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This is an opinion thread about what move you think was the best available for each type in every generation.
If you don't think any newer move from a later generation trumped an existing move you can choose an older one. (Example: Grass - Generation 1: Spore, Generation 2: Leech Seed)
Each move can only be chosen once. No picking Flamethrower/Ice Beam/Thunderbolt for the best available move in each generation even if you think they were.
I'm going to try and shy away from using Legendary exclusive moves since they're so rarely seen. But this is not required.
Choose two Normal type moves for every generation since the Normal Type is so expansive.
Normal:
Generation 1: Recover (I won't further use Softboiled/Milk Drink/Morning Sun for the normal type)
Generation 1: Swords Dance (Always been a favorite boosting move. Cool name and effect)
Generation 2: Baton Pass (I've never really gotten this one to work to its maximum potential but man, can you imagine?)
Generation 2: Belly Drum (Really cool move. Risky, makes battles exciting)
Generation 3: Fake Out (The question I always have to ask myself is yeah, it's a free move but should I take up that moveslot all game?)
Generation 3: Attract (Seems like you face more male type pokemon against trainers. Teach it to a female then I guess? I dream of a liberal pokemon world in the future where it works on both genders)
Generation 4: Yawn (You either force them to switch out or put them to sleep with perfect accuracy, either way, you're in control)
Generation 4: ExtremeSpeed (Cool move with nice power for a priority move)
Generation 5: Trump Card (Unique effect for a damaging move. Things can change if the opponent has pressure, Spite, you go into the battle after having used Trump Card a few times etc.)
Generation 5: Safeguard (Can't really go wrong with this one)
Generation 6: Body Slam (The original and best)
Generation 6: Return (Expansive, always available)
Fire:
Generation 1: Flamethrower (Amazing damage and accuracy, what more could you want?)
Generation 2: Sunny Day (Sunnybeaming was the thing to do back in G/S/C. It's still pretty cool to see a Fire Type using Solarbeam/Powered up Fire
Generation 3: Blaze Kick (I like a move with two added bonuses. Hitmonlee learning it later on is a nice addition.)
Generation 4: Heat Wave (Can really hit hard in double battles.)
Generation 5: Will-O-Wisp (Only move to inflict a burn as its only effect)
Generation 6: Mystical Fire (Currently a starter only move but I have a feeling it will be more commonly seen later. I like lowering stats.)
Water:
Generation 1: Surf (See: Flamethrower)
Generation 2: Rain Dance (Gotta like the possibilities with weather moves)
Generation 3: Water Pulse (Reward for beating Misty in FR/LG is just crazy to get a move this good, this early)
Generation 4: Hydro Cannon (I didn't choose Blast Burn for Fire because Fire has a bit more offensive power than Water. Cool to see your starter end battles decisively.)
Generation 5: Scald (Moves with unusual effects are pretty fun. TM moves get a nod since they can be learned easily.)
Generation 6: Brine (Would be an absoulte beast of a move if they changed it so the damage went up when the opponent was at 60% or less. Still a neat concept for a move.)
Grass:
Generation 1: Spore (Just absolutely nuts to be able to put the target to sleep with 100% accuracy)
Generation 2: Leech Seed (This usually finds its way onto my Grass types movesets whether they are set up for it or not. Stall it out, I say)
Generation 3: Leaf Blade (Didn't really get good until the power increased and was learned by more pokemon. 100% accuracy)
Generation 4: Giga Drain (The extra 5 pp really made a world of difference. The grass type isn't about strength)
Generation 5: Frenzy Plant (See: Hydro Cannon)
Generation 6: Spiky Shield (Having a Protect/Detect that can also hurt could be the most annoying thing ever)
Electric:
Generation 1: Thunderbolt (See: Flamethrower)
Generation 2: Thunder Wave (About as bread and butter as pokemon moves get)
Generation 3: Thunderpunch (Meh)
Generation 4: Charge Beam (Can't be fully relied on to raise your stats, but cool nonetheless)
Generation 5: Volt Switch (Do some damage and get out. Can be absolutely great if you were planning on switching out soon anyway)
Generation 6: Nuzzle (It finally happened, Thunder Wave and damage)
Flying:
Generation 1: Drill Peck (Its what made Dodrio the best of the countless Normal/Flying options in its time)
Generation 2: Mirror Move (I'm reaching a bit here, but Flying had limited options at this point)
Generation 3: Feather Dance (Somewhat rare to see sharply lowering stat moves be 100% accurate)
Generation 4: Roost (See: Recover)
Generation 5: Acrobatics (Guess what most pokemon aren't holding? An item)
Generation 6: Tailwind (Pretty unique effect that can really change the face of battles)
Fighting:
Generation 1: Hi Jump Kick (The risk involved is what makes this one fun)
Generation 2: Vital Throw (Not flashy but I've had some good luck using this one)
Generation 3: Bulk Up (Why not Bulk Up?)
Generation 4: Drain Punch (Never had to deal with that 5 pp Giga Drain did)
Generation 5: Sacred Sword (Really cool to be able to just bypass all those pesky battle-lengthening stat changes)
Generation 6: Power Up Punch (Cool move with a really boring name. I just like moves that are guaranteed to give you some bonus)
Poison:
Generation 1: Toxic (TM06, baby. This one will never fully go away)
Generation 2: Sludge Bomb (The only Generation 2 poison move finally gave the type a much needed powerful move)
Generation 3: Poison Fang (Its like Toxic, in damage form... sometimes)
Generation 4: Toxic Spikes (Entry hazards, everyone's favorite)
Generation 5: Coil (Great stat booster, accuracy increase can really fuel new strategies in battle)
Generation 6: Acid Spray (The first one won't hurt too badly... the next one might)
Rock:
Generation 1: Rock Slide (I was actually surprised to learn Rock had so few moves in the early games making this write up)
Generation 2: Sand Storm (Got even better later as the Rock type saw an increase in special defense stats from it)
Generation 3: Ancient Power (One of my favorite moves. So cool when all stats increase)
Generation 4: Stealth Rock (Yes, that Stealth Rock)
Generation 5: Rock Wrecker (A little different for the Rock type than other Hyper Beam-esque moves. 90% accuracy is par for the course for this type)
Generation 6: Rock Tomb (They really slapped a fresh coat of paint on this thing with increased pp, damage, and accuracy. The slow Rock type needs stuff like this)
Bug:
Generation 1: String Shot (I feel silly, but none of the damaging moves were worth much. It's really not too bad when it became a move tutor move)
Generation 2: Megahorn (The damage of Bug type moves: Boy, that escalated quickly)
Generation 3: Fury Cutter (Always a bit of a risk for misses when you're setting it up, but the payout is nice)
Generation 4: U-Turn (Switch out, and always a TM. Lots of use)
Generation 5: Quiver Dance (Set up for a nice sweep)
Generation 6: Sticky Web (Entry Hazard, puts you at an early advantage)
Steel:
Generation 1: ----
Generation 2: Steel Wing (I give it the nod due to accuracy)
Generation 3: Iron Defense (Kind of superfluous on a lot of pokemon, but I like it)
Generation 4: Gyro Ball (Low pp but loads of potentail with the sluggish but powerful Steel type)
Generation 5: Shift Gear (Steel gets some of the best boosting moves)
Generation 6: King's Shield (See: Spiky Shield)
Ground:
Generation 1: Earthquake (100 and 100. Guess which one is accuracy and which one is damage)
Generation 2: Spikes (Something, something... Entry hazards)
Generation 3: Mud Slap (I keep this one on my movesets all game. Sand Attack and damage. I used to joke with my friend back when we were playing R/B/Y that sand attack should do damage)
Generation 4: Mud Shot (Guaranteed loss of speed is good enough for me, pretty beastly when pokemon first learn it, ex: Marshtomp in R/S/E)
Generation 5: Bulldoze (I have been somewhat avoiding moves that are potentially negative, but I think this one is worth the risk)
Generation 6: Earth Power (Reliable, Ground has a slight lack of good Special moves)
Psychic:
Generation 1: Reflect/Light Screen (I'm gonna cheat here and call these one move. Deal with it)
Generation 2: Rest (Chesto rest is still a pretty cool move)
Generation 3: Calm Mind (Good booster, nothing more)
Generation 4: Trick Room (You never know how this could be used)
Generation 5: Wonder Room (See above)
Generation 6: Psychic (Hey, there it is)
Ice:
Generation 1: Ice Beam (See: Flamethrower)
Generation 2: Haze (Gotta stop that Swords Dancer or Double Teamer somehow)
Generation 3: Hail (Not my favorite weather move but I would be remissed to not include it)
Generation 4: Icy Wind (Always been a fan of this one. You get it a bit too late in G/S/C got even better once double battles came about)
Generation 5: Avalanche (I like throwing this one onto movesets, you never know)
Generation 6: Frost Breath (Essentially a 90 accuracy 120 power move, not too bad)
Ghost:
Generation 1: Confuse Ray (Bread and Butter)
Generation 2: Shadow Ball (Got off to a strange start lowering a stat it had nothing to do with. Things seem to have corrected themselves for a good choice on Gengar etc.)
Generation 3: Destiny Bond (Oh jeez, this move)
Generation 4: Ominous Wind (Deserves mention for the name alone)
Generation 5: Hex (Oh, the possibilities)
Generation 6: Phantom Force (There are downsides to this type of attack but I just like it too much)
Dark:
Generation 1: Bite (Well, technically...)
Generation 2: Crunch (Om nom)
Generation 3: Torment (I admittedly don't use this one often, but I see the potential)
Generation 4: Nasty Plot (I still have nightmares when Karen's Houndoom sets this one up)
Generation 5: Dark Pulse (Too cool to not get a mention)
Generation 6: Foul Play (Cool Concept to attack their... attack)
Dragon:
Generation 1: Dragon Rage (Only choice, I like it anyway)
Generation 2: Outrage (Always a nice animation for a powerful move)
Generation 3: Dragon Dance (Can really help you pull off some tough battles)
Generation 4: Draco Meteor (Beautiful animation, I like how it can only be tutored)
Generation 5: Dragon Tail (Nothing amazing, can change the face of battles)
Generation 6: Dragonbreath (That one in three shot of paralysis has served me well at times)
Fairy:
Generation 1: ----
Generation 2: Charm (So many options)
Generation 3: Moonlight (So many options)
Generation 4: Sweet Kiss (So many options)
Generation 5: -----
Generation 6: Moonblast (See: Flamethrower)
If you don't think any newer move from a later generation trumped an existing move you can choose an older one. (Example: Grass - Generation 1: Spore, Generation 2: Leech Seed)
Each move can only be chosen once. No picking Flamethrower/Ice Beam/Thunderbolt for the best available move in each generation even if you think they were.
I'm going to try and shy away from using Legendary exclusive moves since they're so rarely seen. But this is not required.
Choose two Normal type moves for every generation since the Normal Type is so expansive.
Normal:
Generation 1: Recover (I won't further use Softboiled/Milk Drink/Morning Sun for the normal type)
Generation 1: Swords Dance (Always been a favorite boosting move. Cool name and effect)
Generation 2: Baton Pass (I've never really gotten this one to work to its maximum potential but man, can you imagine?)
Generation 2: Belly Drum (Really cool move. Risky, makes battles exciting)
Generation 3: Fake Out (The question I always have to ask myself is yeah, it's a free move but should I take up that moveslot all game?)
Generation 3: Attract (Seems like you face more male type pokemon against trainers. Teach it to a female then I guess? I dream of a liberal pokemon world in the future where it works on both genders)
Generation 4: Yawn (You either force them to switch out or put them to sleep with perfect accuracy, either way, you're in control)
Generation 4: ExtremeSpeed (Cool move with nice power for a priority move)
Generation 5: Trump Card (Unique effect for a damaging move. Things can change if the opponent has pressure, Spite, you go into the battle after having used Trump Card a few times etc.)
Generation 5: Safeguard (Can't really go wrong with this one)
Generation 6: Body Slam (The original and best)
Generation 6: Return (Expansive, always available)
Fire:
Generation 1: Flamethrower (Amazing damage and accuracy, what more could you want?)
Generation 2: Sunny Day (Sunnybeaming was the thing to do back in G/S/C. It's still pretty cool to see a Fire Type using Solarbeam/Powered up Fire
Generation 3: Blaze Kick (I like a move with two added bonuses. Hitmonlee learning it later on is a nice addition.)
Generation 4: Heat Wave (Can really hit hard in double battles.)
Generation 5: Will-O-Wisp (Only move to inflict a burn as its only effect)
Generation 6: Mystical Fire (Currently a starter only move but I have a feeling it will be more commonly seen later. I like lowering stats.)
Water:
Generation 1: Surf (See: Flamethrower)
Generation 2: Rain Dance (Gotta like the possibilities with weather moves)
Generation 3: Water Pulse (Reward for beating Misty in FR/LG is just crazy to get a move this good, this early)
Generation 4: Hydro Cannon (I didn't choose Blast Burn for Fire because Fire has a bit more offensive power than Water. Cool to see your starter end battles decisively.)
Generation 5: Scald (Moves with unusual effects are pretty fun. TM moves get a nod since they can be learned easily.)
Generation 6: Brine (Would be an absoulte beast of a move if they changed it so the damage went up when the opponent was at 60% or less. Still a neat concept for a move.)
Grass:
Generation 1: Spore (Just absolutely nuts to be able to put the target to sleep with 100% accuracy)
Generation 2: Leech Seed (This usually finds its way onto my Grass types movesets whether they are set up for it or not. Stall it out, I say)
Generation 3: Leaf Blade (Didn't really get good until the power increased and was learned by more pokemon. 100% accuracy)
Generation 4: Giga Drain (The extra 5 pp really made a world of difference. The grass type isn't about strength)
Generation 5: Frenzy Plant (See: Hydro Cannon)
Generation 6: Spiky Shield (Having a Protect/Detect that can also hurt could be the most annoying thing ever)
Electric:
Generation 1: Thunderbolt (See: Flamethrower)
Generation 2: Thunder Wave (About as bread and butter as pokemon moves get)
Generation 3: Thunderpunch (Meh)
Generation 4: Charge Beam (Can't be fully relied on to raise your stats, but cool nonetheless)
Generation 5: Volt Switch (Do some damage and get out. Can be absolutely great if you were planning on switching out soon anyway)
Generation 6: Nuzzle (It finally happened, Thunder Wave and damage)
Flying:
Generation 1: Drill Peck (Its what made Dodrio the best of the countless Normal/Flying options in its time)
Generation 2: Mirror Move (I'm reaching a bit here, but Flying had limited options at this point)
Generation 3: Feather Dance (Somewhat rare to see sharply lowering stat moves be 100% accurate)
Generation 4: Roost (See: Recover)
Generation 5: Acrobatics (Guess what most pokemon aren't holding? An item)
Generation 6: Tailwind (Pretty unique effect that can really change the face of battles)
Fighting:
Generation 1: Hi Jump Kick (The risk involved is what makes this one fun)
Generation 2: Vital Throw (Not flashy but I've had some good luck using this one)
Generation 3: Bulk Up (Why not Bulk Up?)
Generation 4: Drain Punch (Never had to deal with that 5 pp Giga Drain did)
Generation 5: Sacred Sword (Really cool to be able to just bypass all those pesky battle-lengthening stat changes)
Generation 6: Power Up Punch (Cool move with a really boring name. I just like moves that are guaranteed to give you some bonus)
Poison:
Generation 1: Toxic (TM06, baby. This one will never fully go away)
Generation 2: Sludge Bomb (The only Generation 2 poison move finally gave the type a much needed powerful move)
Generation 3: Poison Fang (Its like Toxic, in damage form... sometimes)
Generation 4: Toxic Spikes (Entry hazards, everyone's favorite)
Generation 5: Coil (Great stat booster, accuracy increase can really fuel new strategies in battle)
Generation 6: Acid Spray (The first one won't hurt too badly... the next one might)
Rock:
Generation 1: Rock Slide (I was actually surprised to learn Rock had so few moves in the early games making this write up)
Generation 2: Sand Storm (Got even better later as the Rock type saw an increase in special defense stats from it)
Generation 3: Ancient Power (One of my favorite moves. So cool when all stats increase)
Generation 4: Stealth Rock (Yes, that Stealth Rock)
Generation 5: Rock Wrecker (A little different for the Rock type than other Hyper Beam-esque moves. 90% accuracy is par for the course for this type)
Generation 6: Rock Tomb (They really slapped a fresh coat of paint on this thing with increased pp, damage, and accuracy. The slow Rock type needs stuff like this)
Bug:
Generation 1: String Shot (I feel silly, but none of the damaging moves were worth much. It's really not too bad when it became a move tutor move)
Generation 2: Megahorn (The damage of Bug type moves: Boy, that escalated quickly)
Generation 3: Fury Cutter (Always a bit of a risk for misses when you're setting it up, but the payout is nice)
Generation 4: U-Turn (Switch out, and always a TM. Lots of use)
Generation 5: Quiver Dance (Set up for a nice sweep)
Generation 6: Sticky Web (Entry Hazard, puts you at an early advantage)
Steel:
Generation 1: ----
Generation 2: Steel Wing (I give it the nod due to accuracy)
Generation 3: Iron Defense (Kind of superfluous on a lot of pokemon, but I like it)
Generation 4: Gyro Ball (Low pp but loads of potentail with the sluggish but powerful Steel type)
Generation 5: Shift Gear (Steel gets some of the best boosting moves)
Generation 6: King's Shield (See: Spiky Shield)
Ground:
Generation 1: Earthquake (100 and 100. Guess which one is accuracy and which one is damage)
Generation 2: Spikes (Something, something... Entry hazards)
Generation 3: Mud Slap (I keep this one on my movesets all game. Sand Attack and damage. I used to joke with my friend back when we were playing R/B/Y that sand attack should do damage)
Generation 4: Mud Shot (Guaranteed loss of speed is good enough for me, pretty beastly when pokemon first learn it, ex: Marshtomp in R/S/E)
Generation 5: Bulldoze (I have been somewhat avoiding moves that are potentially negative, but I think this one is worth the risk)
Generation 6: Earth Power (Reliable, Ground has a slight lack of good Special moves)
Psychic:
Generation 1: Reflect/Light Screen (I'm gonna cheat here and call these one move. Deal with it)
Generation 2: Rest (Chesto rest is still a pretty cool move)
Generation 3: Calm Mind (Good booster, nothing more)
Generation 4: Trick Room (You never know how this could be used)
Generation 5: Wonder Room (See above)
Generation 6: Psychic (Hey, there it is)
Ice:
Generation 1: Ice Beam (See: Flamethrower)
Generation 2: Haze (Gotta stop that Swords Dancer or Double Teamer somehow)
Generation 3: Hail (Not my favorite weather move but I would be remissed to not include it)
Generation 4: Icy Wind (Always been a fan of this one. You get it a bit too late in G/S/C got even better once double battles came about)
Generation 5: Avalanche (I like throwing this one onto movesets, you never know)
Generation 6: Frost Breath (Essentially a 90 accuracy 120 power move, not too bad)
Ghost:
Generation 1: Confuse Ray (Bread and Butter)
Generation 2: Shadow Ball (Got off to a strange start lowering a stat it had nothing to do with. Things seem to have corrected themselves for a good choice on Gengar etc.)
Generation 3: Destiny Bond (Oh jeez, this move)
Generation 4: Ominous Wind (Deserves mention for the name alone)
Generation 5: Hex (Oh, the possibilities)
Generation 6: Phantom Force (There are downsides to this type of attack but I just like it too much)
Dark:
Generation 1: Bite (Well, technically...)
Generation 2: Crunch (Om nom)
Generation 3: Torment (I admittedly don't use this one often, but I see the potential)
Generation 4: Nasty Plot (I still have nightmares when Karen's Houndoom sets this one up)
Generation 5: Dark Pulse (Too cool to not get a mention)
Generation 6: Foul Play (Cool Concept to attack their... attack)
Dragon:
Generation 1: Dragon Rage (Only choice, I like it anyway)
Generation 2: Outrage (Always a nice animation for a powerful move)
Generation 3: Dragon Dance (Can really help you pull off some tough battles)
Generation 4: Draco Meteor (Beautiful animation, I like how it can only be tutored)
Generation 5: Dragon Tail (Nothing amazing, can change the face of battles)
Generation 6: Dragonbreath (That one in three shot of paralysis has served me well at times)
Fairy:
Generation 1: ----
Generation 2: Charm (So many options)
Generation 3: Moonlight (So many options)
Generation 4: Sweet Kiss (So many options)
Generation 5: -----
Generation 6: Moonblast (See: Flamethrower)