Adam Levine
[color=#ffffff][font="Century Gothic"]I have tried
- 5,200
- Posts
- 13
- Years
- Age 22
- he/they
- Kara's Flowers
- Seen Aug 28, 2024
The title speaks for itself, so I'll just share mine.
Some of my least favorites:
1. Hidden Power. On paper, it's a fun idea to have a move with different effects based on numbers you can't see or manipulate...but in practice it boils down to manipulating RNG to find a Pokémon with just the right IVs and the correct Hidden Power type, which is especially a nightmare for competitive play and is symptomatic of how unconducive the games were to it. Very glad this move is gone.
2. Scald. It frustrates me that not only does this extremely spammable move have a decent base power, but that this Water-type move has a higher chance to burn than most Fire-type moves. Most Fire moves have a 10% or 20% chance to burn, but Scald? 30%. Chilling Water is a more balanced and better version of the move in my opinion: a guaranteed chance to lower the opponent's attack by 1 stage isn't as drastic as a burn halving it, giving the opponent constant chip damage, and forcing them into that burned state for the remainder of the game.
3. Synchronoise. If you haven't heard of this move, I don't blame you, because it's one of the stupidest move ideas in existence: this Psychic-type attack can only hit Pokémon that share a type with the user; it's hard for this move to have STAB and be super effective at the same time. This move is even worse in Generation V, when this move first appeared, because it had a base power of 70. So if you wanted an objectively weaker Psychic with the very slim possibility of it being a useful spread move in doubles, this is the move for you. Even if you wanted to use Reflect Type to make this strategy work, that's two move slots taken up by extremely gimmicky moves.
My most favorites:
1. Hidden Power, specifically in Legends: Arceus. I've talked about this move already, but in a nutshell it can only be learned by Unown, and it always does super effective damage. This is a cool idea for a move, because it gives you perfect coverage, but it's balanced by the fact that only Unown can learn it, and Unown can't learn anything else. This gives Unown purpose beyond a glorified collectible.
2. Hyper Beam in Generation I. Say what you will about those games, but wouldn't it be cool if moves like Giga Impact or Frenzy Plant didn't require a turn of recharge if the move KO'd the opponent? These moves would present a neat little risk-reward factor, and moves like Roar of Time and Prismatic Laser would finally look like they'd be worth using.
3. Chilly Reception. This move is just one of the funniest, flavor-wise. It's a neat and unique tool, too. Best of both worlds.
Some of my least favorites:
1. Hidden Power. On paper, it's a fun idea to have a move with different effects based on numbers you can't see or manipulate...but in practice it boils down to manipulating RNG to find a Pokémon with just the right IVs and the correct Hidden Power type, which is especially a nightmare for competitive play and is symptomatic of how unconducive the games were to it. Very glad this move is gone.
2. Scald. It frustrates me that not only does this extremely spammable move have a decent base power, but that this Water-type move has a higher chance to burn than most Fire-type moves. Most Fire moves have a 10% or 20% chance to burn, but Scald? 30%. Chilling Water is a more balanced and better version of the move in my opinion: a guaranteed chance to lower the opponent's attack by 1 stage isn't as drastic as a burn halving it, giving the opponent constant chip damage, and forcing them into that burned state for the remainder of the game.
3. Synchronoise. If you haven't heard of this move, I don't blame you, because it's one of the stupidest move ideas in existence: this Psychic-type attack can only hit Pokémon that share a type with the user; it's hard for this move to have STAB and be super effective at the same time. This move is even worse in Generation V, when this move first appeared, because it had a base power of 70. So if you wanted an objectively weaker Psychic with the very slim possibility of it being a useful spread move in doubles, this is the move for you. Even if you wanted to use Reflect Type to make this strategy work, that's two move slots taken up by extremely gimmicky moves.
My most favorites:
1. Hidden Power, specifically in Legends: Arceus. I've talked about this move already, but in a nutshell it can only be learned by Unown, and it always does super effective damage. This is a cool idea for a move, because it gives you perfect coverage, but it's balanced by the fact that only Unown can learn it, and Unown can't learn anything else. This gives Unown purpose beyond a glorified collectible.
2. Hyper Beam in Generation I. Say what you will about those games, but wouldn't it be cool if moves like Giga Impact or Frenzy Plant didn't require a turn of recharge if the move KO'd the opponent? These moves would present a neat little risk-reward factor, and moves like Roar of Time and Prismatic Laser would finally look like they'd be worth using.
3. Chilly Reception. This move is just one of the funniest, flavor-wise. It's a neat and unique tool, too. Best of both worlds.
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