White Phoenix
Bug Catcher
Joined: Fri Aug 17, 2007 7:29 pm Posts: 18 Location: Ypsilanti, Michigan, United States, Terra
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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 or email 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 “works well with” section to cover compatible hold items, moves, pokémon, stats, abilities, types and the like, but that is a different phase of the project.
Any one who has taken the first survey is welcome to take this one. I have refined the comparisons, though I have kept the results from the first survey. The first one failed as it was inconsistent mainly due to adjustments I kept making to the poorly formatted questions. I hope this new format will yield more accurate results. I also felt the timing was bad as most members were in school. All participants will be listed as contributors to the final project.
The rules are simple. Assume one-on-one battling. Rate the effects on their own without any outside influences. (Pretend you don’t know what the move is.) All conditions (gender, stats, moves, HP, PP, etc.) are equal or unknown. Status effects (burn, confuse, critical hit, flinch, stat change by one level, etc.) are equal. I have highlighted the important part of the effect. Compare the effects to the base effect (marked with an asterisk) in the group. The scale is 10 to -10.
10 = most useful for your defending pokémon
0 = no advantage
-10 = most useful for the opposing pokémon
Simplistic examples:
Confuses defender, 100% -10
Burns opponent, 100% 10
No effect. 0
How would you rate each one of the following effects?
*Always hits except when opponent uses Fly, Dig or Dive.
Always hits including when opponent uses Fly, Dig or Dive.
*Always hits except when opponent uses Fly, Dig or Dive.
Always hits except when opponent uses Fly, Dig or Dive, but always hits second.
*Normal attack. (i.e.;No effect. Therefore, cannot hit opponent when using Fly.)
Normal attack, including when opponent uses Fly.
Both defender and opponent may attack while opponent takes damage. Neither may retreat.
Neither defender or opponent may attack while opponent takes damage. Neither may retreat.
*Uses opponent’s move selected by you.
Uses opponent’s last move.
Uses opponent’s move selected at random.
*Uses opponent’s move selected at random.
Uses any move selected at random.
*Faint opponent.
Faint opponent when defending pokémon faints.
Faint opponent and defender in three turns. Either pokémon may avoid fainting by retreating.
*Blocks physical or special attack.
Blocks physical or special 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.
*No effect. (Can be used without restrictions.)
Fails unless all other of the defender’s moves have been used at least once.
*Does double damage.
Does double damage only if the opponent has used Minimize.
*Doubles the power of the next attack.
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 or switch opponents in trainer battles.
Forces opponent to retreat in wild 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 (opponent does not have any move like Rest, Dream Eater or Snore).
Prevents any pokémon from sleeping for 2-5 turns (opponent has a move like Rest, Dream Eater or Snore).
Prevents any pokémon from sleeping for 2-5 turns (you have no idea what opponent you may be up against).
*If the opponent is sleeping, they receive double damage (damage is calculated separately).
If the opponent is sleeping, they receive double damage (damage is calculated separately) and wake up.
*Confuse the opponent, 100%.
Confuse the opponent and increase their attack by 1 level, 100%.
*Increase opponent’s attack by 1 level, 100%.
Confuse the opponent and increase their attack by 1 level, 100%.
Power increases as tameness increases.
Power decreases as tameness increases.
It’s like déjà vu all over again.
Yogi Berra
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