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- Seen Aug 12, 2024
Am I missing something, or are Mind Reader and Lock On essentially useless?
My basic issue is this: So long as the attack you are attempting to use has an accuracy of greater than 50%, you are statistically better off just using that move twice in a row. And, even if the attack has an accuracy of exactly 50%, like Dynamic Punch or Zap Cannon, Mind Reader still doesn't help you, it only makes the two strategies equal. This also applies to situations where the opponent has boosted their Evasion or lowered your Accuracy; for an attack that starts out with 100% accuracy, the opponent needs to have boosted their Evasion or lowered your Accuracy by at least four stages in order for using Mind Reader to be better than attacking twice - otherwise, the attack's chance of hitting is still at least 50%.
While you might say that it's okay for a move to be useful only in a very specific situation, a more precise version of my question is: Under what circumstances does it make any sense to give Mind Reader or Lock On to an NPC opponent, instead of using that move slot for something else?
The reason this bugs me so much is because I'm trying to design a Psychic type Gym Leader (the 7th) who has a theme of "I can read your mind." I want to have at least one of her Pokemon use Mind Reader, but I am very much struggling to find a way of doing that that doesn't seem like a terrible strategy; I want this move to be good, but I think it isn't. Currently, I'm resorting to creating a held item that changes how Mind Reader works, to make it no longer be bad.
To illustrate, at one point I planned on having her use a Hypno that had both Hypnosis and Mind Reader, with Mind Reader compensating for Hypnosis' low accuracy. But, while Hypnosis has very low accuracy as moves go, it's still greater than 50%; so, again, it seems to me than using Mind Reader followed by Hypnosis is in fact worse than just spamming Hypnosis; you will land a hit statistically more often, and with fewer misses first, in the latter scenario. And the vast majority of moves have a higher accuracy than Hypnosis, so the problem only gets worse from there.
Now, I've since switched to giving this Gym Leader a Mega Hypno that has an ability which makes eye-based moves like Hypnosis never miss, so that particular dilemma is now moot. The other way in which I've been trying to get Mind Reader to work is by giving her a Medicham that has Mind Reader and Dynamic Punch - a strategy which Chuck's Poliwrath also used. But, again, using Mind Reader followed by Dynamic Punch merely hits an equal number of times on average to just spamming Dynamic Punch, so what is the justification for not replacing Mind Reader with another move?
Again, the vast majority of moves have a higher accuracy than Hypnosis and Dynamic Punch. The only moves that actually have an accuracy lower than 50% are OHKO moves; is that all that Mind Reader and Lock On are good for? What am I missing??
My basic issue is this: So long as the attack you are attempting to use has an accuracy of greater than 50%, you are statistically better off just using that move twice in a row. And, even if the attack has an accuracy of exactly 50%, like Dynamic Punch or Zap Cannon, Mind Reader still doesn't help you, it only makes the two strategies equal. This also applies to situations where the opponent has boosted their Evasion or lowered your Accuracy; for an attack that starts out with 100% accuracy, the opponent needs to have boosted their Evasion or lowered your Accuracy by at least four stages in order for using Mind Reader to be better than attacking twice - otherwise, the attack's chance of hitting is still at least 50%.
While you might say that it's okay for a move to be useful only in a very specific situation, a more precise version of my question is: Under what circumstances does it make any sense to give Mind Reader or Lock On to an NPC opponent, instead of using that move slot for something else?
The reason this bugs me so much is because I'm trying to design a Psychic type Gym Leader (the 7th) who has a theme of "I can read your mind." I want to have at least one of her Pokemon use Mind Reader, but I am very much struggling to find a way of doing that that doesn't seem like a terrible strategy; I want this move to be good, but I think it isn't. Currently, I'm resorting to creating a held item that changes how Mind Reader works, to make it no longer be bad.
To illustrate, at one point I planned on having her use a Hypno that had both Hypnosis and Mind Reader, with Mind Reader compensating for Hypnosis' low accuracy. But, while Hypnosis has very low accuracy as moves go, it's still greater than 50%; so, again, it seems to me than using Mind Reader followed by Hypnosis is in fact worse than just spamming Hypnosis; you will land a hit statistically more often, and with fewer misses first, in the latter scenario. And the vast majority of moves have a higher accuracy than Hypnosis, so the problem only gets worse from there.
Now, I've since switched to giving this Gym Leader a Mega Hypno that has an ability which makes eye-based moves like Hypnosis never miss, so that particular dilemma is now moot. The other way in which I've been trying to get Mind Reader to work is by giving her a Medicham that has Mind Reader and Dynamic Punch - a strategy which Chuck's Poliwrath also used. But, again, using Mind Reader followed by Dynamic Punch merely hits an equal number of times on average to just spamming Dynamic Punch, so what is the justification for not replacing Mind Reader with another move?
Again, the vast majority of moves have a higher accuracy than Hypnosis and Dynamic Punch. The only moves that actually have an accuracy lower than 50% are OHKO moves; is that all that Mind Reader and Lock On are good for? What am I missing??