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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 the four moves that your Pokémon have. This will be a long section, but there are lots of information that needs to be known. 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 analysis study of Pokémon.

1. 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 chosing 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:

a) Normal: -2x: None -0.5x: Rock, Steel -0x: Ghost

b) Fire: -2x: Grass, Ice, Bug, Steel -0.5x: Fire, Water, Rock, Dragon

c) Water: -2x: Fire, Ground, Rock -0.5x: Water, Grass, Dragon

d) Electric: -2x: Water, Flying -0.5x: Electric, Grass, Dragon -0x: Ground

e) Grass: -2x: Water, Ground, Rock -0.5x: Fire, Grass, Poison, Flying, Bug, Dragon, Steel

f) Ice: -2x: Grass, Ground, Flying, Dragon -0.5x: Fire, Water, Ice, Steel

g) Fighting: -2x: Normal, Ice, Rock, Dark, Steel -0.5x: Poison, Flying, Psychic, Bug -0x: Ghost

h) Poison: -2x: Grass, (Bug RBY) -0.5x: Poison, Ground, Rock, Ghost -0x: Steel

i) Ground: -2x: Fire, Electric, Poison, Rock, Steel -0.5x: Grass, Bug -0x: Flying

j) Flying: -2x: Grass, Fighting, Bug -0.5x: Electric, Rock, Steel

k) Psychic: -2x: Fighting, Poison -0.5x: Psychic, Steel -0x: Dark

l) Bug: -2x: Grass, Psychic, Dark, (Poison RBY) -0.5x: Fire, Fighting, (Poison GSC/RSE/FRLG), Flying, Ghost, Steel

m) Rock: -2x: Fire, Ice, Flying, Bug -0.5x: Fighting, Ground, Steel.

n) Ghost: -2x: (Psychic GSC/RSE/FRLG), Ghost -0.5x: Dark, Steel -0x: Normal, (Psychic RBY)

o) Dragon: -2x: Dragon -0.5x: Steel

p) Dark: -2x: Psychic, Ghost -0.5x: Fighting, Dark, Steel

q) Steel: -2x: Ice, Rock -0.5x: Fire, Water, Electric, Steel

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.

2. 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 variable 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.

3. 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.

a) Sunny Day

Using Sunny Day will: -Give a 1.5x boost to all Fire Attacks -Decrease 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 power of Moonlight, Morning Sun, and Synthesis is doubled (more on this later) -Pokémon with the Ability "Chlorophyll" has doubled Speed (more on this later) -The type of the attack "Weatherball" changes to Fire (more on this later) -The last Area Effect is overridden

b) Rain Dance

Using Rain Dance will: -Give a 1.5 boost to all Water Attacks -Decrease all Fire Attacks by half -Solarbeam's power is reduced in half (more on this later) -Thunder will always hit -The power of Moonlight, Morning Sun, and Synthesis is halved (more on this later) -Pokémon with the Ability "Swift Swim" has 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

c) Sandstorm

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

d) Hail

Using Hail will: -Hurt all Pokémon on the field that are not Ice -The type of the attack "Weatherball" changes to Ice (more on this later) -The last Area Effect is overridden

e) Mist

Using Mist will: -Prevent all Status Changes (more on this later) -The last Area Effect is overridden

f) Spikes

Using Spikes will -Hurt your opponent on switch-ins. -Can be used up to three times, will not change current Area Effect -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 indefinately unless "Rapid Spin" is used

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.

4. 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.

a) Freeze

When you have the Freeze status, you cannot attack at all 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 when attached can defrost you. If Sunny Day is in play, you cannot get Freeze inflicted upon you. Also, switching to a Pokémon, use Sunny Day, then switch back to the frozen Pokémon, you will become 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.

b) 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 Freeze status, 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 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.

c) Sleep

Note: You can use the move "Rest" to inflict the Sleep Status Effect upon yourself.

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. They are: Sleep Talk and Snore. Sleep Talk randomnly uses a move in your moveset besdies Sleep Talk and you will use it 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.

d) 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.

e) 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 has a chance of infliting the status Poison. This type of Poison are 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, just it will still show up as the Status Effect Poison. 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.

5) Status Problems

Status problems are similar to Status Effects, but they can 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. While Status Effects and Status Problems do not deal direct damage, you can see how they can greatly hinder your opponent's ability to attack or defend. Status Effects and Status Problems are usually refered together as Status Abnormalities.

a) 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. To recap, you have a 50% chance of using a move successfully and 50% chance of hurting 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 themself 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.

b) 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 get 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.

c) 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 indefinately. There is no way to get rid of Attract unless you switch out.

d) Disable

When you Disable a Pokémon, one of its move, chosen randomnly, 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, then you most switch.

e) 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.

f) 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.

g) 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.

6) Status Changes

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

Status Changes deal with the actually stat of your Pokémon. If you guessed it, Status Changing moves increase or decrease Attack, Defense, Special Attack, Special Defense, and Speed. Other stats we haven't talked about yet and 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, and 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. Note that None doesn't neccessarily mean that there are no moves that do this, but it is not recommended that you do this or the moves have a lot accuracy or are not worth using.


a) Attack

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

b) Defense

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

c) Special Attack

Increase: Tail Glow, Calm Mind, (Amnesia RBY) Decrease: None

d) Special Defense

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

e) Speed

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

f) 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

e) Evasion

Evasion is how well you evade or dodge an attack. Increasing Evasion one stage decreases the original accuracy of the incoming move to 65.9%, to stages to 50.0%, three stages to 44.2%, four stages to 59.6%, five stages to 67.1%, and six stages to 71.6%. These values are experimental values, but they should be a close estimate.

Increase: Double Team, Minimize Decrease: Foresight, Haze

f) Boost

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

g) Resistance

Resistance is when you resist the power of one type of move. For example, "Mud Sport" decreases the power of Electric attacks used against you. Resistance moves are not entirely non-usable, since your opponent is more likely to have more than one move.

7) Other Moves

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

a) 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 impossible to beat that Pokémon. When you use Haze, every Status Changes on the battling field go away. That annoying Scyther's Swords Dances are gone and its attack are back to normal. Be careful, since it also takes away your own Status Changes. That is why it is not recommended to have Status Changing moves and Haze in a moveset.

b) Roar and Whirlwind

These moves are called Pseudo-Hazing or for short, PHazing. Pseudo-Hazing, if you know what pseudo is, means to have the effects of Haze without using the move "Haze." When you Roar, you force your opponent to switch (unless under special circumstances, which we will talk about later) and if you recall from above, Status Changes go away when you switch! This is a clever way to remove your opponent's Status 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" (more on this later).

c) 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 the Status Changes (listed above) to another Pokémon in your party and then automatically switches to that Pokémon. This could be useful, since 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 pass some of the 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.

d) Mean Look and Spider Web

Mean Look is a useful move that does not allow your opponent to switch out. Spider Web does the same thing, but most battler refer to both as Mean Look or Trapping. Its strategies will be dealt with later, but there are a few things that you should know about this move. Baton Pass on both sides will keep the Mean Look status. If the user uses Baton Pass to another Pokémon, then the opponent is still trapped. If your trapped opponent Baton Pass 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.

e) Substitute

Oh my, what a wonderful move. Substitute will sacrifice one-fourth of your HP and create another copy of that Pokémon. 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. 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 transfered to the next Pokémon but with the latter Pokémon's stats.

f) Fire Spin, Whirlpool, Wrap, etc...

These moves are very special because they prevent the opponent from switch for 2 to 5 turns. While doing little dammage, it takes a away a fraction of your opponent's HP until your opponent is released.

g) Rapid Spin

I've already explained that Rapid Spin will blow away Spikes. I will clarify that it only blow away the Spikes hurting you, not the Spikes you used to hurt the opponent. Also, Spikes 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.

h) Perish Song

Perish Song can be a weak, easy to avoid move or it can be very deadly. When Perish is used, 3 turns later, 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.

i) 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 restrianing 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.

j) Double Slap, Rock Blast, Bullet Seed, etc...

These moves are very weak but they attack several times randomnly, 2 to 5, in one turn. It seems like a risk only, 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.

k) Fly, Dig, and Dive

Fly is a two-turn attack, first flying up into the air to avoid most attacks, then attack the enemy for 70 damage. Dig and Dive does almost the same 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 and Diving.

l) Thunder, Twister, and Gust

These moves hit Flying Pokémon. That is about it.

m) Earthquake and Magnitude

These moves hit Diving and Digging Pokémon. That is about it.

n) Endure

Endure makes sure no matter what that you will have at least 1 HP left after your opponent strikes you. However, Sandstorm, Hail, Leech Seed, Poison, and Burn will not protect you.

o) Swift and Faint Attack

Swift hits no matter what, besides Pokémon using Protect, Detect, Substitute, Pokémon using Endure and is at 1 HP, and Ghost Pokémon. Faint Attack hits any Pokémon that is visible on the field, meaning that it hits what Swift hits besides Flying, Digging, and Diving Pokémon.

p) 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 the same, but for every round that your opponent is asleep, it will lose one fourth of its HP. You only need to use Nightmare once.

q) 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. Just a little reminder.

r) Headbutt, Rock Slide, Crunch, etc...

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

s) 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.

t) Quick Attack, Mach Punch, and Extremespeed

These moves always attack first, unless both Pokémon uses one of these three, then their Speed comes into play. Even though Quick Attack and Mach Punch does little damage, it could be use quite effectively with strategy.

u) 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.

v) Refresh

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

w) 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.

x) Rest

Rest fully recovers your HP and Status Effects (except Freeze) and you go to sleep for the next 2 turns. You are under the Status Effect "Sleep."

y) Outrage, Thrash, and Petal Dance

These moves will attack for 2 or 3 turns with that same move, then the user is confused. The user during these attacks is uncontrollable, not having a choice of using another move or switching out. Even though the user attacks two or three times, it only uses up 1 PP.

z) Toxic

I've talked about this move but I want to review it. When you are Toxic Poisoned, you lose more HP per round for every round you're not cured. This is a deadly attack indeed.

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 be taught how to. 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, or are so long because these above moves are so effective at preventing your opponent from using only damaging moves effectively.