Ability-a-Day #110: Thick Fat

Ability-a-Day #110: Thick Fat

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #109: Technician

Today, we have Thick Fat. This ability halves the damage the Pokémon takes from Fire- and Ice-type moves. This ability is used by Seel, Dewgong, Munchlax, Snorlax, Azurill, Marill, Azumarill, Miltank, Makuhita, Hariyama, Spoink, Grumpig, Spheal, Sealeo, Walrein and Purugly

This is a great defensive ability to have against Fire and Ice-type moves, Snorlax can easy face Candice and Flint in Platinum while Miltank can easily face Pryce in HGSS. Thick Fat causes the attacker's Attack or Special Attack to be reduced by 50% during damage calculation when it uses the mentioned types moves.

252+ SpA Life Orb Blaze Charizard Blast Burn vs. 0 HP / 252 SpD Thick Fat Snorlax in Sun: 255-301 (55.3 - 65.2%) -- guaranteed 2HKO

Without Thick Fat, Snorlax would get OHKOed by Blast Burn.

Snorlax surely wants Thick Fat more than Immunity, Also Miltank also likes using Thick Fat over Scrappy, Dewgong loves using Thick Fat to halve the damage taken from Fire types more than healing status in rain using Hydration. Grumpig and Purugly also like using Thick Fat more than Own Tempo. Sometimes, Hariyama wants Guts over Thick Fat so burns won't be a problem for it, while Azumarill wants Huge Power more than its useless Thick Fat. Take note that Mold Breaker ignores Thick Fat, bypassing its 50% resistance to Fire and Ice-type moves.

In later generations, more Pokemon would get Thick Fat, such as Mamoswine, Mega Venusaur, Pignite, Alolan Raticate, Appletun, Oinkologne and Cetitan. Overall a excellent defensive ability for a pokemon to have. Tell me your thoughts by giving it an comment!

What do you think about Thick Fat, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 16 hours ago

Ability-a-Day #109: Technician

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #108: Tangled Feet

Today, we have Technician. This ability boosts the power of the Pokémon's moves by 50% (x1.5) if their power is 60 or less. This ability is used by Meowth, Persian, Scyther, Scizor, Smeragle, Hitmontop and Ambipom.

The effect doesn't apply to confusion damage, which remains at a power of 40. However, if a Pokémon hurts itself in confusion induced due to disobedience, the power is increased to 60. Despite Struggle having a base power of 50 in every generation, and Beat Up having a base power of 10 for each strike, both moves aren't boosted by Technician in this generation. Technician applies after the base power modifiers for double base power moves (such as Gust and Pursuit), Charge, and Helping Hand, so if any of those cause a move's base power to exceed 60, Technician's boost won't be applied.

Those moves are affected and boosted by Technician: Absorb, Acid, Aerial Ace, Air Cutter, Assurance, Astonish, Ancient Power, Aqua Jet, Arm Thurst, Avalanche (if the user is not hit by a attacking move), Bind, Bite, Bug Bite, Bullet Punch, Bullet Seed, Barrage, Bone Rush, Bonemerang, Bubble, Charge Beam, Confusion, Covet, Cut, Chatter, Clamp, Comet Punch, Constrict, Crush Grip (if it has 60 base power or less), Double Hit, Double Kick, Double Slap, Dragon Breath, Drain Punch, Ember, Eruption (at 60 base power or less) Fake Out, False Swipe, Feint Attack, Feint, Flail (at 67.2+% to 34.4% HP range where its base power is 20 and 40 respectively), Fling (any item that has 60 base power or less), Force Palm, Frustation (at 60 base power or less), Fury Cutter (at the 1st to 3rd succsseful use), Fury Swipes, Fire Spin, Flame Wheel, Fury Attack, Grass Knot (at 0.1 lbs./0.1 kg to 110.0 lbs./49.9 kg weight range), Gyro Ball (at 60 base power or less), Giga Drain, Gust (when not used against a Sky-High target), Hidden Power (at 60 base power or less), Icy Wind, Ice Ball (at the 1st & 2nd hits, if Defense Curl is used, only the 1st hit), Ice Shard, Icicle Spear, Knock Off, Karate Chop, Low Kick (at 0.1 lbs./0.1 kg to 110.0 lbs./49.9 kg weight range), Lick, Mach Punch, Magical Leaf, Mega Drain, Metal Claw, Mud Shot, Mud-Slap, Magnet Bomb, Magnitude (Magnitude 4 to 6), Natural Gift (if it has 60 base power), Needle Arm, Omnious Wind, Pay Day, Payback (if the user moves before the target), Peck, Pin Missile, Poison Sting, Poison Tail, Pound, Punishment (if the target has no stat boosts), Pursuit (if the target is not switching out), Pluck, Poison Fang, Powder Snow, Present (only if it has 40 base power), Quick Attack, Rage, Rapid Spin, Razor Leaf, Return (at 60 base power or less), Revenge (if the user is not hit by a attacking move), Reversal (at 67.2+% to 34.4% HP range where its base power is 20 and 40 respectively), Rock Blast, Rock Smash, Rock Tomb, Rolling Kick, Rollout (at the 1st & 2nd hits, if Defense Curl is used, only the 1st hit), Rock Throw, Sand Tomb, Scratch, Shadow Punch, Shadow Sneak, Shock Wave, Sliver Wind, Snore, Swift, Smelling Salts, Smog, Spike Cannon, Tackle, Thief, Thunder Shock, Triple Kick, Twister (when not used against a Sky-High target) Trump Card (when its PP is 4+ to 2), Twineedle, Uproar, Vacuum Wave, Vine Whip, Vise Grip, Water Pulse, Weather Ball (if there no weather active), Whirlpool, Wing Attack, Water Gun, Water Spout (at 60 base power or less) Wrap and Wring Out (if it has 60 base power or less)

Scizor will always like doing at 60 BP Bullet Punch thanks to Technician, Double Hit allows Ambipom to hit hard with Technician, Hitmontop likes to use a 60 BP Mach Punch, while both Persian and Ambipom love using a 60 BP Fake Out. This ability is quite great indeed for offense. Hitmontop sometimes wants Intimidate to lower enemies attack rather than dealing more damage with moves with 60 base power less.

As the generations pass, Technician no longer applies for any means of confusion damage, including the one induced by disobedience. Struggle and Beat Up are now boosted by the ability now. The ability no longer takes into account base power modifiers, but does consider variable base power (e.g. Rollout, Ice Ball, Gust, Acrobatics), which must be 60 or less to be boosted by Technician.

More Pokemon would have Technician distributed to, such as: Mr. Mime, Breloom, Kricketune, Roserade, Cinccino, Mega Scizor, Marshadow, Toxtricity, Grapploct, Maushold and Fezandipiti. It's such a great ability to have, don't you think? You should give it a comment so you can tell me your thoughts about this ability.

What do you think about Technician, have you used it successfully? If anything I'm missing? Just let me know!

Ability-a-Day #108: Tangled Feet

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #107: Synchronize

Today, we have Tangled Feet. This ability doubles the Pokémon's evasiveness (or just halves the accuracy of the moves targeting it) if it is confused. This ability is used by Pidgey, Pidgetotto, Pidgeot, Spinda and Chatot.

Confusion may be not common as Confuse Ray averagely common and Supersonic as well, plus attacking moves that can cause confusion like Water Pulse, Psybeam, etc. But this ability doubling the evasiveness if confused is just too situational, for example if a attacker uses a move with 100% accuracy against a confused target with the Tangled Feet ability, its accuracy would drop to 50%. Being confused for your advantage for the sake of this ability, doesn't seem to useful

There's a way to make the pokemon confuse itself from those berries: Figy, Iapapa, Wiki, Aguav and Mago Berries. Let's say a Chatot with Modest Nature has a Figy Berry and when its HP drops to 50% or less, it will consume the berry to recover 1/8 of its max HP, due to Chatot disliking the Spicy taste due to its negative Attack nature, it will confuse it, activating Tangled Feet. I think this is just a silly strategy to use that ability.

More Pokemon would have the Tangled Feet ability in future generations, such as Dodrio, Mr. Rime and Flamigo. Oh and one note, Mold Breaker (and also its future variants) can ignore Tangled Feet's boosted evasion, plus this ability is countered by moves that do not miss, No Guard and Lock-On & Mind Reader. This is overall a situational ability that relies on being confused. Tell me your thoughts by giving it a comment!

What do you think about Tangled Feet, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 3 days ago

Ability-a-Day #107: Synchronize

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #106: Swift Swim

Today, we have Synchronize. If the Pokémon is burned, paralyzed or poisoned by another Pokémon's move or Ability, that Pokémon will also be inflicted with the same status condition. This ability is used by Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia and Gardevoir.

If a Pokémon with Synchronize is badly poisoned by another Pokémon, that Pokémon will be inflicted with the regular poison condition instead. If Psycho Shift is used by a burned, paralyzed, or poisoned Pokémon targeting a Pokémon with Synchronize, Synchronize activates after Psycho Shift cures the user of its status condition. Therefore, Synchronize will inflict the status condition anew in such a case. If a single move such as Discharge results in a status ailment being given to more than one Pokémon (including as a result of Synchronize itself), Pokémon that receive the status in even-numbered orders (second, and possibly fourth) will not be able to activate Synchronize even if they have that ability. Toxic Spikes will not activate this Ability unless a Pokémon on the field directly causes a Pokémon with Synchronize to switch in, such as by using the moves Roar or Whirlwind.

This seems like a good ability to punish status spreaders, but take in mind that Poison and Steel-type pokemon can't be poisoned (or if it has the Immunity ability) and Fire-type cannot be burned (or it they have the Water Veil ability), that would make Synchronize pointless against those pokemon. Gardevoir might want Trace to copy some useful abilities from the opposing pokemon more than Synchronize and Xatu may want Early Bird to reduce the sleep turns.

If an Pokémon with Synchronize is in the first slot in the party (even if fainted) when a wild Pokémon is encountered, there will be a 50% chance that it to have the same Nature as the Pokémon in the first slot. (Otherwise, the Nature will be chosen at random, so the Pokémon still has a 1-in-25 chance of having the same Nature as the lead Pokémon.) This won't apply to roaming Pokémon or Pokémon in the Pokéwalker. I think this is a very useful outside of battle effect to be honest.

On the next generation onwards, If a Pokémon with Synchronize is badly poisoned by another Pokémon, that Pokémon will now be inflicted with the bad poison condition, rather than just the regular poison condition. If Psycho Shift is used by a burned, paralyzed, poisoned, or badly poisoned Pokémon targeting a Pokémon with Synchronize, the ability will now activate before Psycho Shift cures the user of its status condition. Therefore, the ability will fail to inflict the status condition anew in such a case. If multiple Pokémon receive a status from the same move, Synchronize now gets an opportunity to activate for any Pokémon that has it, regardless of what order they received the status in. The ability can now cause another Pokémon's with the same ability to activate, but if this happens, the original Pokémon therefore already has a status condition, and it will merely cause an ability message to appear with no other effect. Toxic Spikes do not activate this Ability, even if another Pokémon forced the Pokémon with the Ability to switch in by using a move like Roar or Circle Throw.

It's outside of a battle funtions changed between games, here's a detail:

From ORAS onward: If an Pokémon with Synchronize leads the party, gift Pokémon (except Pokémon obtained via Mystery Gift and Eggs) that are in the No Eggs Discovered Egg Group will always have the same Nature as the Pokémon with this Ability.

Only in USUM: if a Pokémon with Synchronize leads the party, gift Pokémon (except Pokémon obtained via Mystery Gift and Eggs) will always have the same Nature as the Pokémon with this Ability, regardless of Egg Group.

Generation 8: if a Pokémon with Synchronize leads the party, wild Pokémon are now guaranteed to have the same Nature as the leading Pokémon (ignoring any Mints). This doesn't apply to static encounters, but it does apply to wandering and roaming Pokémon. Pokémon encountered in Max Raid Battles or obtained as gift Pokémon are also not affected by Synchronize. In BDSP, entering a Pokémon Hideaway with a lead Pokémon with Synchronize causes all wild Pokémon inside to have the same Nature as the leading pokemon.

Sadly, it doesn't have any effect outside of battle in Scarlet and Violet.

More Pokemon could have the Synchronize ability, such as: Musharna, Beheeyem, Indeedee and Rabusca. Try to tell me your thoughts about this ability by giving it a comment!

What do you think about Synchronize, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 4 days ago

Ability-a-Day #106: Swift Swim

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #105: Swarm

Today, we have Swift Swim. This ability doubles the Pokémon's Speed stat in rain. This ability is used by Horsea, Kingdra, Goldeen, Seaking, Magikarp, Omanyte, Omastar, Kabuto, Kabutops, Qwilfish, Mantyke, Mantine, Lotad, Lombre, Ludicolo, Surskit, Feebas, Huntail, Gorebyss, Relicanth, Luvdisc, Buizel, Floatzel, Finneon and Lumineon

Many Water-type pokemon like having their speed stat doubled in rain, also dealing more damage with their STAB water-type moves as well. Some Pokemon would run something else than Swift Swim, such as Mantine liking Water Absorb more than Swift Swim, Kingdra would sometimes run Sniper instead of Swift Swim and Seaking would run Water Veil to avoid being burned by Flame Body plus moves that have chance of burning.

Having a Damp Rock from the Underground can make things easier as you can make Rain Dance last 8 Turns. Floatzel, Seaking and Mantine would like to outspeed most pokemon in rain with Swift Swim. A great situational ability in rain indeed.

As the generations pass, Swift Swim was given to more pokemon, such as: Golduck, Poliwrath, Armaldo, Seismitoad, Carracosta, Beartic, Drednaw, Barraskewda, Basculegion and Overqwil. Seems that Kingdra is quite good if it has Kyogre in its team, so it can pelt pokemon with Choice Specs Hydro Pump in rain at anything that doesn't resist it or has Water Absorb or Dry Skin. Draco Meteor can deal with Dragon-types and other pokemon that resist Water, Ice Beam deals with Flying and Grass types. You can tell me your thoughts about this ability by giving it a comment.

What do you think about Swift Swim, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 5 days ago

Ability-a-Day #105: Swarm

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #104: Super Luck

Today, we have Swarm. This ability boosts the power of the Pokémon's Bug-type moves by 50% when its HP drops to 1/3 (33%) or less of its max. This ability is used by Beedrill, Scyther, Scizor, Ledyba, Ledian, Spinarak, Ariados, Heracross, Beautifly, Volbeat, Kricketune and Mothim.

This ability is much like Overgrow, Blaze and Torrent, boosting the power of a certain type moves (Bug-type in Swarm's case) by 50% when its HP drops to 33% or less. Swarm can make Scizor, Beedrill, Ledian, Ariados, Heracross, Beautifly, Kricketune and Mothim deal more damage with Bug-type moves at 33% HP or less, but some pokemon have preferences, such as Scizor wants Technician more than Swarm, Ledian wants to run Early Bird more than Swarm to shake off Sleep turns, Ariados wants Insomnia to block sleep more and Heracross wants Guts to prevent Burns from lowering its attack.

A ability stuck to bug-types, seems like worse version of Overgrow, Blaze and Torrent. Not quite good as the 3 mentioned, as some of the users have decent attacking stats, except Ledian, who has terrible attacking stats: 35 Base Attack and 55 Base Sp. Atk (same as Scizor or Kricketune, Chinchou has just 1 point of Base Sp. Atk higher than the 3) and Ariados who lacks learning good physical Bug-type moves.

In the next generation onwards, instead of boosting Bug-type moves' power, Swarm now technically boosts the Pokémon's Attack or Special Attack by 50% during damage calculation if a Bug-type move is being used, resulting in effectively the same effect, similarly with Overgrow, Blaze and Torrent. Swarm would also be distributed to more Pokemon, like Leavanny, Scolipede, Escavalier, Galvantula, Durant, Volcarona, Grubbin, Orbeetle, Kleavor and Lokix. Volbeat, Kricketune and Mothim got useful hidden abilities, better than Swarm. Volbeat gets Prankster, Kircketune gets Technician and Mothim gets Tinted Lens. If you ever try to find Swarm useful, just try to send my regards. Comment here so you can tell me your thoughts about this ability

What do you think about Swarm, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 6 days ago

Ability-a-Day #104: Super Luck

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #103: Suction Cups

Today, we have Super Luck. This ability gives the Pokémon a 1-stage Critical-Hit Ratio Boost. This ability is used by Murkrow, Honchkrow and Absol

I mean, a Pokemon with this ability will have a 12.5% (or 1/8) chance to deal a critical hit, equivalent at using moves with a 1-stage Critical Hit Ratio Boost, holding a Scope Lens or Razor Claw. Such as Absol with the ability uses Stone Edge, it will have a 2-stage Critical-Hit Ratio (or 3-stage if holding a Razor Claw). Absol will like this ability more than Pressure and Hochkrow too as well more than Insomnia.

It only has a effect outside of a battle in HGSS, where a Pokémon with Super Luck breaks a rock and finds an item, the game will instead pick the item below it in the game's list, unless it was the 5% item (this effectively means it will never find the most common item), simply the same effect as Serene Grace.

This seems like a good ability at scoring critical hits, you know that you can find Absol at Mt. Coronet's summit, at the mountainside, 5% chance to find it, the Repel Trick + and a lead pokemon with Pressure, Hustle or Vital Spirit will to the trick to find it easily (meaning you'll find either a Machoke, Medicham if on the day or Absol).

As the generations pass, the critical hit chance changed starting in generation 6, meaning that if a Pokemon with Super Luck uses a move with boosted critical hit ratio, it will have a 50% (1/2) chance to deal a critical hit and it will deal a guranteed critical hit if it critical-hit ratio boost stage is 3 or higher, althrough the critical hit damage multiplier was nerfed from x2 to x1.5 starting that generation. In generation 8, it has the same outside of battle effect as Compound Eyes, boosting the chances of the wild pokemon held items.

More Pokemon would also have Super Luck in the next generation, like Togekiss and Unfezant. Also Absol and Honchkrow got better abilities, Justified for Absol and Moxie for Honchkrow, more better than Super Luck itself. The reason why mostly bird-like Pokémon have this Ability may be because, in Japanese culture, birds are symbolic of good luck. Tell me your thoughts about this ability by giving it a comment.

What do you think about Super Luck, have you used it successfully? If anything I'm missing? Just let me Know!

u/Creative-Current9424 — 7 days ago

Ability-a-Day #103: Suction Cups

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #102: Sturdy

Today, we have Suction Cups. This ability makes the Pokémon to be unaffected by the moves of other Pokémon that would force it to switch out of battle. This ability is used by Octillery, Lileep and Cradily.

This ability does not prevent the Pokémon from switching out manually, or from switching out or fleeing using its own moves (like Baton Pass or Teleport). Even if the Pokémon with this Ability is holding a Shed Shell or Smoke Ball, it still cannot be forced to switch out or flee. If the Pokémon is under the effect of Ingrain, Suction Cups takes priority over Ingrain when it would be forced to switch out or flee.

This ability seems to be designed to counter the phrasing moves Roar and Whirlwind, totally allowing Octillery to block those moves from Raikou and Entei (yes, the Mean Look/Spider Web effect can be baton passed in gen 4). This ability also seems a lifesaver from shiny wild pokemon using Roar or Whirlwind, other than that, Octillery really wants Sniper over Suction Cups to deal more damage with critical hits rather than blocking Roar and Whirlwind.

Because of an error in Platinum (Diamond and Pearl too), Suction Cups had no effect outside of battle (Sticky Hold has also this same issue) as it supposedly made bites when fishing occur more often if a Pokémon with Suction Cups is in first place in the player's party (even if fainted). In Heart Gold and Soul Sliver, it correctly works as intended. Also in HGSS, if a Pokémon with Suction Cups breaks a rock, it receives a flat 5% increase in odds of finding an item.

Cradily just invalidates Roar and Whirlind as it will keep its stat boosts from Amnesia, Barrier, Stockpile or Swords Dance, making it a total stall machine, wearing opponents down with Toxic and healing away with Recover + Leftovers. Only Mold Breaker can ignore Suction Cups

In later generations, this ability can also prevent Dragon Tail and Circle Throw from forcing it to switch out, including the Red Card introduced in generation 5. Malamar also had Suction Cups making it 5 users of this ability so far. Octillery also got the broken Moody ability as a hidden ability while Cradily also got Storm Drain as its hidden ability, those respective ability completely outclass Suction Cups. I also heard that Suction Cups and Sticky Hold's outside of battle effect was totaly useful in generation 6, don't you think? Every Pokémon with Suction Cups belongs to one of the Water Egg Groups to be based. Try to give me your thoughts about this ability by giving it a comment.

What do you think about Suction Cups, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 8 days ago

Ability-a-Day #102: Sturdy

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #101: Storm Drain

Today, we have Sturdy. This ability makes the Pokémon immune to one-hit KO moves. This ability is used by Geodude, Graveler, Golem, Magnemite, Magneton, Magnezone, Onix, Steelix, Bonsly, Sudowoodo, Pineco, Forretress, Shuckle, Skarmory, Donphan, Nosepass, Probopass, Aron, Lairon, Aggron, Shieldon and Bastiodon.

The one-hit KO moves are Horn Drill, Guillotine, Fissure and Sheer Cold. Sturdy will protect the pokemon from those moves, unless if the user of those moves has the Mold Breaker ability. You know, one-hit KO moves are a common sight in Battle Frontier (and also Battle Revolution), having a Sturdy Pokemon can block those nasty one-hit KO moves from trying to ruin your day. Golem, Steelix, Sudowoodo and Aggron want Rock Head to take no damage from recoil moves such as Double-Edge, etc.

I think this ability isn't really good in the story as one-hit KO moves are totally rare, maybe their other abilities of those users can suffice, such as Magnet Pull on Magnezone & Probopass.

From the next generation onwards it was given another function along with its previous one: If the Pokémon has full HP and takes damage from a move that would knock it out in one hit, it will endure the hit with 1 HP, much like a Focus Sash to be based. Mold Breaker (and its also other variants & moves that ignore abilities) will also bypass this effect along with its previous effect. Sturdy now loses to Multistrike moves, as the next hit will knock it out. Destiny Bond and Perish Song will not cause Sturdy to activate, just like with Focus Sash.

More Pokemon would also have Sturdy, such as: Relicanth, Gigalith, Sawk, Crustle, Carracosta, Regirock, Tyrunt, Carbink, Avalugg (also its Hisuian form), Togedemaru, Cosmoem, Garganacl, Ogerpon Cornerstone Mask and Archaludon. Thank Arceus this ability became more useful now.

Fun facts: Every generation that has introduced a Pokémon, or a new form of a Pokémon, that can have this Ability. Sturdy is the most common Ability among Pokémon, with 47 of them being capable of having it. Try to give me a comment so you can tell me your thoughts.

What do you think about Sturdy, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 9 days ago

Ability-a-Day #101: Storm Drain

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #100: Sticky Hold

Today, we have Storm Drain. This ability redirects all single-target water-type moves to itself. This ability is used by Shellos, Gastrodon, Finneon and Lumineon

Water-type moves will never miss the Pokémon with the Ability, unless it is in the semi-invulnerable turn of a move (such as being Underground or Sky-High), although Surf will never miss a Pokémon in the semi-invulnerable turn of Dive. Storm Drain will only redirect Dive on the turn Dive deals damage. If another Pokémon becomes the center of attention, Water-type moves will be directed to it instead of the Pokémon with Storm Drain. Mold Breaker ignores Storm Drain and hit the intended target. Althrough Storm Drain cannot redirect a Water-type Natural Gift or Judgement.

This ability is only meant for doubles, to protect allies weak to water such as Infernape, etc. Gastrodon doesn't resist water (it's just neutral to it) but Lumineon does. Other than that, it's just useless in singles, Lumineon really wants to run Swift Swim more than Storm Drain. It also makes me laugh that Lumineon has a 69 Base HP, Attack and Sp. Atk, its simply the funny number.

In the next generation, Storm Drain now grants immunity to Water-type moves, also boosting its Sp. Atk by 1 stage along with its previous funtion (the effect will not activate is the pokemon is protected against the move), now this ability was much better in general. A Water-type Natural Gift and Judgement can now be redirected starting in Gen 5.

This ability had no effect outside in battle besides in gen 8, where it gives a 51% chance to force an encounter with a water-type pokemon if possible if a Pokémon with Storm Drain is in the first place in the party (even if fainted) in Sword and Shield. In Brilliant Diamond and Shining Pearl, this chance is 50% instead. Sadly, it has no effect outside battle again in Scarlet and Violet as its funtion was replaced with Meal Powers (Encounter Power: Water to be exact). More Pokemon would also have Storm Drain, such as Cradily, Maractus and Tatsugiri. Try to tell me your thoughts by giving this a comment.

What do you think about Storm Drain, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 10 days ago

Ability-a-Day #100: Sticky Hold

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself. We've reached the 100th Ability, this is quite a milestone, don't you think?

Previous day: Ability-a-Day #99: Stench

Today, we have Sticky Hold. This ability makes the Pokémon's held item prevented to be stolen or removed by other Pokémon. This ability is used by Grimer, Muk, Gulpin, Swalot, Shellos and Gastrodon

This ability prevents its held item from being stolen by Thief or Covet, its held berry being eaten by Pluck or Bug Bite, removed by Knock Off and being transfered by Trick or Switcheroo. Althrough, this ability won't prevent a held Sticky Barb to be transferred by its own effect. Even if the Pokémon is knocked out by the attack, Sticky Hold still protects the held item.

I daresay this ability is only made for Battle Frontier (and Battle Revolution) or competitive to avoid the dastardly Trick Choice Scarf and Knock Off from disabling Muk, Swalot or Gastrodon's item. Muk totally wants to run Sticky Hold more that its useless Stench, Swalot sometimes wants to run Liquid Ooze to counter Leech Seed and other draining moves, Gastrodon has to run Sticky Hold in singles and Storm Drain in Doubles, as Storm Drain has not effect in single battles.

If a Pokémon with Sticky Hold is in the first place in the party (even if fainted), bites will occur more often while fishing. Suction Cups has the same effect. Althrough, for some reason, In Diamond, Pearl and Platinum it has no effect outside of battle due to a developer oversight, althrough that is fixed in Heart Gold and Soul Sliver so Sticky Hold's (and also Suction Cups) effect outside of battle would work properly.

As the generations pass, Sticky Hold won't now protect the held item when it faints from generation 5 onwards, Sticky Hold would also protect its held item from being stolen by the abilities Pickpocket and Magician, it also protects its held item from being destroyed by Incinerate or corroded by Corrosive Gas. More Pokemon would also have Sticky Hold, such as: Trubbish, Accelgor and Hydrapple. Try to tell me your thoughts about this ability by giving a comment!

What do you think about Sticky Hold, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 11 days ago

Ability-a-Day #99: Stench

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #98: Steadfast

Today, we have Stench. This ability reduces the chance of wild pokemon encounters by 50% if its in the first place in the party (even if fainted). This ability is used by Grimer, Muk, Stunky and Skuntank.

This may stack with the Cleanse Tag to reduce the enounters even more and more with the Black Flute. This ability is just only for lowering the chance of encountering wild pokemon. Muk wants to go Sticky Hold in Battle Frontier (and Battle Revolution) to block both Trick and Switcheroo and preventing Pluck, Bug Bite, Thief and Covet from stealing its held item. Skuntank wants Aftermath to deal some damage to the contact attacker when fainting.

Stench's out of battle effect is similar to Quick Feet and White Smoke. Stench didn't have a effect in battle until generation 5, where it gave 10% chance to flinch the target when using damaging moves, althrough it doesn't stack with an held King's Rock or Razor Fang. Inflitrator in gen 8 would also have the same outside of a battle effect as Stench (both it and Stench only lowers chance of hidden encounters by 87.5%.). Futhermore, Stench has no effect outside of a battle in Scarlet and Violet. More Pokemon would also have Stench as well, such as Gloom, Garbodor and Weezing. Thanks for generation 5 for giving Stench a little upgrade. You should comment to tell me your thoughts about this ability.

What do you think about Stench, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 12 days ago

HM-a-Day Finale: HM06 Dive

Welcome to the Finale of HM-a-Day, a daily series where we analyze & discuss the various HMs in the game. Today's HM is HM06, Dive As always in-game is my preferred avenue of discussion so that's what I'll be focusing on but feel free to discuss these moves and HMs in the context of competitive, PWT, Dex/Trainer Card completion, challenge runs, etc as well!

Dive is a water-type physical move with 80 base power, 100% accuracy and 10 PP. The user gains the Submerged status on the turn this move is used, then attacks on the following turn. This allows you to dive underwater and explore Abyssal Ruins. The HM is found in both games in Undella Town, but the location is different. In B2W2, you get it from Hugh in front of the gate after entering the Hall of Fame, in BW, you get it from a girl in front of Caitlin's Villa. It's a postgame HM in both games.

If the user has the Submerged status, it will be hit by Whirlpool and Surf, taking double damage from those moves.

The Pokemon that can learn Dive by leveling up are: Seel (Level 41), Dewgong (Level 45), Wailmer (Level 41) and Wailord (Level 46)

In postgame: Huntail, Gorebyss (Both Level 37), Relicanth (Level 57), Phione and Manaphy (Both Level 61)

The Pokemon that learn Dive via TM are: Oshawott line, Psyduck line, Marill & Azumarill, Panpour line, Vaporeon, Basculin, Tirtouga line, Buizel line, Ducklett line, Frillish line, Alomomola, Beartic, Mantine line, Remoraid line, Staryu line, Lapras, Spheal line and Crawdaunt

I say this is the only postgame HM in Generation 5, althrough the native learners can get it before postgame you can go to Abyssal Ruins before postgame. Althrough this isn't a good physical water type move as Waterfall is better. Dive is also a variant of Dig. If you can get all Plates, Relic Golds, Coppers, Slivers, Statues, Vases, Bands and the Relic Crown before postgame, perhaps I'll praise you for doing a great job at finding them before getting the Dive HM in the postgame.

And that concludes all TMs and HMs in generation 5, thank you all for your great support. I hope to do Breaking the Binary - Generation 5 version in the future.

Sample sets

Wailord @ Leftovers • Dive, Toxic, Bounce, Amnesia

Beartic (with Swift Swim) @ Life Orb • Sword Dance, Icicle Crash, Dive, Low Kick

Kingdra (For Triple battles, Adamant Nature, Swift Swim ability) @ Life Orb • Dragon Dance, Dive, Outrage, Protect
EVs: 4 HP, 252 Attack, 252 Speed

u/Creative-Current9424 — 13 days ago

Ability-a-Day #98: Steadfast

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #97: Static

Today, we have Steadfast. When the Pokémon flinches, its Speed stat is boosted by 1 stage. This ability is used by Tyrogue, Riolu, Lucario and Gallade.

This seems like really situational ability, as flinching moves can be quite rare to see, and getting the Speed boost from a flinch can make Lucario and Gallade outspeed faster opponents. Althrough Lucario likes Inner Focus more than Steadfast, so it won't be interrupted by flinching instead of raising its Speed by 1 stage.

The only things that can cause a guranteed flinch is Fake Out and Fling with King's Rock or Razor Fang. Sometimes flinching can give an advantage by increasing its Speed by 1 stage so Lucario and Gallade would outspeed the infamous Jirachi and put it into its misery with a Choice Band Blaze Kick and Fire Punch respectively in sun?

252 Atk Choice Band Lucario Blaze Kick vs. 4 HP / 0 Def Jirachi in Sun: 370-436 (108.1 - 127.4%) -- guaranteed OHKO

252 Atk Choice Band Gallade Fire Punch vs. 4 HP / 0 Def Jirachi in Sun: 356-420 (104 - 122.8%) -- guaranteed OHKO

As the generations pass, Steadfast was distributed to more pokemon such as: Machamp, Scyther, Hitmontop, Mega Mewtwo X, Lycanroc Midday Form, Dubwool and Sirfetch'd. This may not be a good ability to use, but its quite situational sometimes (specially against Fake Out users). In Gen 9, Gallade got Sharpness, a better ability than Steadfast. Try to give this a comment so you can tell me your thoughts!

What do you think about Steadfast, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 13 days ago

HM-a-Day: HM05 Waterfall

Welcome to HM-a-Day, a daily series where we analyze & discuss the various HMs in the game. Today's HM is HM05, Waterfall As always in-game is my preferred avenue of discussion so that's what I'll be focusing on but feel free to discuss these moves and HMs in the context of competitive, PWT, Dex/Trainer Card completion, challenge runs, etc as well!

Waterfall is a water-type physical move with 80 base power, 100% accuracy and 15 PP. This move has a 20% chance of making the target flinch. You can use this to climb up (or down waterfalls). In B2W2, the HM is found on Victory Road, given by N before going through the Badge Check Gates. In BW, it is found on Route 18, at the south end of the grass across from the stairs leading west from the shack.

The only Pokemon capable of learning Waterfall by leveling up are: Goldeen (Level 37) and Seaking (Level 40)

The Pokemon that learn Waterfall via TM are: Oshawott line, Psyduck line, Marill line, Panpour line, Vaporeon, Basculin, Tirtouga line, Buizel line, Frillish line, Alomomola, Mantine line, Remoraid line, Staryu line, Wailord line, Lapras, Spheal line, Seel line and Corphish lines

A water move you get just before Victory Road, the flinch chance can come in clutch, althrough both Aqua Tail and Crabhammer are slightly stronger that Waterfall, about 10 base power difference, but they have 90% accuracy compared to waterfall.

Waterfall was the first move to gain HM status in a generation after it was introduced, doing so in Generation II, that move also was the only former signature move to later become a HM. That move is also the only water-type move that can flinch the target.

Sample sets

Samurott @ Mystic Water • Swords Dance, Waterfall, Aqua Jet, Megahorn

Golduck @ Mystic Water • Hone Claws, Waterfall, Zen Headbutt, Ice Punch

Simipour @ Expert Belt (if it does not have Acrobatics) • Work Up, Waterfall, Acrobatics/Crunch, Ice Punch

u/Creative-Current9424 — 14 days ago

Ability-a-Day #97: Static

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #96: Stall

Today, we have Static. When the Pokémon with this ability is hit by a contact move, the attacker has a 30% chance of being paralyzed. This ability is used by Pichu, Pikachu, Raichu, Voltorb, Electrode, Elekid, Electabuzz, Mareep, Flaaffy, Ampharos, Electrike and Manetric.

If a Pokémon with this Ability is hit by a multi-strike move that makes contact, each hit has an independent chance to activate Static. Static's effect won't trigger if the Pokemon doesn't lose HP from the attack.

This ability can punish contact attackers by paralyzing them, be wary of clicking Thunder Wave when this ability activates, so that move will be pointless. This ability also can paralyze ground-types, but cannot paralyze pokemon with the abilities Limber or Leaf Guard. Electrode and Manetric really want Static over Soundproof and Lightning Rod respectively. Also this ability can paralyze pokemon under the effects of Safeguard.

If a Pokémon with Static is in the first place in the party (even if fainted), then there will be a 50% chance that it will force an encounter with an Electric-type Pokémon, if one is possible.

In Later generations, Static no longer paralyses pokemon under the effects of Safeguard. Since Gen 6, electric-type pokemon are immune to paralysis, meaning that it will not get paralyzed by Static. More Pokemon would also have Static as well, such as: Emolga, Stunfisk, Zapdos, Toxel, Arctozolt, Hisuian Electrode, Pawmi and Belibolt. Also, the chance of encontering a Electric-type pokemon in Sword and Shield was 51%, Lightning Rod would also have that same effect as well. Althrough Static as no effect outside a battle in Scarlet and Violet as its funtion was replaced by Meal Powers (Encounter Power: Electric to be exact). You can give me your thoughts by giving it a comment.

What do you think about Static, have you used it successfully? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 14 days ago

HM-a-Day: HM04 Strength

Welcome to HM-a-Day, a daily series where we analyze & discuss the various HMs in the game. Today's HM is HM04, Strength As always in-game is my preferred avenue of discussion so that's what I'll be focusing on but feel free to discuss these moves and HMs in the context of competitive, PWT, Dex/Trainer Card completion, challenge runs, etc as well!

Strength is a normal-type physical move with 80 base power, 100% accuracy and 15 PP. This move allows boulders to be pushed. In B2W2, the HM is found in Castelia Sewers, given by Hugh after defeating the Team Plasma Grunts. In BW, the HM is found in Nimbasa City, given by a Ace Trainer in the building northwest of the Pokémon Center.

The Pokemon that learn Strength via TM are: Serperior, Tepig line, Samurott, Watchog, Herdier & Stoutland, Flaaffy & Ampharos, Psyduck line, Marill & Azumarill, Riolu line, Dunsparce, Scolipede, Growlithe line, Magmar & Magmortar, Electabuzz & Electivire, Raticate, Grimer line, Roggenrola line, Onix line, Timburr line, Drilbur line, Delcatty, Lopunny, Clefairy & Clefable, Vaporeon, Jolteon, Flareon, Leafeon, Glaceon, Krokorok & Krookodile, Darumaka line, Rufflet line, Sandshrew line, Dwebble line, Scraggy line, Trapinch line, Tirtouga line, Reuniclus, Heracross, Pinsir, Buizel line, Nosepass line, Aron line, Claydol, Ferrothorn, Eelektross, Axew line, Zangoose, Seviper, Durant, Cubchoo line, The Forces of Nature (Tornadus, Thundurus and Landorus), Skorupi line, Numel line, Absol, Tangrowth, Mienfoo line, Gligar line, The Swords of Justice (Cobalion, Terrakion, Virizion and Keldeo), Seismitoad, Shuckle, Corsola, Wailmer line, Lapras, Spheal line, Bronzong, Sneasel line, Swinub line, Metang & Metagross, Throh, Sawk, Bouffalant, Druddigon, Golett line, Deino line, Slakoth line, Corphish line, Jigglypuff & Wigglytuff, Lickitung line, Tropius, Croagunk line, Tyranitar, Reshiram, Zekrom, Kyurem and Meloetta.

This HM seems to be a little weaker than Return at max power (like a 22 base power difference), althrough many normal types get STAB from Strength, wish this move was a Fighting-type instead of normal... Also, in Generation 7, Machamp becoming the signature user of Strength coincides with its new role as a Ride Pokémon, which replaces Strength's out-of-battle function that existed in previous generations. In Japanese, Strength's name is also used for the category name of Machamp and its pre-Evolutions, being Kairiki Pokémon (Super Strength Pokémon). Strength is also one of the Drill Peck variants, along with Dragon Claw, Seed Bomb and X-Scissor and Power Gem (starting in Gen VI).

Sample sets:

Braviary @ Silk Scarf • Hone Claws, Strength, Aerial Ace, Rock Slide/Superpower

Samurott @ Mystic Water • Swords Dance, Aqua Tail/Waterfall, Strength, Megahorn

Eelektross @ Quick Claw • Coil, Thunder Punch/Wild Charge, Strength, Aqua Tail

u/Creative-Current9424 — 15 days ago

Ability-a-Day #96: Stall

Hello and welcome to Ability-a-Day! The series started by u/ianlazrbeem22 & u/zG-FuRy plus continued by myself.

Previous day: Ability-a-Day #95: Speed Boost

Today, we have Stall. This ability makes the Pokémon's moves go last among moves of the same priority. This is the signature ability of Sableye.

The Pokemon with Stall will still go last even if Trick Room is in effect. If Stall is gained, lost, or suppressed, then it will not affect turn order until the next turn starts. If a held Quick Claw activates, Stall does not affect when that Pokémon moves.

If multiple Pokémon have the Ability Stall and use moves with the same priority, the slowest Pokémon will move first (regardless of Trick Room). A Pokémon with Stall moves before Pokémon holding a Lagging Tail or Full Incense. If a Pokémon with Stall also holds a Lagging Tail or Full Incense, Stall again does not affect when the Pokémon moves.

I think Keen Eye is way more better than Stall, since moving last can be hindering (besides always getting the double power on Payback). Perhaps there's better pokemon that use besides Sableye with Stall (Sableye's STAB moves are: Shadow Ball, Dark Pulse, Shadow Claw, Shadow Sneak, Payback and Sucker Punch. And its stat boosting moves are: Calm Mind and Nasty Plot. Althrough it can also use Recover or Moonlight as well).

In the next generation onwards, If multiple Pokémon with the Ability Stall or that are holding a Lagging Tail or Full Incense use moves with the same priority, the Pokémon move relatively according to their Speed (the order gets reversed during Trick Room). Also Sableye gets Prankster, a much more better ability than Keen Eye or Stall, it also gets a Mega Evolution in gen 6. Perhaps we understimated Sableye when it got Prankster and then a Mega Evolution? Anyway, you should give a comment so you can tell me your thoughts about this ability.

What do you think about Stall, have you used it successfully as Sableye? If anything I'm missing? Just let me know!

u/Creative-Current9424 — 15 days ago

Using every class ability efficiently

HP +5 (Noble/Commoner): This adds +5 HP to the unit, allowing for some survivability. But you also give Vengeance a extra +5 atk as well. This should be paired well with the King of Beasts Steak dishes for more HP boost, up to a total of +17 HP with 4 dishes and HP +5

Beginner Classes

Speed +2 (Myrmidon): Adds +2 Spd to help doubling or not get doubled. It would be coupled with Rally Speed and Speed Ring for a whooping +8 Spd, you also boost the Lance Jab and Burning Quake damage this way.

Defense +2 (Soldier): Adds +2 Def to help tanking physical attacks, Dedue would like this to get a solid +6 Def when waiting.

Strength +2 (Fighter): Adds +2 Str for a boost in physical attacks, also helps to negate 1 weight if it has 3-4 or 8-9 as the last digit. Seem like a good early game ability to have.

Magic +2 (Monk): Adds +2 Mag for a boost in magical attacks, you would also boost the range of Warp for a bit if using this ability and a Rally Magic.

Intermediate Classes

Resistance +2 (Lord): Adds +2 Res to help tanking magical attacks, Cladue and Dimitri doesn't benefit from this well like Edelgard does well, Althrough Ward or Pure Water makes them have +9 Res, pretty cool huh? Also Edelgard would have +6 Res when waiting with Resistance +2 in part 2.

Vantage (Mercenary): Allows unit to attack first if the unit's HP is bellow 50% and the foe initiates combat, this can be a good synergy with Balthus or Wrath. It cannot be equipped by Heroes as they already have it as a class ability.

Steal (Thief): Allows unit to steal a non-weapon item from a foe as long the unit's Spd is higher than the foe's. This allows to get some items early and Trade Secrets. This allows to get things like a early Magic Staff or two at Chapter 6, some Master Seals at part 2, a early Aurora Shield at Chapter 16 or even stat boosters in Edelgard/Dimitri/Claude paralogue. If you're good enough, you can get a 2nd Prayer ring at Chapter 12 (To War) by stealing it from Hubert, making a total of 4 Prayer Rings in a single playthrough (One from Anna's Shop and the other one from Pagan Altar). This ability can't be equipped by Thieves due to already having it as a class ability.

Armored Blow (Armored Knight): Grants +6 Prt when initiating combat, a little nerfed from fates, but it does its job well at reducing damage from physical attacks. Shields would make a good pair with this ability along with Flayn's personal.

Desperation (Cavalier): Reorders the unit's follow up attacks so that they come before the enemy's if it has 50% HP or less and it initiates combat. This ability seems to pair up well with Darting Blow, Ingrid or Leonie can do amazing stuff if used correctly. For Brave weapons, this means 4 attacks before the foe can counterattack. Althrough Battalion Desperation is a slightly better and safer version.

Death Blow (Brigand): Grants +6 Phys. Atk when initiating combat, a must-needed ability for most units that are physical based. You can oneround most enemies and bosses with enough Str, damage boosting abilities, physical attack boosting battalion and rallies.

Hit +20 (Archer): Grants +20 Hit, this also grants Gambits +20 Hit as well. It even stacks with Ignatz's personal for a solid +40 Hit. This also helps Hubert and Hanneman on their spells hit rate.

Unarmed Combat (Brawler): Allows the unit to fight without a weapon, just basically no weight and might, but it's also affected anything that is brawling related (like Brawling Prowess, Fistfaire, Brawl Crit +10, Brawl Avo +20 and Tomebreaker), this ability can't be equipped by Brawlers, Grapplers and War Monks due to them already having it as a class ability.

Fiendish Blow (Mage): Grants +6 Mag. Atk when initiating combat, a must-needed ability for most units that are magical based. You can oneround most enemies and bosses with enough Mag, damage boosting abilities, magical attack boosting battalion and rallies. This ability can't be equipped by a Dark Bishop due to it already having it as a class ability.

Poison Strike (Dark Mage): The foe takes damage of 20% of its max HP when the unit initiates combat and lands a hit. Doing chip damage seems great and most Monsters who have huge amounts of HP are affected mostly by this abliity.

Miracle (Priest): If an attack would otherwise defeat the unit, the unit survives with 1 HP (Trigger chance = Lck), this ability saving your hide is a rare sight, but for units with higher Luck growths, such as Yuri, will have a good chance at triggering it, Goddess Icons and Miracle Beans will give more chances to trigger it.

Darting Blow (Pegasus Knight): Grants +6 AS when initiating combat, a realiable good ability in the hands of female units, and it even pairs well with Desperation for doubling, any unit with good Spd growths like Ingrid, Catherine, Leonie and Manuela can double constantly with this ability.

Advanced Classes

Defiant Str (Hero): Grants +8 Str if the unit's HP drops to 25% or less. Dedue and Cyril find this useful with Vengeance. This ability focuses on physical combat art damage, such as Hunter's Volley, Fierce Iron Fist, Point-Blank Volley and most Bow combat arts. Gauntlets would be so good with Defiant Str to be based. The unit can negate 1 weight from the weapon thanks to getting +8 Str (2 weight is negated with Strength +2, meaing that the unit has +10 Str with both of those abilities).

Lethality (Assassin): Attacks may instantly defeat the foe (Trigger chance = x0.25 of Dex). It is quite situational, as it works like in Fates (must deal at least 1 damage to work), its proc chance is quite low just like in the 3DS games, let's say if a unit has 45 Dex, it has 11% chance to trigger Lethality, with 99 Dex, 24% is the maximum possible proc chance.

Pavise (Fortress Knight): Chance to halve damage from a Sword, Lance, Axe, Gauntlet, Gambit and Monster attack (Trigger chance = Dex). This ability triggering on monster attacks is interesting and useful, it also triggers on Onager as it treats it as a Gauntlet attack. This ability somehow shines in the final chapters of Sliver Snow (or Crimson Flower), combining the Seiros Shield with Pavise results a 1/4 damage reduction.

Aegis (Paladin): Chance to halve damage from a Bow, Black/White/Dark Magic and Ranged Gambit attack (Trigger chance = Dex). This ability can save a flier from a deadly bow attack if you're lucky enough, units with impressive dex growths like Bernadetta, Ashe, Cyril and Shamir will often trigger this ability. Aegis also triggers on Ballista and Fire Orb as they are treated as Bow and Black Magic attacks respectively.

Seal Defense (Wyvern Rider): If unit initiates combat and damages the foe, foe suffers -6 Def for 1 turn. This can be combined with gambits, so they can debuff after rattling the main foe, this makes easier for units to take out high defense foes like Fortress Knights and Great Knights.

Wrath (Warrior): If foe initiates combat and unit's HP is bellow 50%, grants +50 crit to the unit. It behaves like in Path of Radiance, but the foe has to initiate combat for it to work. Vantage makes this ability useful, depending on what weapon the unit is using (like a Killing Edge+, Wo Dao+ or Cursed Ashiya Sword+ for sword units, Killer Lance+ for Lance units, Killer Axe+ for Axe units or Killer Bow+ for Bow units) the strategies may vary, althrough Battalion Vantage + Wrath is a safer strat, but the normal Vantage + Wrath has some perks, like Defiant Str and Balthus' King of Grappling.

Tomebreaker (Grappler): If unit has a gauntlet equipped against a foe with Black/White/Dark Magic, grants +20 Hit/Avo to the user. This ability makes Grapplers and War Masters take on magic wielding foes like Walrocks, Bishops or Gremories easier. Add Brawl Avo +20 to the mix to get +40 Avoid, making easier to avoid Bolting and Meteor and retaliate with Retribution. I don't know if this ability affects Fire Orb (when being targeted by it) and Onager (when targeting a foe with magic)

Bowbreaker (Walrock): If unit has Black/White/Dark Magic equipped against a foe with a Bow, grants +20 Hit/Avo to the user. Nerfed from the 3DS games, still is a good tool against Archer, Snipers and Bow Knights, Lysithea will have a easier time dealing with them at 3-range (4-range for Bow Knights), they will have like 15-25% hit rate on her as it will get +30 Avoid & +40 Hit with Reason Prowess Lv 5 and +40 Avoid & +30 Hit with Faith Prowess Lv 5. Constance can combine this with Alert Stance+ for a sweet +50 Avoid (+60 Avo with Reason Prowess Lv 5), making her to be fine against the archers, even if she's a Dark Flier, she also benefits from the Bowbreaker +20 Hit. It might also get affected by the Ballista (when being targeted by it) and Fire Orb (when targeting a foe with a Bow).

Lifetaker (Dark Bishop): If unit initiates combat and defeats the foe, Unit recovers half of the damage dealt. I don't know if this is a upgrade or a downgrade from its 3DS versions, but I think healing after defeating a full HP foe can prove useful at saving white magic uses and healing items. Felix, Balthus, Hanneman and Hubert would appreciate getting healed just after onerounding or OHKOing an foe.

Renewal (Bishop): At the start of each turn, unit recovers 20% of its max HP. A little nerfed from Awakening and Fates, althrough it heals twice as in Path of Radiance or Radiant Dawn. Stacking healing at the start of a turn is a good strategy, don't you think?

Unique classes

Special Dance (Dancer): If unit uses dance, grants +4 Dex/Spd/Lck to target for 1 turn. This ability seems nice to refresh Sharmir's turn after defeating an foe, granting her +8 Spd & Dex. Combine this with Rallies, so she would get like +8 Str, +12 Spd and +16 Dex (+16 Lck if Rally Luck is used as well). +4 Dex and Luck means +4 more crit (+4 Spd and Luck also means a +4 additional Magic avoid).

Sacred Power (Enlightened One): Adjacent allies deal and take 3 less damage in combat. This ability combines both Rose's Thorns and Lily's Poise at the same time, it can stack with Charm, Advocate, Guardian and Lily's Poise for more damage increase & reduction. Combine this with Leonie and Sylvain personals, they would get +5 damage dealt and -5 damage taken, both would get up to +11 damage dealt with Sacred Power, Charm and Guardian/Advocate at the same time and Sylvain with Advocade instead of Guardian on Leonie. They would also get -8 damage taken with Sacred Power and Lily's Poise (a Male Byleth is used for Leonie).

Pomp & Circumstance (Armored Lord/High Lord/Wyvern Master): Grants +4 Lck/Cha. It just grants +4 Dodge (and also +2 Crit and Magic Avoid), it just very simple, it also slightly gives some hit to gambits as well (also +1 might to Sword Dance). A Goddess Ring + Pomp & Circumstance + Rally Luck would make a unit have +16 Lck. Black Eagle Pendant / Blue Lion Brooch / Golden Deer Bracelet + Pom & Circumstance + Rally Charm would make a unit have +16 Cha.

Counterattack (Death Knight): Unit can counterattack the foe regardless of its range. This will allow Jeritza to counterattack anything without relying on the Chalice of Beginnings. Retribution only lasts for 5 turns (only 3 battalions have that gambit), so unit will not experience the same like Jeritza does with Counterattack in one of his ability slots. Stick to Grappler + Tomebreaker to make Jeritza easily take on magic users, even against Meteor and Bolting (if he successfully dodges them).

Special Classes

Duelist's Blow (Trickster): Grants +20 Avo if unit initiates combat. A little nerfed from Fates, but it's still decent at least. Ferdinand would like to have this ability when at full HP for better avoid depening on the class he is, this can change. In sword classes (such as Swordmaster, Hero, Assassin and Trickster), he would have like +75 avo with Sword Prowess Lv 5, Axebreaker and Duelist's Blow, for lance classes (Paladin and Great Knight), he would have +70 avo with Lance Prowess Lv 5, Swordbreaker and Duelist's Blow and for axe classes (Warrior, Fortress Knight, Wyvern Rider, War Master, Wvyern Lord and Great Knight), he would have +65 avo (+75 avo as Wyvern Lord) with Axe Prowess Lv 5, Lancebreaker and Duelist's Blow. Other dodge tanks like Petra, Ingrid and Manuela would like to have this ability as well. Use the terrain with positive avoid bonus to increase its viability.

Brawl Avo +20 (War Monk/War Cleric): Grants +20 Avo if unit has a gauntlet equipped. Grapplers and War Masters are perfect with this ability as it can be paired up with Tomebreaker to take on magic-wielding foes like Warlocks, Dark Bishops, Bishops and Gremories easier. The extra avoid from Tomebreaker will help them in avoiding incoming spells and retaliate with Retribution or Chalice of Beginnings. For female units, they'll only experience this on War Cleric, Female Byleth and Constance can run Aura Knuckles along with the combat arts Mystic Blow and Pneuma Gale to deal with high protection foes like Fortress Knights, Constance will mostly use there along with her black magic spells (with halved uses of course).

Transmute (Dark Flier): If foe initiates combat with magic, grants +3 to all basic stats except HP and Mov to user until the next player phrase ends. Depening on which unit this ability is used, it can be realiable if used properly. Getting an +3 omniboost from taking a magical attack, don't you think that's quite wild? Edelgard, Mercedes, Marianne and Annette would like to run this to take advantage at taking magical attacks to boost their stats, Edelgard can do this by using her Imperial Lineage+ to boost her Res by +4, then she'll have +7 Res once she takes a magical attack, if they used a Pure Water (or affected by Ward), +10 Res. Mercedes and Marianne are good at tanking magical attacks and take advantage of Transmute.

Uncanny Blow (Valkyrie): Grants +30 Hit if units initiates combat. Units with poor spell hit rates, like Fimbulvetr, Bolting, Luna and Hades, this ability fixes their hit rates, combining it with Bowbreaker grants +50 Hit (+70 Hit with Reason Prowess Lv 5). This also invalidates 30 avoid from Brawlers, Grapplers and War Masters. Murderous Intent also has the same effect as Uncanny Blow, but it is slightly weaker. Uncanny Blow is just a slightly nerfed version of Certain Blow (Murderous Intent is an halved version of Certain Blow tbh).

Master Classes

Defiant Avo (Falcon Knight): Grants +30 Avo if unit's HP drops to 25% or less. Dodgetanks favorite ability, just beware of gambits, they'll not like it. Units can make various combinations with this ability like having a total +100 avo with Sword Avo +20, Defiant Avo, Sword Prowess Lv 5 and Alert Stance+ all combined (+120 avo if Axebreaker is added to the mix) or as Wyvern Lord with Axe Prowess Lv 5, Defiant Avo, Alert Stance+ and Lancebreaker. As Falcon Knight, with Lance Prowess Lv 5, Defiant Avo, Alert Stance+ and Swordbreaker, it turns into +105 avo. Terrain with positive avoid increases more the effectiveness of this ability.

Defiant Crit (Wyvern Lord): Grants +50 Crit if unit's HP drops to 25% or less. Wrath + Defiant Crit equals +100 crit in enemy phrase, killer weapons, Critical Ring and battalions with high crit bonus will increase the effectiveness of Vantagewrathing, just beware of monsters with Vital Defense, they just are immune to critical hits and gambits of course. Also, you can use Triangle Attack with Defiant Crit for a +90 Crit in player phrase, pretty good at reaching 100% crit using a Killer Lance+ or the Scythe of Siriel (heh, Shamir can easily get 100+ Crit as Falcon Knight more than her base class, Sniper).

Warding Blow (Mortal Savant): Grants +6 Rsl if unit initiates combat. Quite nerfed from Fates, but it can be situational if used correctly. Such as the Altered Golems in Crimson Flower Chapter 18, Edelgard can run those abilities as Emperor: Axe Prowess Lv 5, Lancebreaker, Pavise, Warding Blow and Transmute. With those sets, she might live a crit from a Altered Golem using Pavise & Res buffs (such as Pure Water/Ward, Imperial Lineage+/Rally Resistance and Transmute) and destroy their barrier and deal a lot of damage with Monster Breaker against them.

Defiant Def (Great Knight): Grants +8 Def if unit's HP drops to 25% or less. This ability seems good with Balthus as it will give a effective +14 Def (Also +14 Str if he has Defiant Str) when bellow 25% HP, he can tank and sponge out more physical hits at low HP without worries, also hitting hard with Armored Strike. For Dedue, he'll have +12 Def when he waits, that's nice to see.

Defiant Spd (Bow Knight): Grants +8 Spd if unit's HP drops to 25% or less. This ability is designed to have synergy with Darting Blow and Desperation, making easier to oneround enemies with Brave Weapons, Ingrid and Leonie can easily pull that out thanks to their impressive Spd growths. Also, this gives Lance Jab and Burning Quake an additional +2.4 might, speed stacking is just too fun to see, Defiant Spd + Speed Ring shemingans.

Seal Resistance (Dark Knight): If unit initiates combat and damages the foe, foe suffers -6 Res for 1 turn. Just like with Seal Defense, this can be combined with gambits to make magic attackers easier to take down foes, specially foes with high Res like Warlocks and Bishops. Hubert, Lysithea and Hapi can use Mire and Swarm respecively with this ability to inflict 2 debuffs in 1.

Defiant Res (Holy Knight): Grants +8 Res if unit's HP drops to 25% or less. This ability is designed for res tanks, like Marianne to shove out magic attacks easier at low HP. Using Ward or Pure Water makes this a +15 Res buff, that's really nice (giving a +4.5 might to Soulblade or Lightning Axe). Only use this ability if you're good enough at tanking magic attacks as Marianne.

Quick Risposte (War Master): If unit's HP is 50% or more and foe initiates combat, unit will always follow up (if the weapon/spell does). A great ability, for deniying foes with high AS, like Petra in Azure Moon, Ingrid in Crimson Flower and more, any unit with low AS like Dedue and Raphael would like to mostly run this ability, Fortress Knights and Great Knights befefit greatly at this ability.

Defiant Mag (Gremory): Grants +8 Mag if unit's HP drops to 25% or less. Lysithea finds this ability useful with Vantage, so she can oneshot an foe before they get her. Other units like Flayn and Mercedes appreciate the extra Fortify range and healing granted by Defiant Mag. Lysithea also gets extra range on Warp thanks to Defiant Mag, but it can increased further with Magic +2 and Rally Magic, that would net a extra +3 range on Warp (+14 Mag in total).

Tell me your thoughts at those class mastery abilities, did you use them well by the way?

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u/Creative-Current9424 — 15 days ago

HM-a-Day: HM03 Surf

Welcome to HM-a-Day, a daily series where we analyze & discuss the various HMs in the game. Today's HM is HM03, Surf. As always in-game is my preferred avenue of discussion so that's what I'll be focusing on but feel free to discuss these moves and HMs in the context of competitive, PWT, Dex/Trainer Card completion, challenge runs, etc as well!

Surf is a water-type special move with 95 base power, 100% accuracy and 15 PP. This move hits all pokemon except the user in a double battle (it hits adjacent pokemon in a triple battle). This move's power is doubled against targets that have the Submerged status. To be exact, no badges are required to use HMs in Gen 5. In B2W2, the HM is found in Route 6, given by Cheren after the Plasma Frigate incident at the Pokémon World Tournament. In BW, it is at Twist Mountain's entrace, given by Alder after defeating Cheren.

The Pokemon that learn Surf via TM are: Oshawott line, Herdier & Stoutland, Psyduck line, Marill line, Audino, Panpour line, Vaporeon, Basculin, Tirtouga line, Buizel line, Ducklett line, Aggron, Frillish line, Alomomola, Haxorus, Cubchoo line, Pelipper, Tympole line, Stunfisk, Mantine line, Remoraid, Corsola, Staryu line, Wailmer line, Lapras, Spheal line, Sneasel line, Seel line, Bouffalant, Druddigon, Hydreigon, Corphish line, Lickitung line, Tyranitar and Keldeo

A HM you get on your way to the 6th gym, and this one is good. Many Water-type pokemon would appreciate a 95 BP water-type move as long they have a good base Sp. Atk. Also, in the next generation, its base power was lowered from 95 to 90. Some of the Pokémon that can learn Surf, like Barboach, appear to lack the physique required to transport a human being at sea. Surf also has the highest base power of all HM moves (specially when used against a pokemon with the sumerged status, which it has 190 base power and 180 from generation 6 onwards) before gen 6, where it had the same power as Fly, making it and Fly the strongest HM moves from those generations onwards.

When using this move outside of battle, the text will always say "The water is a deep blue", even in cases where the water isn't blue, such as the turquoise water at Village Bridge. Also, Muddy Water has the same animation as Surf, except that the water is brown rather than blue. Hyper Voice is also an Surf variant as well.

Sample sets:

Starmie @ Mystic Water • Surf, Psychic/Psyshock, Ice Beam, Recover

Samurott @ Mystic Water • Surf, Ice Beam, Rain Dance, Hydro Cannon

Jellicent @ Leftovers • Will-O-Wisp, Surf, Hex/Shadow Ball, Recover

u/Creative-Current9424 — 16 days ago