Remove Ads

Share on Facebook Share on Twitter

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Survey: Useful Move Effects
#1
I am doing a project and it occurred to me that it might be interesting getting some other opinions (assuming others are interested in giving their opinions) on useful or not-useful side effects of moves. So I decided to take a survey. If you don’t want to post your opinions here, you may PM me.

For my project the point is to be objective and rate the effect on its own merits. Afterwards, the other factors would be considered. I plan to include a “compatibility notes” field to cover compatible hold items, moves and the like, but that is a different project.

The rules are simple. No outside influence just the effects on their own are to be rated. The scale is 10 to -10.
10 = most useful for your defending pokémon
0 = not useful
-10 = most useful for the opposing pokémon

How would you rate each one of the following effects?

Always hits.
Can hit an opponent while they use Fly.
Always hits including when opponent uses Dig, Fly or Dive.
Always hits, but always hits second.

No effect (added to have something to compare with the next effect; this would be 0).
Neither defender or opponent may attack.

Uses opponent’s last move.
Uses opponent’s move selected at random.
Uses opponent’s move selected by you.
Uses any move selected at random.

Faint opponent when defending pokémon faints.
Both pokémon faint in three turns. Either pokémon may avoid fainting by retreating.

Blocks physical attack.
Blocks physical attack, but unreliable when used again.

Reduce the PP of one of the opponent’s moves to 0.
Reduce the PP of one of the opponent’s moves by 2 to 5 points.
Reduce the PP of one of the opponent’s moves by 4.

Can only be used after all other moves have been used at least once.

Does double damage if the opponent has used Minimize.
Doubles the power of Rollout or Ice Ball.

Can only use the attack if the opponent is asleep.
Can only use the attack if the defender is asleep.

Forces opponent to retreat in wild battles.
Forces opponent to retreat in wild battles or switch opponents in trainer battles.

Opponent may only use the same attack for 2-6 turns.
Opponent may not use the same attack twice in a row.

Prevents any pokémon from sleeping for 2-5 turns.

If the opponent is sleeping, they receive double damage (damage is calculated separately) and wake up.
If the opponent is sleeping, they receive double damage (damage is calculated separately).

Confuse the opponent, 100%.
Increase opponent’s attack by 1 level, 100%.
(These next two entries are actually two effects each. Rate as if they were one effect each if you want.)
Confuse the opponent and increase their attack by 1 level, 100%.
Confuse the opponent and increase their attack by 2 levels, 100%.

Power increases as tameness increases.
Power decreases as tameness increases.

Later,
Rod
Sylph: Better pokémon through technology.
Reply
#2
I was hoping the format would be easier to understand. Thanks.Its really very nice.
I was so excited I forgot to hit ‘submit’.
Reply


Possibly Related Threads…
Thread Author Replies Views Last Post
  Anti-Cancer Effects of Xanthones LucasMoore 0 739 Today, 10:56 AM
Last Post: LucasMoore

Forum Jump:


Users browsing this thread: 1 Guest(s)