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Someone suggested I should put my money where my mouth is, so here goes.
There's moves we're all intimately familiar with: Hydro Pump/Fire Blast/Blizzard/Thunder and Surf/Flamethrower/Ice Beam/Thunderbolt, Return/Waterfall/Earthquake/Stone Edge... these are our bread and butter as Pokémon players: strong and reliable. Nondamaging moves also have their champions - Thief and Covet, Light Screen and Reflect, Dragon Dance, Rock Polish...
But there's a lot of moves in the game, and some just don't cut the mustard. Here are some that so often don't get much love.
Now it's your turn. What moves do you think need some attention to make players use them more often? Would you do anything differently to the moves I've listed?
There's moves we're all intimately familiar with: Hydro Pump/Fire Blast/Blizzard/Thunder and Surf/Flamethrower/Ice Beam/Thunderbolt, Return/Waterfall/Earthquake/Stone Edge... these are our bread and butter as Pokémon players: strong and reliable. Nondamaging moves also have their champions - Thief and Covet, Light Screen and Reflect, Dragon Dance, Rock Polish...
But there's a lot of moves in the game, and some just don't cut the mustard. Here are some that so often don't get much love.
- Mega Punch - Physical Normal, 80 power, 85% accuracy
- Mega Kick - Physical Normal, 120 power, 75% accuracy
There's no shortage of early-installment weirdness in Gen I - there was a TM that taught Water Gun - and these first entries all hail from those days. Return has all but invalidated most other Normal-type moves - Body Slam sees use on tanks who want it more for the good paralysis chance than the damage output, Strength doesn't get a look-in, and Mega Punch and Mega Kick are the redheaded stepchildren of the family.
Mega Punch has absolutely no redeeming qualities - relatively poorly-distributed, weak even by the standards of Gen I, and outclassed by (of all things) Strength. Mega Kick seems to have been intended as the prototype for Megahorn and Power Whip, but it has to fight uphill to join that crowd as Normal doesn't offer much coverage; the accuracy being ten points below the others, only five points higher than Focus Blast, dooms it to obscurity.
What to do with them? A Let's-Player on Youtube whose opinions I generally respect suggests making them Fighting-type - I'm not entirely comfortable with that, since the Fighting-type already has excellent moves in the form of Brick Break and Close Combat, but I don't have any other ideas.
A Fighting-type Mega Kick is just about viable as is, though a boost in accuracy to 85% to completely match its Bug- and Grass-type friends wouldn't go amiss. Mega Punch, on the other hand, needs an accuracy improvement to 100% (in line with Strength, Seed Bomb, X-Scissor and Dragon Claw) to compete with the likes of Brick Break.
- Submission - Physical Fighting, 80 power, 80 accuracy, 33% recoil damage
A lot of hay has been made about Psychic-type dominance in Gen I, but I'd argue it was entirely because of other types' inadequacies rather than because of any strengths it had - it benefited from the unified Special stat making Amnesia the best boosting move in the game, but to this day its best move is the 90-power Psychic because Deoxys is hogging Psycho Boost to itself.
Submission is a great example - as much as Psychic may have been dominant, Fighting's complete uselessness allow for horrors like Tauros to sweep the field. 80/80 with recoil? Absurdity.
What to do with it? I'm much more confident in my source's suggestion for this one: 120 power, 100% accuracy, so it's a Fighting-type clone of Double-Edge. It's supposed to be a recoil move, which is a hefty drawback; the damage output should be worth it. Fighting-types with a fair amount of HP like Hariyama will naturally prefer this over Close Combat.
- Comet Punch - Physical Normal, 18 power, 85% accuracy, hits 2-5 times
Yet another Gen I weirdo, there's really no reason for this move to be Normal-type. Any multihit move that didn't get the magic-wand treatment in Gen V has some ground to cover, but Comet Punch has hung around for four generations before that being quietly overshadowed by other multihit moves due to poor distribution.
What to do with it? Once again I agree with my source that Comet Punch is a great candidate for the Fighting-type; the only non-Fighting-types to learn it are Kangaskhan and Ledian. While you're looking at it in the move editor, give it the same buff given to Bullet Seed and Icicle Spear - 25 power, 100% accuracy.
- Barrage - Physical Normal, 15 power, 85% accuracy, hits 2-5 times
- Doubleslap - Physical Normal, 15 power, 85% accuracy, hits 2-5 times
- Fury Attack - Physical Normal, 15 power, 85% accuracy, hits 2-5 times
- Fury Swipes - Physical Normal, 18 power, 80% accuracy. hits 2-5 times
These moves all got missed out when Gamefreak waved their magic wand over Rock Blast, Bullet Seed and Icicle Spear in Gen V, and it's a shame - they're all Normal-type, so they'll never hit for super-effective damage.
What to do with them? 25 power and 90% accuracy will do nicely. Seeing as how Barrage is only learned by Exeggutor, why not make it Grass-type so it actually has a reason to use it?
- Bone Rush - Physical Ground, 25 power, 80% accuracy, hits 2-5 times
Bone Rush is an open-and-shut case - it used to be in a family with Rock Blast, but missed the boat when that got a buff to 90% accuracy. Pin Missile is
What to do with it? Give it at least the same boost its friend got. You might even consider going to 100%, considering its learnbase.
- Double Kick - Physical Fighting, 30 power, 100% accuracy, hits twice
- Double Hit - Physical Normal, 35 power, 90% accuracy, hits twice
- Dual Chop - Physical Dragon, 40 power, 90% accuracy, hits twice
As written all these moves are just a little underpowered, and it's unclear why they're all so scattered around the 30-40 power mark.
What to do with them? 40 power, 100% accuracy should make them worth considering.
- Bonemerang - Physical Ground, 50 power, 90% accuracy, hits twice
- Gear Grind - Physical Steel, 50 power, 85% accuracy, hits twice
- Triple Kick - Physical Fighting, 10 power, 90% accuracy, hits up to three times with damage increasing by 100% after each successful hit
Gamefreak have a habit of making signature moves unviable, and these are good examples. At only 50 power Bonemerang loses out to Earthquake because the consistent damage output ends up being worth more than the ability to break Substitutes; even with a Technician boost Triple Kick is still overshadowed by Close Combat.
What to do with them? For Bonemerang and Gear Grind, 60 power, 100% accuracy. For Triple Kick, 15 power and 100% accuracy, to raise the damage output from 54 (81 after Technician) to 90 (135).
- Twineedle - Physical Bug, 25 power, 100% accuracy, hits twice, 20% chance of poison (per hit, total 36%)
25 power is too little, and making it hit 2-5 times so the power output matches Bullet Seed and Icicle Spear would make the poison chance too high. Therefore, the power output should match the two-hit moves rather than the multihit moves.
What to do with it? 40 power.
Now it's your turn. What moves do you think need some attention to make players use them more often? Would you do anything differently to the moves I've listed?