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Confusion with playing pokemon in game vs competitive

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    • Seen Aug 21, 2024
    The last game I played when i was less than 10 yrs old was probably pokemon red and crater, I haven't played any game till last week. That was over 17 years ago, and now that I am currently playing pokemon black through an emulator, I want to dive deeper into improving my gameplay and strategies. I am currently learning about competitive pokemon through a series of videos online but can't help but wonder are the things im learning applicable on in-game playing?

    Would like some tips as well in improving my gameplay while at it.
     
    Never really delved into competitive Pokemon. Presumes at least some of the tips from it to be helpful, mainly regarding things like switching, teambuilding, and roles. Learns about in-depth mechanics like natures, Individual Values (IVs), and Effort Values (EVs) too. Do not fret too much over understanding IVs and EVs, though. Never expects the player to know about these things until at least post-game.

    Talks about IVs and EVs briefly later. Will explain them quick, in case you did not learn about that yet.
    • Individual Values (IVs): The innate strength of your Pokemon. Differentiates your Rattata from other Rattatas. May have more Attack than one Rattata, but less Speed. Cannot change this in-game until the later games. Can breed Pokemon to have maxed out IVs, however.
    • Effort Values (EVs): Reflects what your Pokemon trains in. Grows more powerful in a stat by defeating Pokemon that excel in that stat (usually). For example: Gains 1 Attack EV by beating up a Lillipup, whose best stat is Attack.

    Mentions a few differences worth noting:
    1. Rarely expects an AI opponent to switch. Typically only happens when they cannot damage you. Opens up a strategy of dropping the opponent's attacking stat, buffing your own, and ripping through their entire team. (Happens in competitive too, but with more difficulty. Refers to these Pokemon as "sweepers", probably.)

      Devalues things like entry hazards (like Stealth Rocks), also. (Entry hazards: Inflicts damage or a status effect on Pokemon switching in on that side.) Probably covered this in a competitive video. Exists to punish switching...which the AI does not really do. Can still be useful, but not nearly as strong. Oh, and do not expect any AI opponent to use entry hazards. Might happen on 1, maybe 2 fights in the entire game.

    2. Allows you to switch much easier in-game than competitive, also, thanks to being on Switch mode by default. (Could disable this by going to Set mode in the options.) Needs to worry way less about their next Pokemon, as a result.

    3. Bans evasion moves like Double Team in competitive. Considers it fairly strong, but also swingy. Could cause 5 straight misses...or nothing.

    4. In-battle items. Gains a tremendous advantage here in-game. Solves a lot of problems, simply by using a bunch of items. Enables setup strategies more with X items, status cures, and healing items. Fixes mistakes/bad luck with Revives too.

    5. A possible stat advantage in-game. Gives most AI trainers middling IVs at best. Maxes out the IVs for gym leaders and such. Never hands out EVs to AI trainers (outside of the battle facility) until Generation 7 (Sun/Moon). Means you should have a stat advantage versus the normal trainers, especially later on (assuming even level).

    6. Far worse movesets in-game than in competitive. Selects whatever move you want (if legal) in competitive. Cannot count on getting good TMs in-game until late-game or even post-game. Makes some moves, such as Return, more valuable due to its base power at max friendship (102 power) and early availability in some games.

    Erases a couple of these differences in battle facilities like the Battle Subway. (Do not worry about that until post-game, though.)

    Apologies if any of this was a little too advanced. Feel free to ask any specific questions you have. Will try to answer them as well as able.
     
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