of a disadvantage?

Started by EternalSeekerX January 26th, 2016 5:57 PM
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Which Move type is more disadvantageous?

Male
Canada
Seen December 26th, 2019
Posted July 23rd, 2019
204 posts
7.7 Years
As the title says, which move effect is worse from both a competitive in the meta and from an in game point of view?

-Moves that require one turn to charge or recharge?
-Moves which decrease your Pokemon stats after use?
-Doesn't really matter, they are both bad?
Challenges:
Dragon Monotype (Status:Completed)
The One that got away (Status:Completed)
Age 41
Male
UK
Seen July 9th, 2021
Posted November 20th, 2019
750 posts
8.6 Years
I dont like moves that lower my stats, there are situations as stated above where the pokemon can take it but its still not nice.
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Hiatus

Seen 1 Week Ago
Posted July 24th, 2021
12,283 posts
10.8 Years
-Moves that require one turn to charge or recharge?
-Moves which decrease your Pokemon stats after use?
I would say former when it comes to competitive, because here, every single turn matters; wasting even one could turn tables around for the opponent and yourself. In-game, I'm not too sure... I wouldn't say either of them matter too much, as we're battling against NPCs (even though some might utilize strategies) and not actual people.

Hikamaru

Age 30
Female
Australia
Seen January 24th, 2019
Posted September 4th, 2018
50,214 posts
12.2 Years
To me, it's recharge moves that are worse than the ones that self-lower your stats. The stat reductions can mostly be cured with a White Herb or by switching out, and there's literally no way to get around a recharge turn because it makes you vulnerable to attacks.
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Mawa

The typo Queen

Age 30
Female
Canada
Seen August 13th, 2020
Posted March 1st, 2020
I would say the 2 turn attacks. Not only you can be open for an attack from the opponent, but the opponent can switch and adjust his game!
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Male
Canada
Seen December 26th, 2019
Posted July 23rd, 2019
204 posts
7.7 Years
Take this with a grain of salt since I haven't played competitively for a good while, but from being around people that do, I'd honestly say that moves that require charging/recharging are honestly the worst moves to go with. Reason being is obvious--you're giving your opponent a free set-up turn--and that turn in itself can decide the whole match. Idk if hyper beam is still used in RBY games, but I legitimately think that's the one exception where a recharging move should really ever be used.

Even in-game, I still find them to be fairly terrible. They get the job done, but so can literally any other move provided you're high enough of a level, without the inconvenience of having to wait an extra turn to make a move.

Moves like Draco Meteor, V-Create, and similar moves aren't as big of a deal because even if they "drastically lower" your respective stats, they can still deal a respectable amount of damage if executed more than once. It's not just once and your Pokemon is useless....I believe there are some Pokemon that can afford to "spam" moves like DM and Victini can spam V-Create under certain circumstances without much hindrance to it, so there's really not much of a disadvantage here, whether you use it in-game or competitively.
I see, nice!! So in your opinion. Which moves are better in terms of damage? Moves like draco meteor or high critical hit moves like spatial rend?
Challenges:
Dragon Monotype (Status:Completed)
The One that got away (Status:Completed)