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===Protect and Detect===
===Protect and Detect===
These moves protect the user from any damage done that round. Of course, it won't protect the damage taken by Wrap (and other restraining moves), Hail, Sandstorm, Poison, Burn, and Leech Seed. It seems like a move that stalls time, but it can be used to predict your opponent's move without losing a lot of HP if that move is indeed super-effective. For example, Magneton uses Protect against a Venusaur. Venusaur uses Earthquake, and Magneton is protected! It is not a waste of move, since you will now probably switch out Magneton to prevent being eradicated by Earthquake, which Magneton has a 4x weakness against.
These moves protect the user from any damage done that round. Of course, it won't protect the damage taken by Wrap (and other restraining moves), Hail, Sandstorm, Poison, Burn, and Leech Seed. It seems like a move that stalls time (which it does very well with the help of leftovers, toxic, etc.), but it can be used to predict your opponent's move without losing a lot of HP if that move is indeed super-effective. For example, Magneton uses Protect against a Venusaur. Venusaur uses Earthquake, and Magneton is protected! It is not a waste of move, since you will now probably switch out Magneton to prevent being eradicated by Earthquake, which Magneton has a 4x weakness against.


===Double Slap, Rock Blast, Bullet Seed, etc.===
===Double Slap, Rock Blast, Bullet Seed, etc.===

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This whole section is devoted to the different effects of Pokémon moves. So far, I've only introduced moves that do damage. However, there are also moves that do not do damage, or is said to deal indirect damage. A moveset is defined as all of the moves (maximum of four) that your Pokémon have. This will be a long section, but there is a lot of information that needs to be explained. After reading this section, you will hopefully become better at selecting the moves to go in your Pokémon's movesets. Note that we are now getting to the analytical study of Pokémon.

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, Ember is a Fire type. Charmander (type: Fire) uses Ember against a Bulbasaur (type: Grass/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 Squirtle. When used, Ember's power will be: 40 (base power) x 1.5 (STAB) x 0.5 (Fire is weak against 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 Ghost Pokémon, such as 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

Attack type vs Pokémon Type
Type It's super effective! It's not really effective... No effect
Normal None Rock, Steel Ghost
Fire Grass, Ice, Bug, Steel Fire, Water, Rock, Dragon None
Water Fire, Ground, Rock Water, Grass, Dragon None
Electric Water, Flying Electric, Grass, Dragon Ground
Grass Water, Ground, Rock Fire, Grass, Poison, Flying, Bug, Dragon, Steel None
Ice Grass, Ground, Flying, Dragon Fire, Water, Ice, Steel None
Fighting Normal, Ice, Rock, Dark, Steel Poison, Flying, Psychic, Bug Ghost
Poison Grass, (Bug RBY) Poison, Ground, Rock, Ghost Steel
Ground Fire, Electric, Poison, Rock, Steel Grass, Bug Flying
Flying Grass, Fighting, Bug Electric, Rock, Steel None
Psychic Fighting, Poison Psychic, Steel Dark
Bug Grass, Psychic, Dark, (Poison RBY) Fire, Fighting, (Poison GSC/RSE/FRLG), Flying, Ghost, Steel None
Rock Fire, Ice, Flying, Bug Fighting, Ground, Steel None
Ghost (Psychic GSC/RSE/FRLG), Ghost Dark, Steel Normal, (Psychic RBY)
Dragon Dragon Steel None
Dark Psychic, Ghost Fighting, Dark, Steel None
Steel Ice, Rock Fire, Water, Electric, Steel None

It's a pain to memorize this chart if you're a starter, but if you know which moves beats which types, then you will deal a lot more damage! Before we move on, don't forget that some Pokémon have two types, and Type Alignment Advantages can be stacked with each other and other damage multipliers. Let's say Charmander uses Ember on a Paras(type: Bug/Grass and scores a Critical Hit. Ember's power will be: 40 (base power) x 1.5 (STAB) x 2 (Fire is strong against Bug) x 2 (Fire is strong against Grass) x 2 (Critical Hit) = 480 damage.

Wow, that's a lot of damage! If you encounter a Charmander with your Paras, switch right away to a Fire, Water, Rock, or Dragon type immediately! These types resist Fire, and Paras falls. Now that you know the basics are Type Alignment Advantages, let's try to organize four moves that best fit your Pokémon.

Move Variety

It is recommended that you vary your moves. If you do this, you will get more coverage, meaning you will hit more Pokémon with super-effective attacks and less Pokémon with not very effective attacks. If your Charmander was fighting a Dratini (type: Dragon) and all Charmander have are Fire attacks, then they will be very weak against Dratini! Let's say your teach your Charmander Body Slam (type: Normal). This way, you have an attack that deals normal damage against Dratini instead of not very effective damage. The point is, one Fire move is enough. If you meet a Grass Pokémon, you only need one Fire attack, not four. The more varied your moves are, the more cumulative damage output it has. Although this section is very brief, the remaining sections of this guide will constantly refer back to Move Variety.

Area Effects

It is important to talk about this before anything else. Area Effects affect the game greatly. They can increase the power of certain types of moves, decrease it, power up healing moves, prevent certain situations to happen, or even do damage. There are six moves that inflict Area Effects. They are a) Sunny Day, b) Rain Dance, c) Sandstorm, d) Hail, e) Mist, and f) Spikes.

Sunny Day

Using Sunny Day will:

  • Give a 1.5x boost to all Fire Attacks
  • Decrease the power of all Water Attacks by half
  • Solarbeam requires no charge (more on this later)
  • Thunder’s accuracy is reduced to 60%
  • The Status Effect "Freeze" cannot be inflicted (more on this later)
  • The powers of the attacks Moonlight, Morning Sun, and Synthesis are doubled. (more on this later)
  • Pokémon with the Ability "Chlorophyll" have doubled Speed. (more on this later)
  • The type of the attack Weatherball changes to Fire. (more on this later)
  • This weather effect lasts for five turns before the weather returns to normal. If the Pokémon that used Sunny Day is holding a Dry Rock or has the ability Drought (more on this later), then the duration of the weather is extended.
  • The last Area Effect is overridden.
  • Castform changes to Fire type.

Rain Dance

Using Rain Dance will:

  • Give a 1.5x boost to all Water Attacks
  • Decrease the power of all Fire Attacks by half
  • Solarbeam's power is reduced by half. (more on this later)
  • Thunder will always hit.
  • The powers of the attacks Moonlight, Morning Sun, and Synthesis are halved. (more on this later)
  • Pokémon with the Ability "Swift Swim" have doubled Speed. (more on this later)
  • Pokémon with the Ability "Rain Dish" recovers some HP every turn. (more on this later)
  • The type of the attack Weatherball changes to Water. (more on this later)
  • The last Area Effect is overridden.
  • Castform changes to Water type.

Sandstorm

Using Sandstorm will:

  • Hurt all Pokémon on the field that are not Rock-, Ground-, and/or Steel-types.
  • The type of the attack Weatherball changes to Rock. (more on this later)
  • The last Area Effect is overridden.

Hail

Using Hail will:

  • Hurt all Pokémon on the field that are not Ice-types.
  • The type of the attack Weatherball changes to Ice. (more on this later)
  • The last Area Effect is overridden.
  • Castform changes to Ice-type.

Mist

Using Mist will:

  • Prevent all Status Changes. (more on this later)
  • The last Area Effect is overridden.

Spikes

Using Spikes will

  • Hurt your opponent on switch-ins.
  • Can be used up to three times.
  • One spikes will take away 1/12 of the opponent's HP on switch-ins, two will take away 1/8, and three will take away 1/4
  • Will stay indefinitely unless "Rapid Spin" is used
  • Will not change current Area Effect.

Remember, if your Pokémon uses one of those moves listed above, then you should be more careful about what the Area Effect is. Just as above, as more information is revealed, these Area Effects will play a larger role.

Status Effects

Remember how Ice Punch's special effect was a 10% of inflicting the Freeze status to your opponent? Besides Faint, there are five Status Effects: Freeze, Burn, Sleep, Paralyze, and Poison. Status Effects stays with that Pokémon even if it switches out, so beware of these effects. Note that while you are inflicted with one Status Effect, your opponent cannot inflict another Status Effect on you.

Freeze

When you have the Freeze status, you cannot attack at all (unless the move happens to be Sacred Fire, or Flame Wheel) and you have to wait until you defrost or use certain moves to defrost yourself. Other Pokémon (opponent or friendly) can also defrost you, and certain items can defrost you. If Sunny Day is in play, you cannot get the Freeze condition. Also, switching to a Pokémon, using Sunny Day, then switching back to the frozen Pokémon will result in your Pokémon becoming defrosted. If Fire Spin, Flame Wheel, or Sacred Fire is used by the frozen Pokémon or its opponent, then the frozen Pokémon will be defrosted. If you have another Pokémon in your party that knows Heal Bell or Aromatherapy, then you can switch to that Pokémon, use that move, and your frozen Pokémon will be defrosted. This is the worse Status Effect since there is little you can do to become defrosted. Having a Burnt Berry, Miracleberry, Aspear Berry, or Lum Berry attached will cure this Status Effect. More about Items Attachment later.

Burn

When you have the Burn status, your Attack halves and you lose HP every round. This is a bad thing, since Pokémon that rely heavily on Physical Attacks will not perform well at all. However, curing the Burn status is much easier. As with the above, Heal Bell and Aromatherapy will work, but the burned Pokémon can use it too, since, unlike the Frozen Pokémon, burned Pokémon can still use moves. The move Refresh rids the user of Burn, Paralyze, and Sleep (in special conditions). Also, using Rest would change you Status Effect to Sleep and you would no longer be burned. Information on the move "Rest" will be provided later on. Note that you cannot use Refresh or Rest with the Freeze status because you cannot move. Burn does not have a duration, so you cannot wait it out. Having an Ice Berry, Miracleberry, Rawst Berry, or Lum Berry attached will cure this Status Effect.

Sleep

Note: You can use the move "Rest" to inflict the Sleep Status Effect upon yourself. Resting completely heals you at the cost of sleeping through your next two turns.

When you have the Sleep status, you go to sleep and cannot use most moves. Just like the Freeze status, it is random how long you will be sleeping for, but you'll be asleep for at least 2 turns and the most 5 turns. There are two moves that you can use while sleeping: Sleep Talk and Snore. Sleep Talk randomly uses a move in your moveset (besides Sleep Talk) while being asleep. Snore (type: Normal) has a base power of 60. By using Sleep Talk, you can Sleep Talk Heal Bell and Aromatherapy to get rid of the Sleep Status Effect, but you cannot use those moves directly. More about self-inflicted Sleep and the move "Rest" later on. Having a Mint Berry, Miracleberry, Chesto Berry, or Lum Berry attached will cure this Status Effect.

Paralyze

When you have the Paralyze status, you have a one in four chances of being "fully paralyzed" and not attack. Paralysis cuts your Pokémon's speed to 25% of its original speed, probably ensuring that you'll attack second! Just as above, you can use Heal Bell, Aromatherapy, Refresh, or Rest to get rid of this Status Effect. Paralysis doesn't have a duration, so you cannot wait it out. Having PRZCureBerry, Miraclebery, Cheri Berry, or Lum Berry attached will cure this Status Effect.

Poison

Note: Pokémon that has Poison as (one of) its type(s) cannot be poisoned except by the move "Twinneedle."

This one splits into two categories: being poisoned or badly poisoned. Besides Poisonpowder, there are moves that have a chance of inflicting the status Poison. This type of Poison is only normal Poison, and will steadily decrease your HP every round. If you are poisoned by the move "Toxic," then you are inflicted with Toxic Poison, which is still the Status Effect Poison, but stronger than normal. This type of Poison is deadly, since you lose more HP for every round you've been poisoned! Even if you switch out, the count does not reset, but you do not lose HP if you are switched out. Just as above, you can use Heal Bell, Aromatherapy, Refresh, or Rest to get rid of this Status Effect. Having PSNCureBerry, Miracleberry, Pecha Berry, or Lum Berry attached will cure this Status Effect.

Status Problems

Status Problems are similar to Status Effects, but they go away if you switch out the inflicted Pokémon. Also, many Status Problems can be inflicted upon a Pokémon at the same time. In summary, you can inflict one Status Effect and many Status Problems on a single Pokémon, until their durations expire. Status Effects and Status Problems are usually referred to together as Status Abnormalities. This list contains the most common Status Problems, although there are more.

Confusion

Note: Outrage and Petal Dance will confuse the user. The move Teeter Dance will confuse all Pokémon on the field, including your own.

Confusion is probably the most popular Status Problem. When you're confused, you have a 50% chance of attacking, and if you don't attack, you hurt yourself. That's not a good thing at all. To clarify, you do not attack yourself with the move you selected, but rather your own Attack stat attacks your Defense stat. Knowing, this, Pokémon with a high Attack tend to hurt themselves more when confused and vice-versa. However, unlike Paralysis, Confusion only lasts for 2 to 5 turns. You can use Heal Bell or Aromatherapy to get rid of the Confusion Status Problem, but remember that you don't have to switch to a Pokémon with these moves. When you switch Pokémon, all Status Problems go away. Note that Refresh only works with Paralyze, Poison, and Burn. Having a Bitter Berry, Miracleberry, Persim Berry, or Lum Berry attached with cure this Status Problem.

Leech Seed

Note: Grass Pokémon cannot be inflicted with this Status Problem.

There's no doubt about it; this move is extremely annoying. While it reduces your opponent's HP every turn, the user actually gets healed by the HP that the opponent loses. This is deadly, especially if you leech high HP Pokémon like Snorlax or Blissey. There is no way to get rid of Leech Seed unless you switch out.

Attract

Note: You cannot infatuate a Pokémon that has the same gender as the user or if the Pokémon has no gender.

When you use Attract on a Pokémon, it become infatuated, or attracted to the user. Note that your opponent has to have the opposite gender from yours. When you're charmed, you have a 50% chance of attacking and a 50% chance of not attacking. There is no penalty for not attacking, but Attract lasts indefinitely. There is no way to get rid of Attract unless you switch out.

Disable

When you Disable a Pokémon, one of its move, chosen randomly, cannot be used for some amount of time. This can be frustrating because, obviously, it limits your movepool. However, you can wait until the Disable goes away, or, if that Pokémon cannot function with that move disabled, you may switch.

Taunt

When you Taunt a Pokémon, it can only use moves that deal damage. If you are one of those people who only use attacking moves and not moves that deal Status Abnormalities, then you won't mind. However, there are many strategies with Taunt, and it will be described later on.

Imprison

When you Imprison a Pokémon, it cannot use moves that the user has. There is no way to get rid of Imprison unless you switch out.

Encore

When you use Encore, your opponent will be forced to use the move it used last again. If it works well, then keeping the encored Pokémon in will not be an advantage, so you must switch. Encore only lasts 2 to 6 turns though, so you can wear it out if you want.

Stat Changes

(The term "Status Ailments" usually talks about both Status Effects and Stat Changes)

Stat Changes deal with the actually 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

Increase: Swords Dance, Sharpen, Meditate, Dragon Dance, Belly Drum, Bulk Up, Curse Decrease: Charm, Featherdance, Tickle, Will-o-Wisp

Defense

Increase: Iron Defense, Acid Armor, Barrier, Cosmic Power, Bulk Up, Curse, Defense Curl Decrease: Screech, Tickle, Tail Whip

Special Attack

Increase: Tail Glow, Nasty Plot, Calm Mind, Amnesia (RBY only) Decrease: Captivate (only works on opposite gender)

Special Defense

Increase: Amnesia, Cosmic Power, Calm Mind Decrease: Metal Sound, Fake Tears

Speed

Increase: Agility, Dragon Dance Decrease: Cotton Spore, Scary Face

Accuracy

Accuracy is how well the opponent hits you. Decreasing Accuracy one stage decreases the original accuracy of the incoming move to 67.4%, two stages to 53.3%, three stages to 42.5%, four stages to 40.4%, five stages to 32.9%, and six stages to 28.4%. These values are experimental values, but they should be a close estimate.

Increase: Foresight, Haze Decrease: Mud Slap, Octazooka, Smokescreen, Sand-Attack

Evasion

Evasion is how well you evade or dodge an attack. Increasing Evasion one stage decreases the original accuracy of the incoming move. If an opponent increases its evasion, then you will have a harder time hitting the opponent. Increase: Double Team, Minimize Decrease: Foresight, Haze

Boost

Boost is when you raise the power of one type of move. For example, "Charge" increases the power of Electric attacks. It is generally not recommended that you use boosting moves, since, unlike moves that raises Attack or Special Attack, this only benefits one type.

Resistance

Resistance is when you raise your resistance to the power of one type of move. For example, Mud Sport decreases the power of Electric attacks used against you. Resistance moves are not usually a good idea, since your opponent will likely have more than one type of move.

Other Moves

There are other moves that do not fit the above descriptions. We will analyze them here.

Haze

This is one of the most important concept in the game, although not the most important move. Have you wondered what would happen if your opponent uses Swords Dance six times? It would be almost impossible to beat that Pokémon. When you use Haze, every Stat Change on the battling field goes away. That annoying Scyther's Swords Dances are gone and its attack stat is back to normal. Be careful, since it also takes away your own Status Change. That is why it is not recommended to have both Stat Changing moves and Haze in a moveset.

Roar and Whirlwind

These moves are called Pseudo-Hazing, or, for short, PHazing. Pseudo-Hazing means that a move has the effects of Haze without using the move "Haze." When you Roar, you force your opponent to switch (except under special circumstances, which we will talk about later) and, if you recall from above, Stat Changes go away when you switch! This is a clever way to remove your opponent's Stat Changes without Hazing yourself also. Beware, though, that your opponent will have a new Pokémon in, and that Roar and Whirlwind almost always go last. This means you will take a hit from your opponent, so PHaze fast before your opponent gets a chance to attack! Note that Roar will not affect Pokémon with the ability "Soundproof" or "Suction Cups" (more on this later).

Baton Pass

Baton Pass is a handy move that could be impossible to beat or could deal you a lot of trouble depending on what Pokémon you have. Baton Pass applies your Stat Changes (listed above) to another Pokémon in your party and automatically switches to that Pokémon. This could be useful: what if a Pokémon with a good Attack doesn't have Swords Dance to raise its Attack some more? Simple! You use Swords Dance on another Pokémon that knows Baton Pass, then Baton Pass to the Pokémon you want its Attack to increase . While this is very useful and can produce unstoppable Pokémon, you have to remember the strategies above (Hazing and PHazing) and not overdo this tactic. One thing to note though. Baton Pass also passes some Status Problems: Substitute (more on this later), Perish Song (more about this later) and Mean Look (more on this later). It's not very nice to Baton Pass Leech Seed to the next Pokémon, since only switching, not Baton Passing, will get rid of Leech Seed.

Mean Look, Block, and Spider Web

Mean Look is a useful move that prevents your opponent from switching out. Spider Web does the same thing, but most battlers refer to both as "Mean Look" or "Trapping". Strategies involving these moves will be dealt with later, but there are a few things that you should know about this move. Using Baton Pass will pass on the Mean Look status to your next Pokémon. If the user uses Baton Pass to another Pokémon, then the opponent is still trapped. If your trapped opponent Baton Passes to another Pokémon, then that new Pokémon will still be trapped. This is a good way to prevent Hazing or PHazing, since your opponent cannot switch to a Pokémon with Haze, Roar, or Whirlwind. If you switch out the user, then the trapped opponent will no longer become trapped. The held item Shed Shell will allow you to switch no matter what the opponent has.

Substitute

Oh my, what a wonderful move. Substitute will sacrifice one-fourth of your HP and create another copy of that Pokémon (with the amount of HP you lost by using the move). The copy will have the same stats as the original, but all hits will be taken by the copy until the so-called Substitute breaks. The Substitute will break after its HP (equal to 1/4 of yours) is reduced to zero. While not very appealing to many beginners, this could save you a lot of time and especially good if you predict that your opponent will switch. If you use Baton Pass with a Substitute in play, then the Substitute will be transferred to the next Pokémon but with the latter Pokémon's stats (except for HP).

Fire Spin, Whirlpool, Wrap, etc.

These moves are very special because they prevent the opponent from switching for 2 to 5 turns. While having not-so-great accuracy and doing little damage, they take away a fraction of your opponent's HP each turn until your opponent is released.

Rapid Spin

I've already explained that Rapid Spin will blow away 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.

Perish Song

Perish Song can be a weak, easy to avoid move, or it can be very deadly. When Perish Song is used, 3 turns later, all Pokémon on both sides will faint no matter what! This might sound bad, but you can switch out at any time during the count to save your Pokémon. Further strategies about Perish Song will be explained later on.

Protect and Detect

These moves protect the user from any damage done that round. Of course, it won't protect the damage taken by Wrap (and other restraining moves), Hail, Sandstorm, Poison, Burn, and Leech Seed. It seems like a move that stalls time (which it does very well with the help of leftovers, toxic, etc.), but it can be used to predict your opponent's move without losing a lot of HP if that move is indeed super-effective. For example, Magneton uses Protect against a Venusaur. Venusaur uses Earthquake, and Magneton is protected! It is not a waste of move, since you will now probably switch out Magneton to prevent being eradicated by Earthquake, which Magneton has a 4x weakness against.

Double Slap, Rock Blast, Bullet Seed, etc.

These moves are very weak but they attack several times randomly, 2 to 5, in one turn. It seems like a risk, but these moves are mainly used to break Substitute. Let's say use you Rock Blast and you attack four times. The Substitute breaks on the second Rock Blast, meaning that the last two Rock Blasts will hit your opponent, not the Substitute. If the user has the ability Technician, these moves can become very powerful.

Fly, Dig, Dive, etc.

Fly is a two-turn attack. On the first turn, your Pokémon flies up into the air, avoiding almost all attacks. On the second turn, your Pokémon will attack the enemy for 70 base damage. Dig and Dive do almost the same thing for 60 damage. These moves are mainly used with the item Leftovers attached (more about this later) to slowly heal the user's HP. Beware that some moves do hit while you're Flying, Digging, and Diving. Shadow Force is another similar move- except you cannot be hit. Dig and Shadow Force (and Dive, to a lesser extent) are not advisable, as the enemy can switch to a Pokémon immune to the move.

Thunder, Twister, Sky Uppercut, and Gust

These moves hit Flying Pokémon.

Earthquake and Magnitude

These moves hit Diving and Digging Pokémon.

Endure

After using Endure, your Pokémon will always have at least 1 HP left after your opponent strikes you. However, Sandstorm, Hail, Leech Seed, Poison, and Burn will still damage you.

Swift and Faint Attack

Swift hits no matter what. (Pokémon using Protect, Detect, and Substitute, as well as Ghost Pokémon are not affected). Faint Attack hits any Pokémon that is visible on the field. Flying, Digging, and Diving Pokémon are not affected.

Dream Eater and Nightmare

Dream Eater can only be used if your opponent is asleep. It is a Psychic attack that does 100 damage while 50% of the HP that your opponent lost heals you. Nightmare is similar, but for every round that your opponent is asleep, it will lose one fourth of its HP. You are not healed when using Nightmare, and you only need to use Nightmare once.

Counter and Mirror Coat

Counter retaliates with double the damage when you are hit by a Physical Attack. Mirror Coat retaliates with double the damage when you are hit by a Special Attack. This sounds great, but if you use Counter and your opponent uses a Special attack, then Counter does nothing. The key here is to predict what your opponent will do. Note that if you faint, you cannot Counter to faint you opponent. Counter and Mirror Coat cause you to move last.

Headbutt, Rock Slide, Crunch, etc.

These moves has a chance of causing the opponent to flinch, making them not able to attack for that round only. In order for your opponent to flinch, you need to strike first.

Future Sight and Doom Desire

These moves deal damage in the future, or in several rounds. They do not get STAB, and they do not consider Type Alignment Advantages.

Quick Attack, Mach Punch, Aqua Jet, Shadow Sneak, Vaccum Wace, and Extremespeed

These moves always attack first. IF both Pokémon use one of these six, then the one with the highest Speed strikes first. Even though Quick Attack and Mach Punch do little damage, they can be use quite effectively with the right strategy.

Heal Bell and Aromatherapy

These move 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

Like above, I've talked about this move. It heals the Burn, Poison, and Paralyze Status Effects.

Aeroblast, Slash, Cross Chop, etc...

These moves have a higher chance of dealing a Critical Hit. In fact, their chances of dealing a Critical Hit are doubled.

Rest

Rest fully recovers your HP and heals all Status Effects (Burn, Poison, etc.). You go to sleep for the next 2 turns, so your opponent gets the chance to attack twice while you are asleep.

Outrage, Thrash, and Petal Dance

These moves will attack for 2 or 3 turns with that same move, then confuse the user. During these attacks, the user uncontrollable. You do not have the choice of using another move or switching out. Even though the user attacks two or three times, it only uses up 1 PP.

Toxic

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.

Conclusion

Now, you have learned mostly all you 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.