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* Teleport is a bane of existence for capturing a Pokémon, as it will make the wild Pokémon escape. It doesn't help that the main user of this move, Abra, is very fast, so it will get the chance to use Teleport before you can even attack it.
* Gen I Amnesia is this, since there is only one Special stat, covering both Special Attack and Defense. This means sharply increasing the Special stat back then is like using two Calm Minds in one turn. Note that the [[GameBreaker Psychic-type of Gen I]] is assigned to the Special stat. Trying to counter them with a physical attacker is difficult, since they usually have poor Special stats to hold out in battle.

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* Teleport is a bane of existence for capturing a Pokémon, as it will make the wild Pokémon escape. It doesn't help that the main user of this move, Abra, is very fast, so it will get the chance to use Teleport before you can even attack it.
it. Teleport was eventually made somewhat less frustrating by giving it -6 priority, meaning you're guaranteed to get one move in before the user Teleports away.
* Gen I Amnesia is this, since there is only one Special stat, covering both Special Attack and Defense. This means sharply increasing the Special stat back then is like using two Calm Minds in one turn. Note that the [[GameBreaker Psychic-type of Gen I]] is assigned to the Special stat. Trying to counter them with a physical attacker is difficult, since they usually have poor Special stats to hold out in battle. Amnesia was promptly slaughtered by the Special split in Gen II, which made it boost Special Defense only.
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* Slaking used Facade! Thought you'd wear it down by using a {{StatusEffect|s}}? [[DidntThinkThisThrough Too bad!]] [[HoistByHisOwnPetard Now it's twice as powerful!]] Oh, and Generation VI made Facade ignore the attack reduction caused by a burn regardless of its user's Ability. There's also the fact that Ursaring and Zangoose, two Pokémon with abilities that boost their Attack when afflicted with a status effect (though only with Poison in Zangoose's case), also learn Facade. That, combined with their normally high physical offense stacked with their STAB boost on said move, make these two become terrifying battlers. Ursaring might need a speed boost to make use of it, however.

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* Slaking used Facade! Thought you'd wear it down by using a {{StatusEffect|s}}? {{Status Effect|s}}? [[DidntThinkThisThrough Too bad!]] [[HoistByHisOwnPetard Now it's twice as powerful!]] Oh, and Generation VI made Facade ignore the attack reduction caused by a burn regardless of its user's Ability. There's also the fact that Ursaring and Zangoose, two Pokémon with abilities that boost their Attack when afflicted with a status effect (though only with Poison in Zangoose's case), also learn Facade. That, combined with their normally high physical offense stacked with their STAB boost on said move, make these two become terrifying battlers. Ursaring might need a speed boost to make use of it, however.
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* Skill Swap is a move that switches the abilities of the user and the target, potentially crippling anyone that relies on their abilities. In double battles, it's one of the few ways to remove any ability that cripples the user, such as Truant, Slow Start, or Defeatist.
* Dragon Dance boosts the user's Attack ''and'' Speed. If used by the right Pokémon, it can set them up to sweep entire parties.
* Focus Punch, assuming you can make sure your opponent won't hit you before the attack is complete. This can be ensured with smart use of Substitute, or worse, Spore.
* Slaking used Facade! Thought you'd wear it down by using a {{StatusEffect|s}}? [[DidntThinkThisThrough Too bad!]] [[HoistByHisOwnPetard Now it's twice as powerful!]] Oh, and Generation VI made Facade ignore the burn penalty regardless of its user's Ability. There's also the fact that Ursaring and Zangoose, two Pokémon with abilities that boost their Attack when afflicted with a status effect (though only with Poison in Zangoose's case), also learn Facade. That, combined with their normally high physical offense and STAB boost on said move, make these two become terrifying battlers.
* [[NoItemUseForYou Knock Off]] got a major buff in Generation VI. Before, it was a wimpy attack with 20 base power that just nullified the item of what it was used against. Afterwards, it not only got a decent power boost (to 65), but also inflicted 50% more damage against anything that has an item while still retaining the ability to remove items. In the competitive scene, ''everybody'' has an item, and some Pokémon are quite attached to theirs. Furthermore, you can't use your Steel-types to tank it, as they lost their resistance against Dark moves. And then it's also ridiculously widespread and can easily be run as a primary damaging move on Dark-type attackers, a coverage option on non-Dark-types, or even a utility move on tanks and walls. It quickly got a reputation as "Gen VI's Scald".

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* Skill Swap is a move that switches the abilities of the user and the target, potentially crippling anyone that relies on their abilities. In double battles, it's one of the few ways to remove any ability that cripples the user, ''user'', such as Truant, Truant on Slaking, Slow Start, Start on Regigigas or Defeatist.
Defeatist on Archeops.
* Dragon Dance boosts the user's Attack ''and'' Speed. Two stats that are vitally important for physical sweepers. If used by the right Pokémon, it can set them up to sweep entire parties.
* Focus Punch, assuming you can make sure your opponent won't hit you before the attack is complete. This can be ensured with smart use of Substitute, or worse, Spore.
Substitute with mostly all those who can learn FP, and worse... Spore with Breloom. Both at once? Don't even get us started.
* Slaking used Facade! Thought you'd wear it down by using a {{StatusEffect|s}}? [[DidntThinkThisThrough Too bad!]] [[HoistByHisOwnPetard Now it's twice as powerful!]] Oh, and Generation VI made Facade ignore the attack reduction caused by a burn penalty regardless of its user's Ability. There's also the fact that Ursaring and Zangoose, two Pokémon with abilities that boost their Attack when afflicted with a status effect (though only with Poison in Zangoose's case), also learn Facade. That, combined with their normally high physical offense and stacked with their STAB boost on said move, make these two become terrifying battlers.
battlers. Ursaring might need a speed boost to make use of it, however.
* [[NoItemUseForYou Knock Off]] got a major buff in Generation VI. Before, it was a wimpy attack with 20 base power that just nullified the item of what it was used against. Afterwards, it not only got a decent power boost (to 65), but also inflicted 50% more damage against anything that has an item while still retaining the ability to remove items. In the competitive scene, ''everybody'' has an item, and some Pokémon are quite attached to reliant on theirs. Furthermore, you can't use your Steel-types to tank it, as they lost their resistance against Dark moves. And then it's also ridiculously widespread and can easily be run as a primary damaging move on Dark-type attackers, a coverage option on non-Dark-types, or even a utility move on tanks and walls. It quickly got a reputation as "Gen VI's Scald".
Scald". Thankfully, with the introductions of Mega stones in Gen VI, Mega pokemon can be switched in to tank the hit, and the power boost the move gets upon hitting a Pokémon with an item is not applied to mega stones. It took a bigger hit in Gen VII, where the same rules apply to Z-crystals, which ''any'' Pokémon can hold, giving most teams a shield against Knock Off.



* '''Stealth Rock.''' It creates an "entry hazard", which means that any further Pokémon who switch in will be affected. At least Spikes and Toxic Spikes could be dodged with a Flying-type or somebody with Levitate... but not Stealth Rock. Unlike dealing a set amount of damage, like Spikes, it factors [[ElementalRockPaperScissors type matchups]] into the damage done. This means that someone who is weak to Rock loses a quarter of its health, and someone with a double weakness losing ''half'', just from being sent in. It's [[KryptoniteIsEverywhere absolutely everywhere.]] ''Entire teams'' have to be made just to survive (and use) it. It's the only reason anybody uses the otherwise pathetic move Rapid Spin (there are even specific Pokémon whose sole reason for usage is to use Rapid Spin). It's made many Pokémon that are weak to Rock seen as unusable (mostly). The metagame, when it doesn't centralize around weather, centralizes around this move. No other move is as infamous or game-changing as Stealth Rock.

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* '''Stealth Rock.''' It creates an "entry hazard", which means that any further Pokémon who switch get switched in after they are set up will be affected. At least Spikes and Toxic Spikes could be dodged with a Flying-type or somebody with Levitate... but not Stealth Rock.Rock, as they are described to float in the air around the opposing team. Unlike dealing a set amount of damage, like Spikes, it factors [[ElementalRockPaperScissors type matchups]] into the damage done. This means that someone who is weak to Rock loses a quarter of its health, and someone with a double weakness losing ''half'', just from being sent in. It's [[KryptoniteIsEverywhere absolutely everywhere.]] ''Entire teams'' have to be made just to survive (and use) it. It's the only reason anybody uses the otherwise pathetic move Rapid Spin (there are even specific Pokémon whose sole reason for usage is to use Rapid Spin). It's made many Pokémon that are weak to Rock seen as unusable (mostly). The metagame, when it doesn't centralize around weather, centralizes around this move. No other move is as infamous or game-changing as Stealth Rock.



* Dark Void. It's a move that puts all opposing Pokémon to sleep if it connects. This means that it can completely incapacitate the enemy team in Doubles and possibly Triples. It's especially nasty when considering who can use it: Darkrai. Darkrai is incredibly fast, and most players will use Dark Void to put you to sleep before you move. However, Darkrai has an ability that causes damage to Pokémon that are asleep. This one move is what makes Darkrai such a major threat. Smeargle, who can use nearly any move in the game, can also learn this move (at least until Gen VII, where the move flat-out fails unless Darkrai is using it). If you get hit by Dark Void from Smeargle, prepare to be helpless as Smeargle buffs up its stats in front of ''both'' your Pokémon and Baton Pass those buffs to let an ally demolish your team. Dark Void was banned in past VGC tournaments for exactly this reason (and in Gen VII, got nerfed to 50% accuracy for good measure).
* Bullet Punch, if used by Scizor that has Technician. Include the STAB as well and Scizor has a priority move with a power of 90 instead of 40 and a ''ton'' of PP.

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* Dark Void. It's a move that puts all opposing Pokémon to sleep if it connects. This means that it can completely incapacitate the enemy team in Doubles and possibly Triples. It's especially nasty when considering who can use it: Darkrai. Darkrai is incredibly fast, and most players will use Dark Void to put you to sleep before you move. However, Darkrai has an ability that causes damage to Pokémon that are asleep. This one move is what makes Darkrai such a major threat. Smeargle, who can use nearly any move in the game, can also learn this move (at least until Gen VII, where [[ObviousRulePatch the move flat-out fails unless Darkrai is using it).it]]). If you get hit by Dark Void from Smeargle, prepare to be helpless as Smeargle buffs up its stats in front of ''both'' your Pokémon and Baton Pass those buffs to let an ally demolish your team. Dark Void was banned in past VGC tournaments for exactly this reason (and in Gen VII, got nerfed to 50% accuracy for good measure).
* Bullet Punch, if used by Scizor that has Technician.Technician, which boosts the power of attacks that have 60 or less base power. Include the STAB as well and Scizor has a priority move with a power of 90 instead of 40 and a ''ton'' of PP.
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* You thought Roar of Time was an awesome move? You won't during the final battle with Dialga. It can hit you from anywhere on the battlefield and has the incredibly annoying tendency to do triple-digit damage. Just when your team is beginning to get triple-digit health. If you lose, you'll get sent all the way back to the bottom of Temporal Tower, which means you have to climb the whole damn thing again just to try your luck at Dialga one more time. Combine that with Dialga's Intimidator IQ Skill (which often keeps you from moving altogether), and good old Roar of Time isn't looking so cool anymore...
* Palkia's Spacial Rend is even worse. It shares Roar of Time's ability to hit all targets on the field and deals a similar (but slightly lower) amount of damage, along with having its signature heightened crit rate. The problem with it is that unlike Roar of Time, it ''doesn't need a turn to recharge after'', letting Palkia spam it all day and night during his boss battle until he runs out of PP. Combine this move with Palkia's various other advantages and it can quickly turn the Spatial Pokemon into ThatOneBoss.

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* You thought Roar of Time was an awesome move? You won't during the final battle with Dialga. It can hit you from anywhere on the battlefield and has the incredibly annoying tendency to do triple-digit damage. Just when your team is beginning to get triple-digit health.health, not helped by the fact that it's a Dragon-type attack that cannot be resisted by any of the playable characters, meaning you're basically always going to be taking full damage from it. If you lose, you'll get sent all the way back to the bottom of Temporal Tower, which means you have to climb the whole damn thing again just to try your luck at Dialga one more time. Combine that with Dialga's Intimidator IQ Skill (which often keeps you from moving altogether), and good old Roar of Time isn't looking so cool anymore...
* Palkia's Spacial Rend is even worse. It shares Roar of Time's ability to hit all targets on the field and deals a similar similarly high (but slightly lower) amount of damage, along with having its signature heightened crit rate. rate and the unresistable Dragon typing. The problem with it is that unlike Roar of Time, it ''doesn't need a turn to recharge after'', letting Palkia spam it all day and night during his boss battle until he runs out of PP.PP, by which time he's likely to have wiped out your party several times over. Combine this move with Palkia's various other advantages and it can quickly turn the Spatial Pokemon into ThatOneBoss.
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Redirecting to Status Effects.


* Body Slam. It packs a punch and has a whopping ''30%'' chance to cause [[StandardStatusEffects paralysis]]. Paralysis is annoying because it reduces you to a crawl on top of having a 25% chance of not being able to attack. On top of that, a ton of mons could learn it in the [[VideoGame/PokemonRedAndBlue first generation]], and there it was the equivalent of Stealth Rock — hard to deal with and very widespread.

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* Body Slam. It packs a punch and has a whopping ''30%'' chance to cause [[StandardStatusEffects [[StatusEffects paralysis]]. Paralysis is annoying because it reduces you to a crawl on top of having a 25% chance of not being able to attack. On top of that, a ton of mons could learn it in the [[VideoGame/PokemonRedAndBlue first generation]], and there it was the equivalent of Stealth Rock — hard to deal with and very widespread.



* [[ThatOneBoss Sla]][[VideoGame/PokemonRubyAndSapphire king]] used Facade! Thought you'd wear it down by using a StatusEffect? [[DidntThinkThisThrough Too bad!]] [[HoistByHisOwnPetard Now it's twice as powerful!]] Oh, and Generation VI made Facade ignore the burn penalty regardless of its user's Ability. There's also the fact that Ursaring and Zangoose, two Pokémon with abilities that boost their Attack when afflicted with a StatusEffect (though only with Poison in Zangoose's case), also learn Facade. That, combined with their normally high physical offense and STAB boost on said move, make these two become terrifying battlers.

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* [[ThatOneBoss Sla]][[VideoGame/PokemonRubyAndSapphire king]] Slaking used Facade! Thought you'd wear it down by using a StatusEffect? {{StatusEffect|s}}? [[DidntThinkThisThrough Too bad!]] [[HoistByHisOwnPetard Now it's twice as powerful!]] Oh, and Generation VI made Facade ignore the burn penalty regardless of its user's Ability. There's also the fact that Ursaring and Zangoose, two Pokémon with abilities that boost their Attack when afflicted with a StatusEffect status effect (though only with Poison in Zangoose's case), also learn Facade. That, combined with their normally high physical offense and STAB boost on said move, make these two become terrifying battlers.



* '''Stealth Rock.''' It creates an "entry hazard", which means that any further Pokémon who switch in will be affected. At least Spikes and [[StandardStatusEffects Toxic Spikes]] could be dodged with a Flying-type or somebody with Levitate... but not Stealth Rock. Unlike dealing a set amount of damage, like Spikes, it factors [[ElementalRockPaperScissors type matchups]] into the damage done. This means that someone who is weak to Rock loses a quarter of its health, and someone with a double weakness losing ''half'', just from being sent in. It's [[KryptoniteIsEverywhere absolutely everywhere.]] ''Entire teams'' have to be made just to survive (and use) it. It's the only reason anybody uses the otherwise pathetic move Rapid Spin (there are even specific Pokémon whose sole reason for usage is to use Rapid Spin). It's made many Pokémon that are weak to Rock seen as unusable (mostly). The metagame, when it doesn't centralize around weather, centralizes around this move. No other move is as infamous or game-changing as Stealth Rock.

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* '''Stealth Rock.''' It creates an "entry hazard", which means that any further Pokémon who switch in will be affected. At least Spikes and [[StandardStatusEffects Toxic Spikes]] Spikes could be dodged with a Flying-type or somebody with Levitate... but not Stealth Rock. Unlike dealing a set amount of damage, like Spikes, it factors [[ElementalRockPaperScissors type matchups]] into the damage done. This means that someone who is weak to Rock loses a quarter of its health, and someone with a double weakness losing ''half'', just from being sent in. It's [[KryptoniteIsEverywhere absolutely everywhere.]] ''Entire teams'' have to be made just to survive (and use) it. It's the only reason anybody uses the otherwise pathetic move Rapid Spin (there are even specific Pokémon whose sole reason for usage is to use Rapid Spin). It's made many Pokémon that are weak to Rock seen as unusable (mostly). The metagame, when it doesn't centralize around weather, centralizes around this move. No other move is as infamous or game-changing as Stealth Rock.
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* Perish Song is made even worse in the Mystery Dungeon series. While in the normal games you can switch yourself out to heal, here you can't, resulting in it being mission-ending unless you have heal seeds handy or are a few steps away from the stairs. Since it can be learned by Lapras and Politoed, expect certain water-type dungeons to be especially annoying to get through and requiring you to stock up on heal seeds.
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** Grassy Glide. When used on Grassy Terrain, it becomes a strong priority move, basically a Grass-type Extreme Speed, only with more power (91, to be exact, not including STAB). Any Pokemon lucky enough to have the ability that summons Grassy Terrain ''and'' this move can turn the tables on any opponent that isn't resistant to Grass.
** Rising Voltage only has 70 base power when used normally. On Electric Terrain (and with the target on the ground), it ''doubles'', and with the 1.3x boost on top of that, this move's power comes out at '''182''', not including STAB!

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** Grassy Glide. When used on Grassy Terrain, it becomes a strong priority move, basically a Grass-type Extreme Speed, only with more power (91, to be exact, not including STAB). Any Pokemon lucky enough to have the ability that summons Grassy Terrain ''and'' this move can turn the tables on any opponent that isn't resistant to Grass.
Grass. As of ''Sword and Shield'', only the Rillaboom line gets both Grassy Surge and this move.
** Rising Voltage only has 70 base power when used normally. On Electric Terrain (and with the target on the ground), it ''doubles'', and with the 1.3x boost on top of that, this move's power comes out at '''182''', not including STAB! However, as of ''Sword and Shield'', the only Pokémon capable of using Rising Voltage that also summons Electric Terrain upon entry is, of all things, the otherwise unremarkable Pincurchin.
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* Max Airstream is widely considered to be the best Max Move in the game. As well as doing immense damage (140 BP when converted from Brave Bird, which is used rather frequently), this move increases the user's speed as well. So the user can Dynamax, use this move and sweep multiple 'mons in the process, then turn back to normal and continue sweeping with its now blistering speed.

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* Max Airstream is widely considered to be the best Max Move in the game. As well as doing immense damage (140 BP when converted from Brave Bird, which is used rather frequently), this move increases the user's speed as well. So the user can Dynamax, use this move and sweep multiple 'mons in the process, then turn back to normal and continue sweeping with its now blistering speed. Max Knuckle, the default Fighting-type Max Move, is formidable in its own right for boosting the user's attack (potentially up to 3 times in optimal circumstances), although unlike Max Airstream a canny opponent can [[NoSell nullify]] it completely simply by swapping in a Ghost type. The Poison-type equivalent that boosts special attack, on the other hand, is not used as frequently due to Poison being resisted by 4 types and outright [[NoSell nullified]] by Steel.
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* Draco Meteor. A 140 (later slightly nerfed to 130) base damage Dragon-type special attack with a respectable 90% accuracy, only at the cost of halving your special attack afterwards (and again like Outrage, it's easily fixed by switching out). Dragon-types with sizeable Special Attack can put it to very good use, and worse, both dragon attacks can be freely used together to ensure no matter what defensive stat your pokemon favors, it's going down.

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* Draco Meteor. A 140 (later slightly nerfed to 130) base damage Dragon-type special attack with a respectable 90% accuracy, only at the cost of halving your special attack afterwards (and again like Outrage, it's easily fixed by switching out). Dragon-types with sizeable Special Attack can put it to very good use, and worse, both dragon attacks can be freely used together to ensure no matter what defensive stat your pokemon Pokémon favors, it's going down.



* Three of the four terrain-based moves introduced in the Isle of Armor DLC are this, since they utilise their respective terrain's abilities for a massive impact. The only exception is Misty Explosion, a self-destructing move that only reaches the power of the ''move'' Self Destruct when Misty Terrain is up. Because of this, almost nobody uses this move in competitive play. As for the other three:

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* Three of the four terrain-based moves introduced in the Isle of Armor DLC are this, since they utilise utilize their respective terrain's abilities for a massive impact. The only exception is Misty Explosion, a self-destructing move that only reaches the power of the ''move'' Self Destruct when Misty Terrain is up. Because of this, almost nobody uses this move in competitive play. As for the other three:



** Grassy Glide. When used on Grassy Terrain, it becomes a strong priority move, basically a Grass-type Extreme Speed, only with more power (91, to be exact, not including STAB). Any Pokemon lucky enough to have the ablity that summons Grassy Terrain ''and'' this move can turn the tables on any opponent that isn't resistant to Grass.

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** Grassy Glide. When used on Grassy Terrain, it becomes a strong priority move, basically a Grass-type Extreme Speed, only with more power (91, to be exact, not including STAB). Any Pokemon lucky enough to have the ablity ability that summons Grassy Terrain ''and'' this move can turn the tables on any opponent that isn't resistant to Grass.

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Focus Punch was introduced in Generation 3


* Focus Punch, assuming you can make sure your opponent won't hit you before the attack is complete. This can be ensured with smart use of Substitute, or worse, Spore.


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* Focus Punch, assuming you can make sure your opponent won't hit you before the attack is complete. This can be ensured with smart use of Substitute, or worse, Spore.
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* Oblivion Wing, Yveltal's SecretArt, has a power of 80... and restores 75% of all damage dealt as health, allowing Yveltal to heal to nearly full HP within a few usages (even 1 if it's super-effective). It's particularly nasty when you're trying to capture it, as it will just heal itself to a reasonable amount with this move.

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* Oblivion Wing, Yveltal's SecretArt, has a power of 80... and restores 75% of all damage dealt as health, allowing Yveltal to heal to nearly full HP within a few usages (even 1 if it's super-effective). It's particularly nasty when you're trying to capture it, it (provided you aren't using a Master Ball), as it will just heal itself to a reasonable amount with this move.
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* If there's one move that trainers dread seeing Zebstrika use, it's "Flame Charge". This is because not only is Flame Charge super-effective against Grass-type Pokémon (which normally have a resistance against Electric-type attacks), but it also boosts Zebstrika's already '''very high''' Speed stats. Oh, and it loves to spam this move several times. This means that now it is insanely fast and can easily strike with moves like Spark, Thunderbolt, and Charge Beam several times (and paralyze your Pokémon with said attacks) before you get a chance to do much damage.

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* If there's one move that trainers dread seeing Zebstrika use, it's "Flame Charge". This is because not only is Flame Charge super-effective against Grass-type Pokémon (which normally have a resistance against Electric-type attacks), but it also boosts Zebstrika's already '''very high''' '''[[LightningBruiser very high]]''' Speed stats. Oh, and it loves to spam this move several times. This means that now it is insanely fast and can easily strike with moves like Spark, Thunderbolt, and Charge Beam several times (and paralyze your Pokémon with said attacks) before you get a chance to do much damage.
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* Scald. Not only is it an extremely widespread move (obtainable on most Water-types that aren't part-Ice) with acceptable power, but it has an annoyingly high chance to burn, which cripples physical attackers. As such, Scald is very commonly used on both Water-type attackers for its decent base power and on defensive Pokémon to fish for the burn chance.

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* Scald. Not only is it an extremely widespread move (obtainable on most Water-types that aren't part-Ice) with acceptable power, but it has an annoyingly high chance to burn, which cripples physical attackers. As such, Scald is very commonly used on both Water-type attackers for its decent base power (plus a STAB boost) and on defensive Pokémon to fish [[StealthPun fish]] for the burn chance.
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* Draco Meteor. A 140 (later slightly nerfed to 130) base damage Dragon-type special attack with a respectable 90% accuracy, only at the cost of halving your special attack afterwards (and again like Outrage, it's easily fixed by switching out). Dragon-types with sizeable Special Attack can put it to very good use, and worse, both dragon attacks can be freely used together to ensure no matter what defensive stat your pokemon favors, it's going down.

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%%* Expanding Force
%%* Grassy Glide

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%%* * Three of the four terrain-based moves introduced in the Isle of Armor DLC are this, since they utilise their respective terrain's abilities for a massive impact. The only exception is Misty Explosion, a self-destructing move that only reaches the power of the ''move'' Self Destruct when Misty Terrain is up. Because of this, almost nobody uses this move in competitive play. As for the other three:
**
Expanding Force
%%*
Force starts off with a base power of 80, and that power is multiplied by 1.5 if Psychic Terrain is up, on top of the boost that Psychic-type attacks get with said terrain (1.3). This gives Expanding Force a base power of ''156'' with Psychic Terrain '''without factoring in STAB'''. This turns Indeedee into an absolute powerhouse, since they summon the terrain as soon as the enter the battle and blast the opposition to pieces with a move that only Dark types are safe from.
**
Grassy GlideGlide. When used on Grassy Terrain, it becomes a strong priority move, basically a Grass-type Extreme Speed, only with more power (91, to be exact, not including STAB). Any Pokemon lucky enough to have the ablity that summons Grassy Terrain ''and'' this move can turn the tables on any opponent that isn't resistant to Grass.
** Rising Voltage only has 70 base power when used normally. On Electric Terrain (and with the target on the ground), it ''doubles'', and with the 1.3x boost on top of that, this move's power comes out at '''182''', not including STAB!
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* Double Iron Bash, Melmetal's SecretArt. It's a 60-power Steel-type physical punching move that hits twice and a 30% chance to flinch a slower opponent ''per hit'', giving it an approximately 51% chance to flinch. Coupled with Melmetal's STAB, very high attack stat, and Iron Fist ability to boost its damage further, this move will hurt a lot -- and forget about substitutes since if the first hit destroys the sub, the second will hit. Finally, unlike several other high-power moves like Close Combat, Brave Bird, or Stone Edge, Double Iron Bash has 100% accuracy and zero drawbacks other than low PP. It was one of the reasons why Melmetal was banned to Ubers within ''two days'' of being accessible in Gen VIII.

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* Double Iron Bash, Melmetal's SecretArt. It's a 60-power Steel-type physical punching move that hits twice and a 30% chance to flinch a slower opponent ''per hit'', giving it an approximately 51% chance to flinch. Coupled with Melmetal's STAB, very high attack stat, and Iron Fist ability to boost its damage further, this move will hurt a lot -- and forget about substitutes since if the first hit destroys the sub, the second will hit.hit the target for a lot of damage. Finally, unlike several other high-power moves like Close Combat, Brave Bird, or Stone Edge, Double Iron Bash has 100% accuracy and zero drawbacks other than low PP. It was one of the reasons why Melmetal was banned to Ubers within ''two days'' of being accessible in Gen VIII.



%%* Max Airstream

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%%* * Max AirstreamAirstream is widely considered to be the best Max Move in the game. As well as doing immense damage (140 BP when converted from Brave Bird, which is used rather frequently), this move increases the user's speed as well. So the user can Dynamax, use this move and sweep multiple 'mons in the process, then turn back to normal and continue sweeping with its now blistering speed.
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%%* Expanding Force
%%* Grassy Glide
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%%* Max Airstream
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* Destiny Bond is a move that, when used, [[TakingYouWithMe takes the opposing Pokémon down if the user is knocked out that turn]]. Mercifully nerfed in Generation VII by making it eventually fail, much like [[DefendCommand Protect]], if one tries to use it consecutively in a row. However, its Z-Move effect gives a Follow Me effect, luring any opponent to attack it and potentially taking anyone down along with the user.

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* Destiny Bond is a move that, when used, [[TakingYouWithMe takes the opposing Pokémon down if the user is knocked out that turn]]. Mercifully nerfed in Generation VII by making it eventually fail, much like [[DefendCommand Protect]], if one tries to use it consecutively in a row. However, its Z-Move effect gives a [[DrawAggro Follow Me Me]] effect, luring any opponent to attack it and potentially taking anyone down along with the user.
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** Head Smash is the strongest recoil move in the entire game, having the same power as '''Hyper Beam'''.[[note]] 150[[/note]] It's also [[DishingOutDirt Rock type]], giving it excellent coverage and again, nothing is immune to it. Thankfully, the recoil damage is very severe, and it is also one of the more inaccurate ones, with 80% accuracy. Though Tyrantrum has Rock Head to patch the former issue.

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** Head Smash is the strongest recoil move in the entire game, having the same power as '''Hyper Beam'''.[[note]] 150[[/note]] It's also [[DishingOutDirt Rock type]], giving it excellent coverage and again, nothing is immune to it. Thankfully, the recoil damage is very severe, and it is also one of the more inaccurate ones, with 80% accuracy. Though Tyrantrum has and Aggron have Rock Head to patch the former issue.
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** While overall less effective, its cousin Bolt Beak, used by Dracozolt and Arctozolt, has the same power and the same "double-damage if the user goes first" property. Boosted by Electric Terrain, Hustle and a Choice Scarf, Dracozolt can rip through anything that's not Ground-type or doesn't have Volt Absorb or Lightning Rod, and while Arctozolt lacks Hustle, it makes up for it with secondary Ice stab that almost nothing outside of itself resists.

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** While overall less effective, its cousin Bolt Beak, used by Dracozolt and Arctozolt, has the same power and the same "double-damage if the user goes first" property. Boosted by Electric Terrain, Hustle and a Choice Scarf, Band/Scarf (depending on whether the user wants to always have a 1.5x boost to attack or guarantee to outspeed a large number of the competition), Dracozolt can rip through anything that's not Ground-type or doesn't have Volt Absorb or Lightning Rod, and while Arctozolt lacks Hustle, it makes up for it with secondary Ice stab that almost nothing outside of itself resists.
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** While overall less effective, its cousin Bolt Beak, used by Dracozolt and Arctozolt, has the same power and the same "double-damage if the user goes first" property. Boosted by Electric Terrain, Hustle and a Choice Band, Dracozolt can rip through anything that's not Ground-type or doesn't have Volt Absorb or Lightning Rod, and while Arctozolt lacks Hustle, it makes up for it with secondary Ice stab that almost nothing outside of itself resists.

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** While overall less effective, its cousin Bolt Beak, used by Dracozolt and Arctozolt, has the same power and the same "double-damage if the user goes first" property. Boosted by Electric Terrain, Hustle and a Choice Band, Scarf, Dracozolt can rip through anything that's not Ground-type or doesn't have Volt Absorb or Lightning Rod, and while Arctozolt lacks Hustle, it makes up for it with secondary Ice stab that almost nothing outside of itself resists.
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* Protect, while not nearly as bad as the others, is still really annoying and makes you waste a turn and PP. If the AI at least used it strategically, it'd be one thing, but since it's purely AIRoulette, they end up using it just because, even when it's obvious that you've already won and it won't help them, thus they just delay the inevitable. Also, in multiplayer Single matches, it guarantees a turn a Pokémon can be on the field (making it common alongside Earthquake spammers, or in conjunction with things like Wish or Speed Boost, or even just stalling until a status condition [=KO's=] an opponent). There are a few moves that get around Protect and its variations, but all are either weak, require a charge turn, or are exclusive to Mythical Pokémon.

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* Protect, while not nearly as bad as the others, is still really annoying and makes you waste a turn and PP. If the AI at least used it strategically, it'd be one thing, but since it's purely AIRoulette, they end up using it just because, even when it's obvious that you've already won and it won't help them, thus they just delay the inevitable. Also, in multiplayer Single matches, it guarantees a turn a Pokémon can be on the field (making it common alongside Earthquake spammers, or in conjunction with things like Wish or Speed Boost, or even just stalling until a status condition [=KO's=] [=KOs=] an opponent). There are a few moves that get around Protect and its variations, but all are either weak, require a charge turn, or are exclusive to Mythical Pokémon.
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* Psyshock. It's a special attack, but it targets the opponent's Defense rather than Special Defense. Add this to the moveset of a good special attacker to allow them to hit hard against a much wider range of opponents. Blissey runs scared from Psychic-types now. Mewtwo has Psystrike, an more powerful version of this.

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* Psyshock. It's a special attack, but it targets the opponent's Defense rather than Special Defense. Add this to the moveset of a good special attacker to allow them to hit hard against a much wider range of opponents. Blissey runs scared from Psychic-types now. Mewtwo has Psystrike, an a more powerful version of this.
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* Aegislash's [[SecretArt King's Shield]]. What King's Shield does is protect Aegislash from any attack, with a nasty effect being able to harshly lower the attacker's attack if they use a contact move on King's Shield. In addition, Aegislash using King's Shield also means it can switch from Blade Forme, which has daunting offences, into Shield Forme, which has massive defenses. Played right, King's Shield effectively makes Aegislash a '''720''' BST Pokémon.[[note]]For comparison, that is ''[[OlympusMons Arceus's]]'' BST. Aegislash's Blade form's base stats are 60 HP / 150 Atk / 50 Def / 150 [=SAtk=] / 50 [=SDef=] / 60 Speed, while its Shield form has 60 HP / 50 Atk / 150 Def / 50 [=SAtk=] / 150 [=SDef=] / 60 Speed. A well-played King's Shield Aegislash effectively switches between the highest stats of ''both forms at once'' — that is 60/150/150/150/150/60[[/note]]. On the other hand, King's Shield doesn't block Status moves. Aegislash's stats got nerfed in Gen VIII (bringing its 150 base stats down to 140) in an effort to make this more manageable.

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* Aegislash's [[SecretArt King's Shield]]. What King's Shield does is protect Aegislash from any attack, with a nasty effect being able to harshly lower the attacker's attack if they use a contact move on King's Shield. In addition, Aegislash using King's Shield also means it can switch from Blade Forme, which has daunting offences, into Shield Forme, which has massive defenses. Played right, King's Shield effectively makes Aegislash a '''720''' BST Pokémon.[[note]]For comparison, that is ''[[OlympusMons Arceus's]]'' BST. Aegislash's Blade form's base stats are 60 HP / 150 Atk / 50 Def / 150 [=SAtk=] / 50 [=SDef=] / 60 Speed, while its Shield form has 60 HP / 50 Atk / 150 Def / 50 [=SAtk=] / 150 [=SDef=] / 60 Speed. A well-played King's Shield Aegislash effectively switches between the highest stats of ''both forms at once'' — that is 60/150/150/150/150/60[[/note]]. On the other hand, King's Shield doesn't block Status moves. Aegislash's stats got nerfed in Gen VIII (bringing its 150 base stats down to 140) and King's Shield nerfed to lower attack by one instead of two levels in an effort to make this more manageable.
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* Double Iron Bash, Melmetal's SecretArt. It's a 60-power Steel-type physical punching move that hits twice and a 30% chance to flinch a slower opponent ''per hit'', giving it an approximately 51% chance to flinch. Coupled with Melmetal's STAB, very high attack stat, and Iron Fist ability to boost its damage further, this move will hurt a lot -- and forget about substitutes since if the first hit destroys the sub, the second will hit. Finally, unlike several other high-power moves like Close Combat, Brave Bird, or Stone Edge, Double Iron Bash has 100% accuracy and zero drawbacks other than low PP.

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* Double Iron Bash, Melmetal's SecretArt. It's a 60-power Steel-type physical punching move that hits twice and a 30% chance to flinch a slower opponent ''per hit'', giving it an approximately 51% chance to flinch. Coupled with Melmetal's STAB, very high attack stat, and Iron Fist ability to boost its damage further, this move will hurt a lot -- and forget about substitutes since if the first hit destroys the sub, the second will hit. Finally, unlike several other high-power moves like Close Combat, Brave Bird, or Stone Edge, Double Iron Bash has 100% accuracy and zero drawbacks other than low PP.
PP. It was one of the reasons why Melmetal was banned to Ubers within ''two days'' of being accessible in Gen VIII.
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* Double Iron Bash, Melmetal's SecretArt. It's a 60-power Steel-type physical punching move that hits twice and a 30% chance to flinch a slower opponent on hit. Coupled with Melmetal's STAB, very high attack stat, and Iron Fist ability to boost its damage further, this move will hurt a lot -- and forget about substitutes since if the first hit destroys the sub, the second will hit. Finally, unlike several other high-power, low-PP moves like Close Combat, Brave Bird, or Fire Blast, this one has 100% accuracy and zero drawbacks whatsoever.

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* Double Iron Bash, Melmetal's SecretArt. It's a 60-power Steel-type physical punching move that hits twice and a 30% chance to flinch a slower opponent on hit.''per hit'', giving it an approximately 51% chance to flinch. Coupled with Melmetal's STAB, very high attack stat, and Iron Fist ability to boost its damage further, this move will hurt a lot -- and forget about substitutes since if the first hit destroys the sub, the second will hit. Finally, unlike several other high-power, low-PP high-power moves like Close Combat, Brave Bird, or Fire Blast, this one Stone Edge, Double Iron Bash has 100% accuracy and zero drawbacks whatsoever.
other than low PP.
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* Double Iron Bash, Melmetal's SecretArt. It's a 60-power Steel-type physical punching move that hits twice and a 30% chance to flinch a slower opponent on hit. Coupled with Melmetal's STAB, very high attack stat, and Iron Fist ability to boost its damage further, this move will hurt a lot -- and forget about substitutes since if the first hit destroys the sub, the second will hit. Finally, unlike several other high-power, low-PP moves like Close Combat, Brave Bird, or Fire Blast, this one has 100% accuracy and zero drawbacks whatsoever.
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* Knock Off got a major buff in Generation VI. Before, it was a wimpy attack with 20 base power that just nullified the item of what it was used against. Afterwards, it not only got a decent power boost (to 65), but also inflicted 50% more damage against anything that has an item while still retaining the ability to remove items. In the competitive scene, ''everybody'' has an item, and some Pokémon are quite attached to theirs. Furthermore, you can't use your Steel-types to tank it, as they lost their resistance against Dark moves. And then it's also ridiculously widespread and can easily be run as a primary damaging move on Dark-type attackers, a coverage option on non-Dark-types, or even a utility move on tanks and walls. It quickly got a reputation as "Gen VI's Scald".

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* [[NoItemUseForYou Knock Off Off]] got a major buff in Generation VI. Before, it was a wimpy attack with 20 base power that just nullified the item of what it was used against. Afterwards, it not only got a decent power boost (to 65), but also inflicted 50% more damage against anything that has an item while still retaining the ability to remove items. In the competitive scene, ''everybody'' has an item, and some Pokémon are quite attached to theirs. Furthermore, you can't use your Steel-types to tank it, as they lost their resistance against Dark moves. And then it's also ridiculously widespread and can easily be run as a primary damaging move on Dark-type attackers, a coverage option on non-Dark-types, or even a utility move on tanks and walls. It quickly got a reputation as "Gen VI's Scald".
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* Fishious Rend, a physical 85 power, 100 accuracy Water-type move that ''doubles'' in power if the user attacks first, used by Dracovish and Arctovish. What the description doesn't tell you is that its a biting move (the Japanese name is "Gill Bite") and is thus boosted by Dracovish's Strong Jaw. With Dracovish attacking first it gets an insane 255 power before factoring in STAB, becoming one of the strongest, if not the strongest Water-type move in the game. And with rain, Sticky Web support and a Choice Band, the abomination of nature can easily sweep enemies lacking Water Absorb, even if they are 4x resistant to Water.

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* Fishious Rend, a physical 85 power, 100 accuracy Water-type move that ''doubles'' in power if the user attacks first, used by Dracovish and Arctovish. What the description doesn't tell you is that its a biting move (the Japanese name is "Gill Bite") and is thus boosted by Dracovish's Strong Jaw. With Dracovish attacking first it gets an insane 255 power before factoring in STAB, becoming one of the strongest, if not the strongest Water-type move in the game. And with rain, Sticky Web support and a Choice Band, the abomination of nature can easily sweep enemies lacking Water Absorb, Storm Drain or Dry Skin, even if they are 4x resistant to Water.

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