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==Type Alignment Advantages==
==Type Alignment Advantages==
Don't be scared about the terminology, it merely means "which types have the advantage over which types." For every type that your move is "super-effective" against, the power of the attack is increased by 2x. If a move is super-effective against a type, then the move's type is stronger than the Pokémon's type that is taking the hit. For example, {{bpm|Ember}} is a {{bpt|Fire}} type. {{bp|Charmander}} (type: Fire) uses Ember against a {{bp|Bulbasaur}} (type: {{bpt|Grass}}/{{bpt|Poison}}). Ember's base power if 40. When used, Ember's power will become: 40 (base power) x 1.5 (STAB) x 2 (Fire is strong against Grass) =120 power. See how choosing the right attacks can deal more damage to certain Pokémon? If your move is "not very effective" against a Pokémon, then that means your move's type is weak against the Pokémon's type that is taking the hit. In this situation, the move's power is halved, or is multiplied by 0.5x. For example, Charmander uses Ember against a {{bp|Squirtle}}. When used, Ember's power will be: 40 (base power) x 1.5 (STAB) x 0.5 (Fire is weak against {{bpt|Water}})= 30 power. (x 0.5 is the same as ÷ 2) Be careful, as there are some moves that do no damage (x 0) to a type. For example, Normal attacks are useless against a {{bpt|Ghost}} Pokémon, such as {{bp|Gengar}}. See how using the same move (Ember) deals different amounts of damage to different Pokémon? Type Alignment Advantages must be memorized, as they are very important when fighting a Pokémon. How do you know which type is strong or weak against which? You would have to memorize it. They are as follows:
Don't be scared about the terminology, it merely means "which types have the advantage over which types." For every type that your move is "super-effective" against, the power of the attack is increased by 2x. If a move is super-effective against a type, then the move's type is stronger than the Pokémon's type that is taking the hit. For example, {{bpm|Ember}} is a {{bpt|Fire}} type. {{bp|Charmander}} (type: Fire) uses Ember against a {{bp|Bulbasaur}} (type: {{bpt|Grass}}/{{bpt|Poison}}). Ember's base power if 40. When used, Ember's power will become: 40 (base power) x 1.5 (STAB) x 2 (Fire is strong against Grass) =120 power. See how choosing the right attacks can deal more damage to certain Pokémon? If your move is "not very effective" against a Pokémon, then that means your move's type is weak against the Pokémon's type that is taking the hit. In this situation, the move's power is halved, or is multiplied by 0.5x. For example, Charmander uses Ember against a {{bp|Squirtle}}. When used, Ember's power will be: 40 (base power) x 1.5 (STAB) x 0.5 (Fire is weak against {{bpt|Water}})= 30 power. (x 0.5 is the same as ÷ 2) Be careful, as there are some moves that do no damage (x 0) to a type. For example, Normal attacks are useless against a {{bpt|Ghost}} Pokémon, such as {{bp|Gengar}}. See how using the same move (Ember) deals different amounts of damage to different Pokémon? Type Alignment Advantages must be memorized, as they are very important when fighting a Pokémon. How do you know which type is strong or weak against which? You would have to memorize it. I will list them:


===Table for Pokémon===
===Table for Pokémon===
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(The term "Status Ailments" usually talks about both Status Effects and Stat Changes)
(The term "Status Ailments" usually talks about both Status Effects and Stat Changes)


Stat Changes deal with the actual stats of your Pokémon. If you guessed it, Stat Changing moves increase or decrease Attack, Defense, Special Attack, Special Defense, and Speed. Other stats we haven't talked about yet that can be changed are Accuracy, Evasion, Boost, and Resistance. Besides from the last four, it should be obvious to you what Status Changes do. To articulate on this subject, increasing a stat one stage multiplies the stat by 1.5x, two stages =2x, three stages=2.5x, etc. The highest you can go is six stages= 4x. Using this method, then the reverse is true. Decreasing a stat one stage divides the stat by 1.5x, and etc.. This is simple for the first five stats listed above. For these ones only those moves which best increase or decrease that stat will be listed. Further details will be provided for the last four. The ability Simple will double the strength of these effects, and Baton Pass can be used to keep them while switching.
Stat Changes deal with the actual stats of your Pokémon. If you guessed it, Stat Changing moves increase or decrease Attack, Defense, Special Attack, Special Defense, and Speed. Other stats we haven't talked about yet that can be changed are Accuracy, Evasion, Boost, and Resistance. Besides from the last four, it should be obvious to you what Status Changes do. To articulate on this subject, increasing a stat one stage multiplies the stat by 1.5x, two stages =2x, three stages=2.5x, etc. The highest you can go is six stages= 4x. Using this method, then the reverse is true. Decreasing a stat one stage divides the stat by 1.5x, and etc.. This is simple for the first five stats listed above. For these ones I'll just list the moves that best increase or decrease that stat. I will give further details for the last four. The ability Simple will double the strength of these effects, and Baton Pass can be used to keep them while switching.


===Attack===
===Attack===
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===Rapid Spin===
===Rapid Spin===
As previously explained, {{bpm|Rapid Spin}} will blow away {{bpm|Spikes}}. To clarify, this move will only blow away the Spikes hurting you, not the Spikes you used to hurt the opponent. Also, Rapid Spin will release you from restraining moves such as Fire Spin and Wrap. It also has a little bonus of doing 20 base damage to the enemy.
I've already explained that {{bpm|Rapid Spin}} will blow away {{bpm|Spikes}}. I will clarify that this move will only blow away the Spikes hurting you, not the Spikes you used to hurt the opponent. Also, Rapid Spin will release you from restraining moves such as Fire Spin and Wrap. It also has a little bonus of doing 20 base damage to the enemy.
Fire Spin is released from your opponent if the user faints or is withdrawn from battle.
Fire Spin is released from your opponent if the user faints or is withdrawn from battle.


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===Heal Bell and Aromatherapy===
===Heal Bell and Aromatherapy===
These moves are almost on the bottom of the list mainly because they've been brought up frequently. As described before, they get rid of Status Effects and Status Problems on your entire party.
These moves are almost on the bottom of the list mainly because I've talked so much about them. As described many times before, they get rid of Status Effects and Status Problems on your entire party.


===Refresh===
===Refresh===
As above, this move has been discussed. It heals the Burn, Poison, and Paralyze Status Effects.
Like above, I've talked about this move. It heals the Burn, Poison, and Paralyze Status Effects.


===Aeroblast, Slash, Cross Chop, Leaf Blade, etc...===
===Aeroblast, Slash, Cross Chop, Leaf Blade, etc...===
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===Toxic===
===Toxic===
When you are Poisoned by Toxic, you lose more HP per round for every round you're not cured. This is a deadly attack indeed. In addition, if Toxic is used by a poison-type pokemon it never misses.
I've talked about this move but I want to review it. When you are Poisoned by Toxic, you lose more HP per round for every round you're not cured. This is a deadly attack indeed. In addition, if Toxic is used by a poison-type pokemon it never misses.


==Conclusion==
==Conclusion==
Now, you have learned mostly all you need to know about moves. This section should give you the idea that attacking relentlessly is not the only strategy out there. These moves work well together, and you will learn through experience just as well as reading this guide. For now, try to memorize some of these moves, or constantly refer back to them instead of just saying "I don't have to worry since this move doesn't do damage." This is especially true for the Second Generation, where most battle stalls are so long because these above moves are so effective at preventing your opponent from using damaging moves effectively.
Now, you have learned mostly all you need to know about moves. This section should give you the idea that attacking relentlessly is not the only strategy out there. Even though I've given you these moves and what they do, I do not expect you to use them effectively... yet. These moves work well together, and you will learn through experience just as well as reading this guide. For now, try to memorize some of these moves, or constantly refer back to them instead of just saying "I don't have to worry since this move doesn't do damage." This is especially true for the Second Generation, where most battle stalls are so long because these above moves are so effective at preventing your opponent from using damaging moves effectively.


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