Category: best stat raising moves pokemon

Best stat raising moves pokemon

The values actually used for calculations in battle can be modified in various ways from their out-of-battle values, and out of these ways, the most familiar and common type of modifier is stat stages. In particular, whenever you use a move that raises your stats or lowers your opponent's, it's stat stages that are being modified behind the scenes.

A stat stage is an integer value that starts out at zero but can range from -6 to 6. In rotation battles, being rotated out does not count as switching.

In Red, Blue and Yellow, the implementation of stat stages was quite buggy and resulted in bizarre side-effects when stat stages were modified and other counterintuitive results. With only a couple of exceptions, you can tell when a stat stage is being modified by the familiar messages the game uses to notify you:. If the stat stage is already at -6 or 6, moves or effects that should lower or raise the stat stage respectively as a primary effect will bring up a "Nothing happened!

If it is a secondary effect of a move, it will simply fail silently. In the first generation, the multipliers used are technically approximations of these ideal multipliers. If math confuses you, this amounts to the following table:. In the first two generations, the maximum value a calculated stat could have wasso any time a stat would go over that due to stat stages, it would be made instead.

Thus, although if that Scyther had an Attack stat stage of 6 it should have an Attack ofit will actually only be in the pre-Advance games. The later games don't have this limitation. In the first two generations, the base accuracy of a move was a number out ofwith the chance of hitting being that number divided by ; in the third generation onwards, the base accuracy is internally a number out of straightforwardly representing the percentage chance of hitting.

best stat raising moves pokemon

Like other stat stages, they start out at zero, can range from -6 to 6 and will be reset when you switch unless Baton Pass was used. In Red, Blue and Yellow, the accuracy and evasion stat stage multipliers were the same as for the other stats, save for evasion being inverted i.

As with the regular stat stage multipliers, the multipliers were originally only approximations, and not always entirely accurate ones at that:. In other words, once you've used Sand-Attack six times, using Double Team six times too won't actually make the opponent miss more, since the modified accuracy stat stage can't go below As of the fifth generation, the multipliers used for accuracy checks are no longer those weird approximations but instead the actual ideal multipliers shown in the table above.

There are a lot of moves, items and abilities that affect or are affected by stat stages, but this should be a comprehensive list of them. If you notice anything I missed, please contact me. This includes all effects that involve stat stages but do not modify them in addition to general stat stage-modifying effects.

There are other effects that modify stats, yes - but they are not stat stages. It is important to realize this and properly distinguish between stat stages and other modifiers to get a proper grasp on how the different kinds of stat modifiers interact. Stat Stage Modification and Usage There are a lot of moves, items and abilities that affect or are affected by stat stages, but this should be a comprehensive list of them. General This includes all effects that involve stat stages but do not modify them in addition to general stat stage-modifying effects.

Any critical hitincluding those from moves that always hit critically, will ignore the user's Attack or Special Attack stat stage if it is negative, as well as the target's Defense or Special Defense stat stage if it is positive. In Red, Blue and Yellow, critical hits always ignored all stat stages and other non-stat stage modifiers. In Red, Blue and Yellow, it also cured the opponent's major status ailments, confusion and Leech Seed but not the user'sand set all the actual stats to their initial unmodified values such that other, non-stat stage modifiers were also negated until recalculated.Trainer Battles Academy is aimed to provide our readers a strong set of foundations for building their Pokemon GO PvP teams, understand PvP mechanics and collectively raise the knowledge bar when it comes to Trainer Battles.

Additionally, moves can have special status effects in Trainer Battles: raise attack, lower opponent defense, etc. For charge moves there are no explicit bars, but the Energy requirement somewhat emulates the mechanic. Determining which moves are good and which are not quite useful can be done by observing three metrics, but the story is a bit more complicated than that. This is not an exact science, but it does allow for particular moves to show their worth.

These moves are quite good, but they do not excel at any role. Keep in mind that there is no single rule that makes a Fast Move good. The chart above shows how Pokemon GO fast moves rank up in terms of Energy per Turn and Damage Per Turn, but also shows you how some moves are similar.

Moves on the right side do more damage per turn, and moves closer to the top generate more Energy per turn. These moves are not optimal in all situations, but they are highly usable on a variety of Pokemon:. Pokemon GO PvP charge moves cost energy to use, deal a large amount of damage and some of them even have special effects that can change your or your opponents stats.

Similar to Fast Moves, some Charge moves are strictly better than others. The main metric for comparing charge moves is DPE Damage per Energywhich describes how much damage you output per Energy point spent. DPE ranges from 2. If your charge move can be activated, you can still gain energy from Fast moves, provided that you are not already capped at Energy.

This allows for an interesting strategy:. For Acid Spray, you want a high EPT fast move to activate it soon, but you want a high DPT fast move to take advantage of the reduced defense — confusing! These ones are taken straight from our Databaseand they are grouped by energy cost.

best stat raising moves pokemon

The interesting thing about Charge moves is that you should always go for a mix of high damage and low energy ones, as well as two different types where applicable. Low energy charge moves serve to force shield usage from your opponent, while high damage ones are often trumped by simple type effectiveness. What if your opponent has a Roserade? Or a Venusaur?

Hydro Pump will not save you there, you will likely faint before you can even fire it.

A Beginner's Guide to Competitive Pokemon Battling

I hope this was useful, as a lot of Trainers have asked us to help them understand PvP basics. Until next time, see ya! Pokemon GO Hub. Register for an account. Recover your password.The values actually used for calculations in battle can be modified in various ways from their out-of-battle values, and out of these ways, the most familiar and common type of modifier is stat stages. In particular, whenever you use a move that raises your stats or lowers your opponent's, it's stat stages that are being modified behind the scenes.

A stat stage is an integer value that starts out at zero but can range from -6 to 6. In rotation battles, being rotated out does not count as switching. In Red, Blue and Yellow, the implementation of stat stages was quite buggy and resulted in bizarre side-effects when stat stages were modified and other counterintuitive results.

Stat Stages

With only a couple of exceptions, you can tell when a stat stage is being modified by the familiar messages the game uses to notify you:. If the stat stage is already at -6 or 6, moves or effects that should lower or raise the stat stage respectively as a primary effect will bring up a "Nothing happened!

If it is a secondary effect of a move, it will simply fail silently. In the first generation, the multipliers used are technically approximations of these ideal multipliers. If math confuses you, this amounts to the following table:. In the first two generations, the maximum value a calculated stat could have wasso any time a stat would go over that due to stat stages, it would be made instead.

Thus, although if that Scyther had an Attack stat stage of 6 it should have an Attack ofit will actually only be in the pre-Advance games. The later games don't have this limitation. In the first two generations, the base accuracy of a move was a number out ofwith the chance of hitting being that number divided by ; in the third generation onwards, the base accuracy is internally a number out of straightforwardly representing the percentage chance of hitting.

Like other stat stages, they start out at zero, can range from -6 to 6 and will be reset when you switch unless Baton Pass was used. In Red, Blue and Yellow, the accuracy and evasion stat stage multipliers were the same as for the other stats, save for evasion being inverted i.

As with the regular stat stage multipliers, the multipliers were originally only approximations, and not always entirely accurate ones at that:. In other words, once you've used Sand-Attack six times, using Double Team six times too won't actually make the opponent miss more, since the modified accuracy stat stage can't go below As of the fifth generation, the multipliers used for accuracy checks are no longer those weird approximations but instead the actual ideal multipliers shown in the table above.

There are a lot of moves, items and abilities that affect or are affected by stat stages, but this should be a comprehensive list of them. If you notice anything I missed, please contact me.

This includes all effects that involve stat stages but do not modify them in addition to general stat stage-modifying effects. There are other effects that modify stats, yes - but they are not stat stages.But once your HP Hit Points are lost, they're not necessarily gone for good; a variety of healing attacks can replenish health up to your usual max value. Some recover based on damage dealt, others rely on weather conditions—which reign supreme? Plus, unlike moves like Recover, you could use it outside of battle up through X and Y to sacrifice HP and give it to an injured party member.

Since Soft-Boiled was often used by Chansey and Blissey who have an incredible amount of HPyou could often fully-heal a teammate while only spending a little of the user's health. Type: Normal Formerly the signature move of Misdreavus, Pain Split offers a situational but powerful ability. It bypasses accuracy checks to always hit and adds the remaining HP of the user with that of your target, giving half that value to each. So, save Pain Split for when you're weakened and your opponent is at full health, letting you sap their life while replenishing your own.

While the move only has slightly above-average power, its full accuracy, strong offensive type, healing, and widespread availability make it a formidable technique. Type: Grass Leech Seed offers a unique status condition that no other move can provide.

The move itself doesn't deal damage and has decent 90 accuracy. Even if the user faints, allies can still benefit from the seed assuming they arrive in the same position. This move beautifully blends offense with defense, and since it's volatile, you can combine it with standard non-volatile status conditions like poison or paralysis. Type: Ground Moves like Moonlight and Synthesis can restore more than half of the user's health under the right weather conditions, but they suffer penalties in other environments; Shore Up has a potential boost with no depreciation.

The move also contributes to a competitive combo; have an allied Smeargle purposefully attack Palossand using multi-hit Water Shuriken. The move won't inflict much damage, and it'll repeatedly trigger Palossand's Water Compaction, boosting his defense two stages with each hit. Have Palossand hold a Weakness Policy to simultaneously increase his attack and special attack, then use Shore Up if healing is needed. From there, you've got an insanely-boosted warrior to sweep through any threat.

Type: Dark Like most legendary-exclusive attacksOblivion Wing is a formidable force, belonging to Y mascot Yvelatl. Since Yveltal has strong offensive stats and the move triggers his Dark STAB same-type attack bonusyou should deal and recover a fierce amount of damage with each usage. While this won't trigger Eevee's STAB, it provides nice coverage, and in triple battles, you'll hit all adjacent opponents without harming allies. It regenerates you to full health and removes any non-volatile status conditions.

The price you pay is falling asleep for two turns—but crafty Trainers can mitigate this drawback with sleep-requiring moves like Snore or Sleep Talk. Alternatively, you can immediately wake up using a Chesto Berry held item, essentially giving a single-use full heal. Type: Grass Strength Sap is the special attack of Shiinotic's evolutionary line, but can be taught to the Bellsprout, Oddish, and Hoppip families through breeding. No matter who learns it, the move reduces your target's attack stat by one stage, then heals your HP by their attack value before it was lowered!

The stronger your opponent, the more HP you'll restore, weakening their blows in the meantime; try aiming this at physical sweepers to quickly limit their options. This sculpts your Grass allies into dominating sweepers who become extra resistant to Ground attacks. And while Grass is normally a bad match-up against Flying, the terrain evens the field, as aerial foes and allies won't reap the field's health-regenerating benefit, evening your odds.

In addition to today's moves, you can heal any contender over time using the Leftovers held item, have them recover HP upon damaging foes with the Shell Bell, or refresh them by consuming various Berries. Several abilities also heal you when hit by certain attacks. Sign in or sign up and post using a HubPages Network account. Comments are not for promoting your articles or other sites.

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To provide a better website experience, levelskip. Please choose which areas of our service you consent to our doing so. Jeremy Gill more.Determining your team's held items is as important as selecting their abilities and attacks, adding yet another layer of strategy for raising your ultimate squad. But with hundreds of items introduced throughout the decades, which units are worth using?

That's an incredible boost, especially since Latios and Latias already specialize in indirect attacks and guards. Although most legendaries are banned in competitive tournaments, casual players beware the might of a Soul Dew, especially in years past. That said, switching out resets your status, so it's not quite as disabling as it sounds. As any trainer worth their badges knows, exploiting elemental weaknesses to land super-effective hits lets you deal doubled or even quadrupled damage, making it one of the fastest ways to faint enemies.

When you land one of these, you should already be hitting pretty hard, meaning that extra increase will add on a significant amount and can make the difference between a weakened but surviving foe and a one-shot defeat. Expert Belts are great for damage-oriented units with several elemental coverage attacks to choose from, ensuring they always have a technique ready to make use of their held item.

This works great for slower hitters like Snorlax or with decreased-priority moves, practically guaranteeing your bonus. Zoom Lens is simply one of the best tools for utilizing inaccurate but daunting moves like Dynamic Punch, Blizzard, and Fissure. However, the gem disappears after usage, although luckily, it only activates if your attack actually hits. Also, if your opponent is utilizing an item-swapping strategy, even if they steal your berry, they'll possibly end up confusing their own unit, making these berries less detrimental than most items if pilfered.

The Assault Vest only prevents you from choosing status moves, not from actually using them, so if an attack or ability causes you to gain an Assault Vest after selecting a stat move, you'll still be able to execute it that turn. Introduced in the generation 7 Sun and Moon titles, these crystals access the game's best attacks. Admittedly, Z-Crystals are more a means to a different game mechanic than a stat-boosting tool, but they do indeed require your held item slot, balancing their power by preventing you from using a different generalized boost.

Z-Crystals share this quality with Mega Stones simply access your monster's mega evolution, something you may only do once in a single battle, so think carefully about which monster you want to upgrade.

Colored Orbs essentially work the same way, turning Groudon and Kyogre into Primal Groudon and Primal Kyogre, which are basically mega evolutions hidden under a different name. You'll always want to employ the single mega creature you're allowed in every competitive battle, making these treasures crucial to victory. Despite a junk-like appearance, ever since their introduction in generation 2, Leftovers have reigned as the go-to held item since they're so darn versatile.

This usefully occurs after weather damage or status damage from poison or burns, meaning you won't "waste" your heal if at full health and buffeted by an end-of-turn effect. Leftovers are great for just about any contestant, but work especially well with HP tanks like Blissey or with stalemate strategies.

Use Toxic to badly poison foes, then stall with guard moves like Protect or attacks that hide you for a turn like Fly to give your Leftovers more time to heal as your opponent's monster gradually weakens from its disease.

best stat raising moves pokemon

Narrowing the expansive held item list to just ten slots wasn't easy, and with dozens of impressive items yet to cover, we'll likely return to examine more of the best equipment in the series. Sign in or sign up and post using a HubPages Network account.Fury Cutter. Bug Bite. Sucker Punch.

Dragon Breath. Thunder Shock.

best stat raising moves pokemon

Low Kick. Karate Chop. Wing Attack. Shadow Claw. Vine Whip. Razor Leaf. Mud Shot. Ice Shard. Frost Breath. Quick Attack. Poison Jab. Psycho Cut. Rock Throw. Metal Claw. Bullet Punch. Water Gun. Zen Headbutt. Poison Sting. Feint Attack. Steel Wing.

Top 10 Stat-Raising Moves in "Pokémon"

Fire Fang. Rock Smash. Powder Snow. Charge Beam. Volt Switch. Dragon Tail. Air Slash.As such, this page is to help you understand the way stats are calculated, what affects them and how to boost them and hinder your opponents.

There are six stats in total that you can fully manipulate and two alternate stats which always have a set value at the beginning of the battle, until they get affected by attacks that is. There are many ways in which the stats are determined. Base stats are the core of the whole stats. However, as each species has a different, this means that if say you have two Meganium, their stats will not be radically different if untrained.

The value ranges from 0 to 31 and each value corresponds to one single stat point at Level Technically, apart from seeing their effect, they are a hidden value which you have little to no control over. For every 4 EVs earned in a particular stat, you get 1 extra stat point at Level However, there are limits on the Effort Values you can have. However, as that is not divisable by four, it's best to take it to when maxing a stat.

This corresponds to 63 more stat points at Level This means that even if you have maxed out a stat in EVs but it's still say Level 10, you'll only notice a minimal stat increase. Finally, Natures are the other attribute which have a permanent affect on the stats.

All Pokémon moves

Each nature raises one stat while lowering another the neutral natures raise and lower the same stat rendering them inert. At the end of the calculation, the nature is taken into account. Attack, Sp. When the specific attack or item is used, the stats go up or down by a number of stages, usually by one stage, sometimes by two and on some occassions, by even more. There are 13 total stages in which the stat can hold and once it reaches the top or the bottom, it cannot be increased or lowered any further respectively.

Accuracy and Evasion also work in a similar means, just with different multipliers; Accuracy being a multiplication of the user's attack accuracy and Evasion being a multiplication of the attacker's attack accuracy. They are as follows: Attacks: Name Type Cat. PP Att. Effect Clear Smog 15 50 -- It attacks by throwing a clump of special mud at the opponent.

It returns stat changes to their original level.


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