Tuesday, November 29, 2016

Guide to Support Moves in VGC 2017 #2: Icy Wind & Electroweb


Welcome to the 2nd installment in this series where the goal is to discuss support moves in the VGC 2017 season. Today, I wanna talk about Icy Wind & Electroweb. The reason I'm lumping them both into the same article is they're basically identical, which I'll go into. Hope you enjoy and let's start.

Basic Knowledge
Icy Wind is a 55 base power Ice type spread move meaning it can hit multiple targets. It has 95% accuracy, which makes it very reliable of a move to go to since it has a very low chance to miss. For Electroweb, is a 55 base power Electric type spread move with 95% accuracy. What makes these 2 moves appealing is that if they connect to the target, they have a 100% chance to lower their speed stat by 1 stage. This is great as by using and landing these moves a slow Pokemon can outspeed a vet fast Pokemon, which can change the flow of a battle into the user's favor.

Now its time to talk about all users of Icy Wind & Electroweb in the VGC 2017 season. Because there are no move tutors, Pokemon like Gengar and Politoed, who commonly use Icy Wind aren't going to be included as many move tutors aren't in the game so they won't be seen using those moves.

1) Alolan Nintales (Icy Wind)
One of the new Alolan Pokemon, Ninetales typed was changed from Fire to Ice/Fairy. Alolan Ninetales could be a very good Icy Wind user thanks to its base 109 speed stat, meaning it's very fast and will outspeed a lot of strong Pokemon in this format, as well as use its decent 81 Sp. Attack stat to cause some strong damage. If Ninetales can fit Icy Wind in a moveset, it'll most certainly be something to watch out for.

2) Ariados (Electroweb)
Ariados is a Pokemon I don't see to be very effective as a Electroweb user or a strong Pokemon in general. The reason is because its 70/70/60 bulk is very weak and even though its base 90 attack stat is pretty decent, its base 40 speed stat will hold it back, but maybe it could function under Trick Room and on the last turn of Trick Room, it could use Electroweb to get the jump on the opponent in the speed control game.

3) Delibird (Icy Wind)
Like Ariados, Delibird is another Pokemon I don't see to be very effective. Its very frail with 45/45/45 so it won't take a hit and will need the Focus Sash item, but that may be needed more important on other Pokemon so without its needed item and the right items, Delibird will just slowly get pushed out of a team.

4) Smeargle (Icy Wind & Electroweb)
Even though Smeargle has very weak attack stats in 20/20, it could be a good user in those moves as even though it won't be doing much damage, what this Smeargle may excel in is more just supporting the team. If it can successfully do this, then Smeargle will be a cool user of these 2 moves. Smeargle will need to find a new role in VGC since it lost access to Dark Void.

5) Spinda (Icy Wind)
Spinda is mainly used for its Contrary ability and the fact that it can learn Skill Swap to give it to Pokemon that can learn moves like Draco Meteor or Close Combat to actually take that stat drop and raise it. When it isn't doing that, Spinda may be a decent Icy Wind user if it can find space on a team.

6) Glalie (Icy Wind)
Glalie is most likely going to get outshined as an Icy Wind user and an Ice type in general. The reason is that Glalie's stats are all 80 so it doesn't allow for 1 stat to shine, so it lacks any real identity as a Pokemon. It may have been a better Pokemon this season if it could use its Mega Evolution, but without it, it won't really shine as an Ice type since there are better Ice types in this format.

7) Weavile (Icy Wind)
Weavile has the fastest speed stat of all Icy Wind users this format at base 125, but also a very weak Sp. Attack stat at base 45. If Icy Wind on Weavile becomes a viable option as the metagame progresses, then it could be a very potent threat since it's very fast, but it also won't be doing much damage and trading in power for supporting the team.

8) Glaceon (Icy Wind)
Even though Glaceon has a very high Sp. Attack stat at base 130, which can allow it to do major damage with Icy Wind, it's pretty mediocre bulk at 65/110/95 and slow speed stat at base 65 will end up holding it back as a Icy Wind user. It's also got some major competition in the Icy typing now with Weavile, Vanilluxe,  Ninetales, and Alolan Sandslash, who all may perform the role of a Ice type better.

9) Froslass (Icy Wind)
Froslass’ problem is it's very mediocre/below-average stats, which switch between 70 for its HP and 2 defense stats with 80 for its 2 attacking stat. This leads to Froslass not really being able to put out much damage outside of a super-effective attack through its STAB moves. It's only major stat is its 110 speed stat, which could lead for it to some major damage with Icy Wind if it can get in the right position.

10) Vanilluxe (Icy Wind)
Without its new ability Snow Warning, Vanilluxe would no doubt be thrown away as an Ice type. Thanks to this ability, Vanilluxe is finally able to use its impressive 110 Sp. Attack stat to do some significant damage. The only real problem it'll face is its rather low 71/85/95 defenses and its 79 speed stat which places it in an awkward place to really shine as a Pokemon.

11) Vikavolt (Electroweb)
When Vikavolt uses Electroweb, it's gonna do some impressive damage with its base 145 Sp. Attack, meaning it's moves are gonna hurt of the connect. The only problem it has however is its other stats aren't very impressive with its 77/90/95 defensive stats and its base 43 speed stat, meaning it's very slow and pretty frail so it'll need a Focus Sash to really do anything or it'll get OHKO with a supereffective attack and will faint.

How to Beat These Moves?

  • Wide Guard – Since these are spread moves, Wide Guard is perfect to block these 2 moves from doing damage.
  • Rock & Fire Type Moves – Many user of these 2 moves are weak to rock and fire type moves so carrying these 2 moves are effective to getting rid of the users off the field.
  • Other forms of speed control – By using other forms of speed control like Tailwind and Trick Room, you can counteract them to either balance them out or turn the speed drops into an advantage.

I hope you enjoyed this. Next time, I plan to talk about Fake Out followed by Trick Room so I hope you stay tuned for when they come out. Check out my older content if you haven't and I'll see you guys next time. Bye!
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Monday, November 21, 2016

Guide to Support Moves in VGC 2017 #1: Tailwind


Welcome to a new series I'm doing. The goal is to talk about support moves within the VGC 2017 format. My hope is that you'll learn about the available Tailwind setters, as well as the ones to keep your eye on when in a battle and they bring out a Pokemon capable of using the move. Hope you enjoy and let's begin.

Basic Knowledge
Tailwind is a supportive flying type move that when used, doubles a Pokemon's speed for 4 turns after its used, though the turn it is used counts as one of those turns so you'll only have 3 turns to use it. The move has 15 PP (Power Points) and you can max it up to 24. It has no accuracy so its a safe bet to go for the move if needed. When used in conjunction with the Flying type Z-Crystal, it will boost the critical hit ratio by 1.5

Why use this Move?
Tailwind is a great move as it provides some great speed control for a team. The ability to help a slow Pokemon like Sylveon or Rotom-Wash outspend some fast Pokemon like Mega Salamence (base 120) and Mega Gengar (base 130) can turn the tide of a battle and put it in the favor of you. An interesting thing you can do that if pulled off correctly, can really put you in a favorable position is on the very last turn of Tailwind, set up Trick Room so your slow Pokemon can continue putting out major damage before the opponent. Bear in mind that fast Pokemon like Gengar wouldn't benefit from this so its best to do it when need be and is a way you can really start turning the battle in your favor more and more after each turn.

Now, I want to talk about all fully-evolved Pokemon that can learn Tailwind in VGC 2017. Sadly, without the full range of move tutors we had in the past, if the only way a Pokemon can learn Tailwind is through move tutors, I won't cover it, which mainly leaves out Crobat.

1) Butterfree 
If we're going to be honest, I don't see Butterfree being to effective this season. Its mediocre sub-par bulk in 60/50/80 means it won't be taking many hits and will need a Focus Sash to do anything, but you may need the Focus Sash on another member of the team so Butterfree will just slowly be moved off the team. Its a base 70 speed Pokemon, but even if it oupseeds something, it may not even be able to do anything after using Tailwind.

2) Aerodactyl 
Aerodactyl has the potential to be a really good Tailwind setter thanks to its base 130 speed. This means it's one of the fastest Pokemon in the format, and thanks to that, setting up Tailwind turn 1 is really promising. Also, being a Rock type, this means it can threaten all other Tailwind setters, which all share the flying typing besides Smeargle.

3) Ledian 
Like Butterfree, Ledian shares the same problem of bad typing, terrible bulk, and the slot it could feel would be better suited for a different Pokemon that can do its job, but better. It has the same issues as Butterfree, which is honestly, why it may never have a real impact in VGC or competitive Pokemon in general.

4) Smeargle
The dog that had a profound impact on the 2016 format is back. Its job as a Tailwind setter will be largely dependent on the rest of the team, but as a Tailwind setter, it could do a decent job. Even though it has terrible bulk, it's Moody ability can largely define how useful it'll be. If it gets the right boosts, it can take some strong hits and still keep standing, but if it gets the wrong boosts, it'll get weaker and easier to knock out.

5) Murkrow 
Murkrow is defined by the Eviolite item. The reason is because Murrow's 60/42/42 bulk is absolutely terrible, but as a Pokemon that has the potential to evolve and can take advantage of the Eviolite, it can get really bulky. If it can do this in combination with its Prankster ability, setting up Tailwind will be a breeze.

6) Pelipper 
Pelipper could be a really good Pokemon this format, thanks to its Drizzle ability it just got access to in Sun & Moon. Thanks to that, it'll be a Pokemon to watch out for, but it's mediocre bulk and decent offensive stats may turn it from a terrible Pokemon with no redeemable factors to a real team player.

7) Drifblim 
Drifblim is a pure supportive Pokemon that'll use Minimize cause that's what it does best. If it can use Minimize properly and dodge the right moves, then setting up Tailwind will be a breeze. If it can't, it's massive HP stat and terrible bulk will be its downfall.

8) Honchkrow 
As a Tailwind setter, Honchkrow may be a sub-par user. Its base 71 speed is subpar, but it's 100/52/51 bulk is very weak so it may struggle to set-up Tailwind, but if it can, it can at least use its 125 attack stat to cause major damage.

9) Whimsicott
Probably one of the best Tailwind setters in the game, Whimsicott’s Prankster ability will allow it to use Tailwind right away so if it faints the same turn, it can at least go down knowing it accomplished what it needed to do, which was use Tailwind and threaten disruption.

10) Mandibuzz 
In singles, Mandibuzz was great at providing support to a team through Defog to remove entry hazards and then cause a decent amount of damage. In doubles however, I feel it may be a decent Tailwind setter because of its impressive 110/105/95 bulk, which means it could take a hit and dish out a even better hit.

11) Talonflame 
Talonflame is a good Tailwind setter … until it takes only the slightest amount of damage and losses its Gale Wings ability, which only works now when it's at full HP. Because of this, it's best to have Talonflame use Tailwind right away so it can at least get it off guaranteed before it gets damaged and losses its ability.

12) Toucannon 
Toucannon is essentially a Talonflame a better attack stat, bulkier, but much slower than Talonflame. If it can set up Tailwind, then it could start to help its team out, but with still being frail and slow, it may not get the chance to accomplish that.

13) Oricorio
The final Tailwind setter in VGC ’17, Oricorio is very frail and its 70/98 attacking stats mean it won't hit hard, but it does have a 93 speed stat, meaning it's in an awkward speed tier, but it'll probably be just fast enough to use Tailwind. Hopefully it's Dancer ability will give it the right boost to do more than use Tailwind and faint.

How to beat Tailwind?
  • Trick Room – By using Trick Room when your opponent has Tailwind setup, you'll turn there fast team into the ultimate issue for them.
  • Fast & Powerful Damage – By causing a ton of damage quickly, you can essentially put them into a awkward position by the time Tailwind wears off.
  • Protect – What I mean is to use Protect every other turn to essentially only give them one turn to cause damage.
  • Taunt – If you can Taunt them before they use a Tailwind, then it won't even be a factor in battle.

I hope you enjoyed this. Check out my older content and I'll see you next time with a brand new article. Bye.
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Friday, November 18, 2016

Introduction to Pokémon VGC 2017

Welcome. With the release of Pokémon Sun & Moon, a new VGC season has come about, so I thought I write an intro to the new 2017 format, to help you understand it better. Hope you enjoy this and also learn the basics about this format. I'll be doing a separate article talking more about potential viability of the legal Pokémon we have available, but this is suppose to be designed as a more basic article. Let's begin and I hope you enjoy, but also learn something & gain a vested interest in VGC '17. Also, I plan to cover some of these topics, mainly the buffs & nerds in a separate article and the some viable Pokémon as those are major topics and could easily fill up their own individual article.

Side Note: I made this video that goes with the article, which shows the points I made in this video as well. Hope you enjoy it.


The Basic Rules - These are the basic rules of the 2017 season.
  • Double Battles (Bring 6/Pick 4)
  • Pokémon above level 50 are brought down to level 50. Pokémon under level 50 stay at there level
  • Mega Evolution is not allowed
  • Item Clause: No 2 of the same items are allowed on the same team
  • Species Clause: No 2 Pokemon of the same Pokédex number are allowed on the same team
  • All Pokémon must have the Alolan cross to be used in battle
  • Your Time: Each player has 10 minutes for each battle. If you run out of time before you knock out your opponent's Pokémon, you'll lose the battle.
Banned Pokémon: These are Pokémon that are banned from being used in the VGC 2017 competitive season. I wouldn't try to figure out how to potentially use them as this rule is set in stone until we get a new ruleset and they may not even be allowed then.
  • Pokémon not caught/bred/obtained in the Alola Region
  • Pokémon not found in the Alola Regional Pokédex
  • Certain Legendary Pokémon (i.e. Solgaleo, Lunaala, Marshadow, & Magerna)
  • Cosmog & Cosmoem are also banned
  • Certain special-event Pokémon (i.e. Ash-Greninja)
Z-Crystals: These are the new special item that was introduced in Sun & Moon. Essentially, they are a special type of item that when equipped, allows a Pokémon to use a special move that will either cause damage or boost/lower stats. Some items are exclusive to a certain Pokémon hence their name. These items can be used in battle once per trainer. Also, in order to use a z-crystal, that Pokémon needs to know a move that corresponds with the type of Z-crystal their holding. For example, if your Litten wants to use a fire type Z-crystal, then it needs to know a fire type move. I linked here with a Pastebin on the names of every single Z-move & here on what every move will turn into.

Base Stats: The new Pokémon that were introduced in the Alola Region and are now live. I made a Pastebin for this to check it out here. They look really cool, and it appears that a lot of Pokémon are slower, which looks at more of a Trick Room orientated metagame.

Hyper Training: A new feature in Pokemon Sun & Moon, this will allow you to take a Pokemon and rather than changing the IVs to a certain number you want to, you can change the individual stat number to reflect what the IV should be. This would most certainly help you perfect your Pokemon, but breeding/soft-reseting is still an amazing way to perfect the IVs you want on your Pokemon, but if you don't have the time or want to just try it, Hyper Training is a good thing. Keep in mind though that you need to level a Pokemon up to level 100 in order to use Hyper Training on a Pokemon, so don't try to hyper train a fresh, level 1 Pokemon as it won't work.

Helpful VGC Resources: There are some amazing VGC Resources, but I'll link a pastebin here that has every VGC resource I recommend. From YouTube channels to websites to Twitch channels, these are all amazing resources and I recommend at least checking them out.

Where to find an event to compete in: By heading to this link, you can enter the correct info and it'll show you every event within the 250mi /402km radius that'll show you all official events. If you see an event on another website like a Facebook page or on the general internet that advertises competing in an official VGC tournament for CP, but isn't on the list, it probably isn't an official event and I wouldn't advising competing unless you really want to.

The Road to Worlds: The road to the World Championships is pretty simple. Down below are all events you can compete in and how to compete in them. Each event offers Championship Points, which are the points you'll use to earn an invite to the World Championships at the end of each season. You can read here on the CP you can potentially earn from these events.

  1. Premier Challenges: These are entry level events you can compete in. They offer a small amount of CP, but are a good way to practice and meet others in your local community.
  2. International Challenge: These are online, worldwide tournaments that go from Friday to Sunday. They're a good way to test a team against a wide variety of players and teams
  3. Midseason Showdowns: These are slightly larger events that focus more on a larger event and a slightly larger CP payout. 
  4. Regionals: These are large events with a great CP payout. They allow you to compete against many other players. The are a great way to rack up CP and make getting a Worlds invite easier
  5. Continental Championships: These are very large events that allow you to compete against the best players in the country/region. The winner of this event has a lot of skill at this game, which will explain while the competition is so strong.
  6. World Championships: The best of the best in the world will gather to this event to compete for the title. However manages to come out on top and win has amazing skill and talent in this game and will 100% deserve the accomplishment
Tapu Pokemon: These are all Tapu Pokemon that were introduced in Pokemon Sun and Moon

  • Tapu Koko
  • Tapu Bulu
  • Tapu Fini
  • Tapu Lele
Alolan Pokemon: These are the new Kanto Pokemon that went to the Alolan Region and because of this, developed a new form and changed their appearance
  • Alolan Rattata & Alolan Raticate
  • Alolan Raichu
  • Alolan Sandshew & Alolan Sandslash
  • Alolan Vulpix & Alolan Ninetales
  • Alolan Diglett & Alolan Dugtrio
  • Alolan Meowth & Alolan Persian
  • Alolan Geodude, Alolan Graveler, & Alolan Golem
  • Alolan Grimer & Alolan Muk
  • Alolan Exeggutor
  • Alolan Marowak
Weather Setters: In VGC 2017, these are the Pokemon that have the ability to set up weather
  • Rain: Politoed & Pelipper
  • Sand: Gigalith
  • Sun: Torkoal
  • Hail: Vanilluxe & Alolan Ninetales
Terrain Setters: These are the Terrain setters who can set up a terrain with their ability
  • Electric Terrain: Tapu Koko
  • Grassy Terrain: Tapu Bulu
  • Misty Terrain: Tapu Fini
  • Psychic Terrain: Tapu Lele
What to do with this knowledge: Now that you know all this, here's what you can do with it
  • Enjoy playing Pokemon Sun and Moon. Its an amazing game and when your playing it, just enjoy the experience
  • Build/test teams on Pokemon Showdown, as well as the in-game official VGC ladder that was just introduced.
  • Start/continue your path to the World Championships in August
I hope you enjoy this. This will be a fun year for VGC and I hope you'll compete in it. I'll see you guys in the next article, but I do hope you'll check out my older content. It has some helpful information that can be pretty useful. I'll see you guys next time. Bye!
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Monday, November 14, 2016

Pokemon Sun and Moon New Changes and Add-Ons

This is a quick, informative article meant to talk about all the new changes that happened in Pokemon Sun and Moon. Hope you enjoy. I plan to cover the stat changes, new abilities, new moves, new Z-Moves, and Pokemon that have there abilities changed and have received new moves.


New Stat Changes

Arbok - +10 Attack (85-95)
Ariados - + 10 Sp. Defense (60-70)
Beartic - +20 Attack (110-130)
Chimecho - +10 HP (55-65),  +10 Defense (70-80), +10 Sp. Defense (80-90)
Corsola - +10 HP (55-65), +10 Defense (85-95), +10 Sp. Defense (85-95)
Crustle - +10 Attack (95-105)
Cryognal - +10 HP (70-80), +20 Defense (30-50)
Dugtrio - +20 Attack (80-100)
Electrode - +10 Attack (140-150)
Exeggutor - +10 Sp. Defense (65-75)
Farfetch'd - +25 Attack (65-90)
Illiumise - +20 Defense (55-75), +10 Sp. Defense (75-85)
Lunatone - +20 HP (70-90)
Magcargo - +10 HP (50-60), +10 Sp. Attack (80-90)
Mantine - +20 HP (65-85)
Masquerain - +20 Sp. Attack (80-100), +20 Speed (60-80)
Noctowl - +10 Sp. Attack (76-86)
Pelipper - +10 Sp. Attack (85-95)
Qwilfish - +10 Defense (75-85)
Solrock - +20 HP (70-90)
Swellow - +25 Sp. Attack (50-75)
Volbeat - +20 Defense (55-75), +10 Sp. Defense (75-85)


New Abilities (36)

Stamina - Boosts the Defense stat when hit by an attack.
Wimp Out - The Pokémon cowardly switches out when its HP becomes half or less.
Emergency Exit - The Pokémon, sensing danger, switches out when its HP becomes half or less.
Water Compaction - Boosts the Pokémon’s Defense stat sharply when hit\nby a Water-type move.
Merciless - The Pokémon’s attacks become critical hits if the target is poisoned.
Shields Down - When its HP becomes half or less, the Pokémon’s shell breaks and it becomes aggressive.
Stakeout - Doubles the damage dealt to the target’s replacement if the target switches out.
Water Bubble - Lowers the power of Fire-type moves done to the Pokémon and prevents the Pokémon from getting a burn.
Steelworker - Powers up Steel-type moves.
Berserk - Boosts the Pokémon’s Sp. Atk stat when it takes a hit that causes its HP to become half or less.
Slush Rush - Boosts the Pokémon’s Speed stat in a hailstorm.
Long Reach -The Pokémon uses its moves without making contact with the target.
Liquid Voice - All sound-based moves become Water-type moves.
Triage - Gives priority to a healing move.
Galvanize - Normal-type moves become Electric-type moves. The power of those moves is boosted a little.
Surge Surfer - Doubles the Pokémon’s Speed stat on Electric Terrain.
Schooling - When it has a lot of HP, the Pokémon forms a powerful school. It stops schooling when its HP is low.
Disguise - Once per battle, the shroud that covers the Pokémon can protect it from an attack. -
Battle Bond - Defeating an opposing Pokémon strengthens the Pokémon’s bond with its Trainer, and it becomes Ash-Greninja. Water Shuriken gets more powerful.
Power Construct - Other Cells gather to aid when its HP becomes half or less. Then the Pokémon changes its form to Complete Forme.
Corrosion - The Pokémon can poison the target even if it’s a Steel or Poison type.
Comatose - It’s always drowsing and will never wake up. It can attack without waking up.
Queenly Majesty - Its majesty pressures the opposing Pokémon, making it unable to attack using priority moves.
Innards Out - Damages the attacker landing the finishing hit by the amount equal to its last HP.
Dancer - When another Pokémon uses a dance move, it can use a dance move following it regardless of its Speed.
Battery - Powers up ally Pokémon’s special moves.
Fluffy - Halves the damage taken from moves that make direct contact, but doubles that of Fire-type moves.
Dazzling - Surprises the opposing Pokémon, making it unable to attack using priority moves.
Soul-Heart - Boosts its Sp. Atk stat every time a Pokémon faints.
Tangling Hair - Contact with the Pokémon lowers the attacker’s Speed stat.
Receiver - The Pokémon copies the Ability of a defeated ally.
Power of Alchemy - The Pokémon copies the Ability of a defeated ally.
Beast Boost - The Pokémon boosts its most proficient stat each time it knocks out a Pokémon.
RKS System - Changes the Pokémon’s type to match the memory disc it holds.
Electric Surge - Turns the ground into Electric Terrain when the Pokémon enters a battle.
Psychic Surge - Turns the ground into Psychic Terrain when the Pokémon enters a battle.
Misty Surge - Turns the ground into Misty Terrain when the Pokémon enters a battle.
Grassy Surge - Turns the ground into Grassy Terrain when the Pokémon enters a battle.
Full Metal Body - Prevents other Pokémon’s moves or Abilities from lowering the Pokémon’s stats.
Shadow Shield - Reduces the amount of damage the Pokémon takes while its HP is full.
Prism Armor  - Reduces the power of supereffective attacks taken. 

New Moves (51)

Shore Up - The user regains up to half of its max HP. It restores more HP in a sandstorm. Ground | Status | 10 PP
First Impression - Although this move has great power, it only works the first turn the user is in battle. Bug | Physical | 90 Power | 100% Accuracy | 10 PP | +2 Priority
Baneful Bunker - In addition to protecting the user from attacks, this move also poison any attacker that makes direct contact. Poison | Status | 10 PP
Spirit Shackle - The user attacks while simultaneously stitching the target's shadow to the ground to prevent the target from escaping. Ghost | Physical | 80 Power | 100% Accuracy | 10 PP
Darkest Lariat -  The user swings both arms and hits the target. The target's stat changes don't affect this attack's damage. Dark | Physical | 85 Power | 100% Accuracy | 10 PP
Sparkling Aria - The user bursts into song, emitting many bubbles. Any Pokemon suffering from a burn will be healed by the touch of these bubbles. Water | Special | 90 Power | 100% Accuracy | 10 PP
Ice Hammer - The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however. Ice | Physical | 100 Power | 90% Accuracy | 10 PP
Floral Healing - The user restores the target's HP by up to half of its max HP. It restores more HP when the terrain is grass/ Fairy | Status | 10 PP
High Horsepower - The user fiercely attacks the target using its entire body. Ground | Physical | 95 Power | 95% Accuracy | 10 PP
Strength Sap - The user restores its HP by the same amount of the target's Attack stat. It also lowers the target's Attack stat. Grass | Status | 100% Accuracy | 10 PP
Solar Blade - In this two-turn attack, the user gathers light and fills a blade with the light's energy, attacking the targets on the next turn. Grass | Physical | 125 Power | 100% Accuracy | 10 PP
Leafage - The user attacks by pelting the target with leaves. Grass | Physical | 40 Power | 100% Accuracy
SpotlightThe user shines a spotlight on the target so that only the target will be attacked during the turn. Normal | Status | 10 PP
Toxic Thread - The user shoots poisonous threads to poison the target and lower the target’s Speed stat. Poison | Status | 100% Accuracy | 20 PP | Causes Poison status | -1 speed if hit
Laser Focus - The user concentrates intensely. The attack on the next turn always results in a critical hit. Normal | Status | 30 PP
Gear Up - The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability. Steel | Status | 20 PP | +1 Attack and +1 Sp. Attack if hit
Throat Chop - The user attacks the target’s throat, and the resultant suffering prevents the target from using moves that emit sound for two turns. Dark | Physical | 80 Power | 100% Accuracy | 15 PP
Pollen Puff - The user attacks the enemy with a pollen puff that explodes. If the target is an ally, it gives the ally a pollen puff that restores its HP instead. Bug | Special | 90 Power | 100% Accuracy
Anchor Shot - The user entangles the target with its anchor chain while attacking. The target becomes unable to flee. Steel | Physical | 80 Power | 100% Accuracy | 20 PP
Psychic Terrain - This protects Pokemon on the ground from priority moves and powers up Psychic-type moves for five turns. Psychic | Status | 10 PP | Affects entire field
Lunge - The user makes lunge at the target, attacking with full force. This also lowers the target's Attack stat. Bug | Physical | 80 Power | 100% Accuracy | 15 PP | -1 Attack if hit
Fire Lash - The user strikes the target with a burning lash. This also lowers the target's Defense stat. Fire | Physical | 80 Power | 100% Accuracy | 15 PP | -1 Defense if hit
Power Trip - The user boasts its strength and attacks the target. The more the user's stats are raised, the greater the move's power. Dark | Physical | 20 Power | 100% Accuracy | 10 PP
Burn Up - To inflict massive damage, the user burns itself out. After using this move, the user will no longer be Fire type. Fire | Special | 130 Power | 100% Accuracy | 5 PP
Speed Swap - The user exchanges Speed stats with the target. Psychic | Status | 10 PP
Smart Strike - The user stabs the target with a sharp horn. This attack never misses. Steel | Physical | 70 Power | 10 PP
Purify - The user heals the target's status condition. If the move succeeds, it also restores the user's own HP. Poison | Status | 20 PP
Revelation Dance - The user attacks the target by dancing very hard. The user's type determines the type of this move. Normal | Special | 90 Power | 100% Accuracy
Core Enforcer - If the Pokemon the user has inflicted damage on have already used their moves, this move eliminates the effect of the target's Ability. Dragon | Special | 100 Power | 100% Accuracy | 10 PP
Trop Kick - The user lands an intense kick of tropical origins on the target. This also lowers the target's Attack stat. Grass | Physical | 70 Power | 100% Accuracy | 15 PP | -1 Attack if hit
Instruct - The user instructs the target to use the target's last move again. Psychic | Status | 15 PP
Beak Blast - The user first heats up its beak, and then it attacks the target. Making direct contact with the Pokemon while its heating up its beak results in a burn. Flying | Physical | 100 Power | 100% Accuracy | 15 PP
Clanging Scales - The user rubs the scales on its entire body and makes a huge noise to attack the opposing Pokemon. The user's Defense stat goes down after the attack. Dragon | Special | 110 Power | 100% Accuracy | 5 PP | -1 Defense for user
Dragon Hammer - The user uses its body like a hammer to attack the target and inflict damage. Dragon | Physical | 90 Power | 100% Accuracy | 15 PP
Brutal Swing - The user swings its body around violently to inflict damage on everything in its vicinity. Dark | Physical | 60 Power | 100% Accuracy | 20 PP
Aurora Veil - This move reduces damage from physical and special moves for five turns. This can be used only in a hailstorm. Ice | Status | 20 PP | Effects the user's side of the battlefield
Shell Trap - The user sets a shell trap. If the user is hit by a physical move, the trap will explode and inflict damage on the opposing Pokemon. Fire | Special | 150 Power | 100% Accuracy | 5 PP
Fleur Cannon - The user unleashes a strong beam. The attack's recoil harshly lowers the user's Sp. Attack stat. Fairy | Special | 130 Power | 90% Accuracy | 5 PP | -2 Sp. Attack
Psychic Fangs - The user bites the target with is psychic capabilities. This can also destroy Light Screen and Reflect. Psychic | Physical | 85 Power | 100% Accuracy | 10 PP
Stomping Tantrum - Driven by frustration, the user attacks the target. If the user's previous move has failed, the power of this move doubles. Ground | Physical | 75 Power | 100% Accuracy | 10 PP
Shadow Bone - The user attacks by beating the target with a bone that contains a spirit. This may also lower the target's Defense stat. Ghost | Physical | 85 Power | 100% Accuracy | 10 PP | 10% to lower Defense by 1 stage
Accelrock - The user smashes into the target at high speed. This move always goes first. Rock | Physical | 40 Power | 100% Accuracy | 20 PP | +1 Priority
Liquidation - The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat. Water | Physical | 85 Power | 100% Accuracy | 10% chance to lower Defense by 1 stage
Prismatic Laser - The user shoots powerful lasers using the power of a prism. The user can't move on the next turn. Psychic | Special | 160 Power | 100% Accuracy | 10 PP
Spectral Thief - The user hides in the target's shadow, steals the target's stat boosts, and then attacks. Ghost | Physical | 90 Power | 100% Accuracy | 10 PP
Sunsteel Strike - The user slams into the target with the force of a meteor. This move can be used on the target regardless of its Abilities. Steel | Physical | 100 Power | 100% Accuracy | 5 PP
Moongeist Beam - The user emits a sinister ray to attack the target. This move can be used on the target regardless of its Abilities. Ghost | Special | 100 Power | 100% Accuracy | 5 PP
Tearful Look - The user gets teary eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. Attack stats. Normal | Status | 20 PP
Zing Zap - A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch. Electric | Physical | 80 Power | 100% Accuracy | 10 PP | 30% flinch chance
Nature's Madness - The user hits the target with the force of nature. It halves the target's HP. Fairy | Special | 90% Accuracy | 10 PP
Multi-Attack - Cloaking itself in high energy, the user slams into the target. The memory held determines the move's attack. Normal | Physical | 90 Power | 100% Accuracy | 10 PP


New Items (57)

Normalium ZThis is a crystallized form of Z-Power. It upgrades Normal-type moves to Z-Moves.
Firium Z - This is a crystallized form of Z-Power. -It upgrades Fire-type moves to Z-Moves.
Waterium Z - This is a crystallized form of Z-Power. It upgrades Water-type moves to Z-Moves.
Electrium Z -This is a crystallized form of Z-Power. It upgrades Electric-type moves to Z-Moves.
Grassium Z - This is a crystallized form of Z-Power. It upgrades Grass-type moves to Z-Moves.
Icium Z - This is a crystallized form of Z-Power. It upgrades Ice-type moves to Z-Moves.
Fightinium Z - This is a crystallized form of Z-Power. It upgrades Fighting-type moves to Z-Moves.
Poisonium Z - This is a crystallized form of Z-Power. It upgrades Poison-type moves to Z-Moves.
Groundium Z - This is a crystallized form of Z-Power. It upgrades Ground-type moves to Z-Moves.
Flyinium Z - This is a crystallized form of Z-Power. It upgrades Flying-type moves to Z-Moves.
Psychium Z - This is a crystallized form of Z-Power. It upgrades Psychic-type moves to Z-Moves.
Buginium Z - This is a crystallized form of Z-Power. It upgrades Bug-type moves to Z-Moves.
Rockium Z - This is a crystallized form of Z-Power. It upgrades Rock-type moves to Z-Moves.
Ghostium Z - This is a crystallized form of Z-Power. It upgrades Ghost-type moves to Z-Moves.
Dragonium Z - This is a crystallized form of Z-Power. It upgrades Dragon-type moves to Z-Moves.
Darkinium Z - This is a crystallized form of Z-Power. It upgrades Dark-type moves to Z-Moves.
Steelium Z - This is a crystallized form of Z-Power. It upgrades Steel-type moves to Z-Moves.
Fairium Z - This is a crystallized form of Z-Power. It upgrades Fairy-type moves to Z-Moves.
Pikanium Z - This is a crystallized form of Z-Power. It upgrades Pikachu’s Volt Tackle to a Z-Move.
Z-Ring -A mysterious ring that enables Pokémon to use Z-Power. It requires both the willpower and the physical power of the Trainer wearing it.
Decidium Z -This is a crystallized form of Z-Power. It upgrades Decidueye’s Spirit Shackle to a Z-Move.
Incinium Z -This is a crystallized form of Z-Power. It upgrades Incineroar’s Darkest Lariat to a Z-Move.
Primarium Z -This is a crystallized form of Z-Power. It upgrades Primarina’s Sparkling Aria to a Z-Move.
Tapunium Z - This is a crystallized form of Z-Power. It upgrades the tapu’s Nature’s Madness to a Z-Move.
Marshadium Z - This is a crystallized form of Z-Power. It upgrades Marshadow’s Spectral Thief to a Z-Move.
Aloraichium Z - This is a crystallized form of Z-Power. It upgrades Alolan Raichu’s Thunderbolt to a Z-Move.
Snorlium Z - This is a crystallized form of Z-Power. It upgrades Snorlax’s Giga Impact to a Z-Move.
Eevium Z - This is a crystallized form of Z-Power. It upgrades Eevee’s Last Resort to a Z-Move.
Mewnium Z - This is a crystallized form of Z-Power. It upgrades Mew’s Psychic to a Z-Move.
Bottle Cap - A beautiful bottle cap that gives off a silver gleam. Some people are happy to receive one.
Gold Bottle Cap - A beautiful bottle cap that gives off a golden gleam. Some people are happy to receive one.
Tapunium Z - It converts Z-Power into crystals that upgrade the Tapu’s Nature’s Madness to an exclusive Z-Move.
Pikashunium Z - This is a crystallized form of Z-Power. It upgrades a Thunderbolt by Pikachu in a cap to a Z-Move.
Adrenaline Orb - Using it makes wild Pokémon more likely to call for help. If held by a Pokémon, it boosts Speed when intimidated. It can be used only once.
Terrain Extender - An item to be held by a Pokémon. It extends the duration of the terrain caused by the holder’s move or Ability.
Protective Pads - An item to be held by a Pokémon. These pads protect the holder from effects caused by making direct contact with the target.
Electric Seed - An item to be held by a Pokémon. It boosts Defense on Electric Terrain. It can only be used once.
Psychic Seed - An item to be held by a Pokémon. It boosts Sp. Def on Psychic Terrain. It can only be used once.
Misty Seed - An item to be held by a Pokémon. It boosts Sp. Def on Misty Terrain. It can only be used once.
Grassy Seed - An item to be held by a Pokémon. It boosts Defense on Grassy Terrain. It can only be used once.
Fighting Memory - A memory disc that contains Fighting-type data. It changes the type of the holder if held by a certain species of Pokémon.
Flying Memory - A memory disc that contains Flying-type data. It changes the type of the holder if held by a certain species of Pokémon.
Poison Memory - A memory disc that contains Poison-type data. It changes the type of the holder if held by a certain species of Pokémon.
Ground Memory - A memory disc that contains Ground-type data.\nIt changes the type of the holder if held by\na certain species of Pokémon.
Rock Memory - A memory disc that contains Rock-type data. It changes the type of the holder if held by a certain species of Pokémon.
Bug Memory - A memory disc that contains Bug-type data. It changes the type of the holder if held by a certain species of Pokémon.
Ghost Memory - A memory disc that contains Ghost-type data. It changes the type of the holder if held by a certain species of Pokémon.
Steel Memory - A memory disc that contains Steel-type data. It changes the type of the holder if held by a certain species of Pokémon.
Fire Memory - A memory disc that contains Fire-type data. It changes the type of the holder if held by a certain species of Pokémon.
Water Memory - A memory disc that contains Water-type data. It changes the type of the holder if held by a certain species of Pokémon.
Grass Memory - A memory disc that contains Grass-type data. It changes the type of the holder if held by a certain species of Pokémon.
Electric Memory - A memory disc that contains Electric-type data. It changes the type of the holder if held by a certain species of Pokémon.
Psychic Memory - A memory disc that contains Psychic-type data. It changes the type of the holder if held by a certain species of Pokémon.
Ice Memory - A memory disc that contains Ice-type data. It changes the type of the holder if held by a certain species of Pokémon.
Dragon Memory - A memory disc that contains Dragon-type data. It changes the type of the holder if held by a certain species of Pokémon.
Dark Memory - A memory disc that contains Dark-type data. It changes the type of the holder if held by a certain species of Pokémon.
Fairy Memory - A memory disc that contains Fairy-type data. It changes the type of the holder if held by a certain species of Pokémon.


General Z-Moves

(THESE ARE GENERAL Z-MOVES THAT EVERYONE CAN LEARN IF THEY MEET THE REQUIRED CONDITIONS)

Normal - Breakneck Blitz
Fire - Inferno Overdrive
Fighting - All-Out Pummeling
Water - Hydro Vortex
Flying - Supersonic Skystrike
Grass - Bloom Doom
Poison - Acid Downpour
Electric - Gigavolt Havoc
Ground - Tectonic Rage
Psychic - Maximum Psy-Breaker
Rock - Continental Crush
Ice - Subzero Slammer
Bug - Savage Spin-Out
Dragon - Devastating Drake
Ghost - Never-ending Nightmare
Dark - Black Hole Eclipse
Steel - Corkscrew Crush
Fairy - Twinkle Tackle

Exclusive Z-Moves 

(ALL Z-MOVES HAVE 1 PP)
(CERTAIN POKEMON CAN EXCLUSIVELY USE Z-MOVES)

Castastropika - The user, Pikachu, surrounds itself with the maximum amount of electricity using its Z-Power and pounces on its target with full force. Electric | Physical | 210 Power
Sinister Arrow Raid - The user, Decidueye, creates countless arrows using its Z-Power and shoots the target with full force. Ghost | Physical | 180 Power
Malicious Moonsault - The user, Incineroar, strengthens its body using its Z-Power and crashes into the target with full force. Dark | Physical | 180 Power
Oceanic Operetta - The user, Primarina, summons a massive amount of water using its Z-Power and attacks the target with full force. Water | Special | 195 Power
Soul-Stealing 7-Star Strike - After obtaining Z-Power, the user, Marshadow, punches and kicks the target consecutively with full force. Ghost | Physical | 195 Power
Stoked Sparksurfer - After obtaining Z-Power, the user, Alolan Raichu, attacks the target with full force. This move leaves the target with paralysis. Electric | Special | 175 Power | 100% chance to paralyze
Pulverizing Pancake - Z-Power brings out the true capabilities of the user, Snorlax. The Pokemon moves its enormous body energetically and attacks the target with full force. Normal | Physical | 210 Power
Genesis Supernova - After obtaining Z-Power, the user, Mew, attacks the target with full force. The terrain will be charged with psychic energy. Psychic | Special | 185 Power 
10,000,000 Volt Thunderbolt - The user, Pikachu wearing a cap, powers up a jolt of electricity using its Z-Power and unleashes it. Critical hits land more easily. Electric | Special | 195 Power | +2 Critical Hit.

Pokemon Ability/Move Changes

  1. The base power of the 2nd hit for the Parental Bond ability was reduced from 50% to 25%
  2. The base power of Sucker Punch was reduced from 80 to 70
  3. Knock Off's Base Power was reduced from 60 to 45
  4. Dark Void's accuracy was reduced from 85% to 50% and is now an exclusive move to Darkrai
  5. Thunder Wave's accuracy was reduced from 100% to 90% and only reduces speed by 50% instead of 75%
  6. Gengar's ability was changed from Levitate to Cursed Body
  7. Torkoal now gets access to the Drought ability
  8. Flygon can now learn Dragon Dance
  9. Stoutland can now learn the Psychic-type elemental fang
  10. Gigalith now gets access to the Sand Stream ability
  11. Pelipper now gets access to the Drizzle ability
  12. Vanilluxe now gets access to the Snow Warning ability
  13. Beartic now has access to the Slush Rush ability 
  14. The Gale Wings ability will only work now if its at full HP
  15. Destiny Bond now has a chance to fail if used repeatedly 
  16. Bellossom can now learn Quiver Dance
  17. Dodrio can now learn Swords Dance and Jump Kick
  18. Entei has had its hidden ability changed from Flash Fire to Inner Focus
  19. Raikou has had its hidden ability changed from Volt Absorb to Inner Focus
  20. Suicune has had its hidden ability changed from Water Absorb to Inner Focus
  21. Matine can now learn Roost
  22. Noctowl can now learn Moonblast
  23. Sharpedo and Stoutland can now learn Psychic Fangs
  24. Wormadam can now learn Quiver Dance
  25. Upon Mega Evolving, speed is determined that very same turn
  26. If you use a Z-Move on the same turn your opponent goes for Protect, the move will break through, but do 25% reduced damage
  27. Dark Type Pokemon are no longer affected by the Prankster ability



Hope you enjoyed. I do plan to update this as time comes and more information surfaces, but for now I hope you've enjoyed this. Check out my older content and I'll see you guys next time. Bye.

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Tuesday, November 1, 2016

Changes in Pokémon Sun & Moon: Game Mechanics

Continuing with the whole idea of covering changes that have occurred in Pokemon Sun and Moon, I want to talk about more general things. There are a couple of changes I want to highlight and I hope you enjoy. Let's begin and I hope you enjoy it.

Parental Bond got Nerfed

So to start off, one of the most controversial and strongest Pokemon in VGC history, Mega Kangaskhan got its power levels dropped. The 2nd hit in Parental Bond was originally 50% of the first hit, but it got cut in half is now 25%. This is a huge thing as Kangaskhan is a very strong Pokemon because it essentially a free Choice Band with the ability to change moves at will. This won't be a major deal in VGC yet as Mega Evolution isn't allowed in the 2017 season, but in other metagame where it'll be allowed, it may have not as big of an impact as it did in the 6th Generation. It'll be interesting to see how it effects other formats in the future.

Confusion

If what the dataminers are true when testing confusion using Supersonic, then the damage you'll take when you get hit in Confusion, the damage is now 33% instead of 50%. My initial reaction is yes. After the impact of Swagger from Thundurus-I mainly, this is something I'm really happy about as I don't half to worry about taking as much damage from a Confusion hit, which I hope only weakens the impact of Swagger. We've seen Swagger cause some major impact in someone's tournament run, like Aaron Zheng in the Top 4 of Worlds in 2013. I also think that it'll make Swagger as obvious of a gameplan idea as before, where knowing that they they'll take less damage from the Confusion hit as before, which will force people to think more about using Swagger, but it'll still be a problem, just not as big of a problem.

Paralysis

Paralysis also got a huge change in the new games. When paralyzed, the speed stat will be reduced by 50% instead of 75% like before. This means that when you inflict paralyze something, don't expect automatically outspeed them. Pokemon like Thundurus-I have made their mark being able to paralyze everything it can and then damage them while the partner tries to flinch them and potentially faint them without them being able to do anything. 
Side Note: Thunder Wave is now 90% accurate instead of 100% accurate. This will certainly impact Thunder Wave's usage as someone may say the 10% decrease in accuracy may deter someone from using the move and go to another form of speed control like Icy Wind or even Electroweb, but if Thunder Wave is the only option, it may be the only option, but just keep it in mind.

Terrains

Introduced in the 6th Generation, the Terrains weren't really used throughout the 6th Generation because the viability and team synergy wasn't as easy to fit on a team. Moving onto the 7th Generation, the Guardian Deity Pokemon all have abilities that allow them to auto-summon the Terrain related to their primary typing. Tapu Koko is and Electric/Fairy type Pokemon that summons an Electric Terrain. Tapu Lele is a Psychic/Fairy type Pokemon that summons a new type of Terrain called Psychic Terrain. Tapu Bulu is a Grass/Fairy Pokemon that summons the Grassy Terrain. The final one, Tapu Fini, os a Water/Fairy type Pokemon that summons the Misty Terrain. I'll leave these pastebins I threw together to show the full effects of each terrain.
  1. Electric Terrain
  2. Misty Terrain
  3. Grassy Terrain
  4. Misty Terrain

Aurora Veil (Speculation)

This is pure speculation at the point of writing this article, but I still want to talk about it as it could be a good move. Essentially from reading this, it reduces the power of physical and special moves by 50% for the next 5 turns. This could be a cool move as depending on how long matches will last, you could essentially use this move at the right time and it'll still be in effect until the battle ends. We don't know which Pokemon can learn this move besides Smeargle naturally because of Sketch, but if a good Pokemon can learn it, then keep a sharp eye on it.

Hope you enjoyed this. I can't wait for Sun and Moon to come out as I have a ton of content I want to work on and when the new games are released, I can start working on it. Check out my older content if you want and I'll see you guys next time. Bye.
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