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* Sucker Punch is a fairly powerful Dark-type priority move that only succeeds if the target attempts to use an attacking move. This opens up a litany of annoying mind games, especially on Pokémon that run boosting moves alongside it, such as Kingambit. This means that, if a player picks the wrong move, the opposing Pokémon either gets a free boost or KOs their Pokémon. The move did receive a slight power {{Nerf}} in Generation VII, but that hasn't stopped players from groaning whenever they see it.

to:

* Sucker Punch is a fairly powerful Dark-type priority move that only succeeds if the target attempts to use an attacking move. This opens up a litany of annoying mind games, especially on Pokémon that run boosting moves alongside it, such as Kingambit. This means that, if a player picks the wrong move, the opposing Pokémon either gets a free boost or KOs [=KOs=] their Pokémon. The move did receive a slight power {{Nerf}} in Generation VII, but that hasn't stopped players from groaning whenever they see it.



* Sticky Web is another annoying entry hazard. Once set, all your grounded Pokemon will suffer a speed drop upon switching in. This can heavily cripple a team filled with [[FragileSpeedster frail]] [[GlassCannon Pokemon]] [[SquishyWizard who]] depend on outspeeding their opponents to accomplish anything. Ribombee in particular has seen considerable use as a lead, even in Ubers, simply for being the fastest Pokemon that can use it.

to:

* Sticky Web is yet another annoying entry hazard. Once set, all your grounded Pokemon will suffer a speed drop upon switching in. This can heavily cripple a team filled with [[FragileSpeedster frail]] [[GlassCannon Pokemon]] [[SquishyWizard who]] depend on outspeeding their opponents to accomplish anything. Ribombee in particular has seen considerable use as a lead, even in Ubers, simply for being the fastest Pokemon that can use it.



* In ''VideoGame/PokemonXDGaleOfDarkness'', if you aren't using Shadow Pokémon against [[spoiler:Ardos]]...."Snorlax used Shadow End!" It's the Shadow equivalent of Double-Edge, and since Shadow is super-effective against everything else, anything that's non-Shadow will take a lot of damage. Also, there's Shadow Sky. It's the Shadow version of weather and pummels every non-Shadow Pokémon for five turns.
* ''[[VideoGame/PokemonMysteryDungeon Pokémon Mystery Dungeon]]'':
** Agility, especially in Monster Houses. Increases the speed of every enemy in the room (they all get to go an extra time per turn), giving them more than enough time to wreck your party without you being able to counterattack. Even worse, the user of Agility is also granted a second turn, letting them ''use Agility again''. It stacks ''three'' times, up to quadruple speed.
** Moves that hit all opposing Pokémon, like Discharge. Wonderful when you're using it, ungodly painful when fighting against it, and an enemy manages to hit you with 3 or 4 of them before coming into range. The worst variation is easily Silver Wind (used by Venomoth/Dustox/etc) and Ominous Wind (used by Drifblim for example), which not only hits you from all the way across the room, but also has a chance of raising all the opponent's stats, INCLUDING SPEED. Getting through dungeons filled with Silver Wind or Ominous Wind users turns into a LuckBasedMission.
** Think Discharge is bad? How about Earth Power where it can hit you anywhere in the dungeon. Yes, where the enemy is off-screen - meaning they can use this move anytime from ''endless range in the dungeon''. This is the prime reason as to what makes the World Abyss dungeon ThatOneLevel.
** 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, 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 similarly high (but slightly lower) amount of damage, along with having its signature heightened crit 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, 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.
** Teeter Dance confuses everyone in the room. Confusion is arguably even more annoying in [=PMD=] than the main series; 50% to hit yourself? Try 12.5% chance of even hitting what you're aiming at! So you and your party members are running around in random directions and hitting thin air or each other when trying to attack.
** Any multi-strike moves like Fury Swipes or Bullet Seed can be very annoying. Unlike in the main core games, each attack can inflict a good amount of damages and you can lose a lot of HP from about 2-5 turns of it. Granted their accuracy weren't the best and usually you would take about 2 or 3 turns from it, but it can be frightening as you can either dropped to a very low HP or be taken out from those moves. They are awesome moves to use, but very tough going against it to survive out of a dungeon.
** The Grudge Trap is That One Trap. Trip it, and every Pokémon on the floor is warped to where you are and given the Grudge status. In other words, when they go down, it drains the PP of the move you used to finish them to 0. Unless you have Warp Orbs/Seeds or Max Elixirs, you will die very quickly.
** Memento, especially so in the ''Mystery Dungeon'' series. It gives a nasty offensive debuff but at the cost of the user fainting... except it's worse in ''VideoGame/PokemonMysteryDungeon'', where ''everyone in the room'' gets this debuff, and the user simply teleports away (with only 1 HP), instead of fainting, free to use it again.
** The ''VideoGame/PokemonMysteryDungeonRescueTeam'' games make Attract even worse because these games do not factor in genders. Every Pokémon will be effected by Attract no matter what. It has been nerfed in later games; in ''VideoGame/PokemonMysteryDungeonExplorers'' by adding genders meaning it can't just be spammed willy-nilly, while ''VideoGame/PokemonMysteryDungeonGatesToInfinity'' onwards, gender system is removed in favor of making Attract cancel an attack only half the time.
** 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 some way to cure status 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.
** Sonic Boom is a relatively weak FixedDamageAttack (20 damage) with 90% accuracy in the main game, in ''VideoGame/PokemonMysteryDungeonRescueTeam'', it's a 100% accurate, ''ranged'' attack that deals 55 damage. Couple that with the high PP, a Pokémon using this attack can quickly wipe out your team before you even get within striking distance. The only ways to deal with a Pokémon using this move are to engage in a SniperDuel with a ranged attack (or throwing item) of your own, corner it in a hallway and then pummel it or use an attack that [[HerdHittingAttack hits the entire room]] (assuming it's actually in the room with you and not sniping you from a hallway). Thankfully, all subsequent games dropped its power to 20, making it more in-line with the main series games and ''VideoGame/PokemonSuperMysteryDungeon'' changed it to a melee attack instead of a ranged one..

to:

* In ''VideoGame/PokemonXDGaleOfDarkness'', if you aren't using Shadow Pokémon against [[spoiler:Ardos]]...."Snorlax used Shadow End!" It's the Shadow equivalent of Double-Edge, and since Shadow is super-effective against everything else, anything that's non-Shadow will take a lot of damage. Also, there's Shadow Sky. It's the Shadow version of weather and pummels every non-Shadow Pokémon for five turns.
*
!!Exclusive to ''[[VideoGame/PokemonMysteryDungeon Pokémon Mystery Dungeon]]'':
**
Dungeon]]''
*
Agility, especially in Monster Houses. Increases the speed of every enemy in the room (they all get to go an extra time per turn), giving them more than enough time to wreck your party without you being able to counterattack. Even worse, the user of Agility is also granted a second turn, letting them ''use Agility again''. It stacks ''three'' times, up to quadruple speed.
** * Moves that hit all opposing Pokémon, like Discharge. Wonderful when you're using it, ungodly painful when fighting against it, and an enemy manages to hit you with 3 or 4 of them before coming into range. The worst variation is easily Silver Wind (used by Venomoth/Dustox/etc) and Ominous Wind (used by Drifblim for example), which not only hits you from all the way across the room, but also has a chance of raising all the opponent's stats, INCLUDING SPEED. Getting through dungeons filled with Silver Wind or Ominous Wind users turns into a LuckBasedMission.
** * Think Discharge is bad? How about Earth Power where it can hit you anywhere in the dungeon. Yes, where the enemy is off-screen - meaning they can use this move anytime from ''endless range in the dungeon''. This is the prime reason as to what makes the World Abyss dungeon ThatOneLevel.
** * 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, 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 similarly high (but slightly lower) amount of damage, along with having its signature heightened crit 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, 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.
** * Teeter Dance confuses everyone in the room. Confusion is arguably even more annoying in [=PMD=] than the main series; 50% to hit yourself? Try 12.5% chance of even hitting what you're aiming at! So you and your party members are running around in random directions and hitting thin air or each other when trying to attack.
** * Any multi-strike moves like Fury Swipes or Bullet Seed can be very annoying. Unlike in the main core games, each attack can inflict a good amount of damages and you can lose a lot of HP from about 2-5 turns of it. Granted their accuracy weren't the best and usually you would take about 2 or 3 turns from it, but it can be frightening as you can either dropped to a very low HP or be taken out from those moves. They are awesome moves to use, but very tough going against it to survive out of a dungeon.
** * The Grudge Trap is That One Trap. Trip it, and every Pokémon on the floor is warped to where you are and given the Grudge status. In other words, when they go down, it drains the PP of the move you used to finish them to 0. Unless you have Warp Orbs/Seeds or Max Elixirs, you will die very quickly.
** * Memento, especially so in the ''Mystery Dungeon'' series. It gives a nasty offensive debuff but at the cost of the user fainting... except it's worse in ''VideoGame/PokemonMysteryDungeon'', where ''everyone in the room'' gets this debuff, and the user simply teleports away (with only 1 HP), instead of fainting, free to use it again.
** * The ''VideoGame/PokemonMysteryDungeonRescueTeam'' games make Attract even worse because these games do not factor in genders. Every Pokémon will be effected by Attract no matter what. It has been nerfed in later games; in ''VideoGame/PokemonMysteryDungeonExplorers'' by adding genders meaning it can't just be spammed willy-nilly, while ''VideoGame/PokemonMysteryDungeonGatesToInfinity'' onwards, gender system is removed in favor of making Attract cancel an attack only half the time.
** * 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 some way to cure status 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.
** * Sonic Boom is a relatively weak FixedDamageAttack (20 damage) with 90% accuracy in the main game, in ''VideoGame/PokemonMysteryDungeonRescueTeam'', it's a 100% accurate, ''ranged'' attack that deals 55 damage. Couple that with the high PP, a Pokémon using this attack can quickly wipe out your team before you even get within striking distance. The only ways to deal with a Pokémon using this move are to engage in a SniperDuel with a ranged attack (or throwing item) of your own, corner it in a hallway and then pummel it or use an attack that [[HerdHittingAttack hits the entire room]] (assuming it's actually in the room with you and not sniping you from a hallway). Thankfully, all subsequent games dropped its power to 20, making it more in-line with the main series games and ''VideoGame/PokemonSuperMysteryDungeon'' changed it to a melee attack instead of a ranged one..one.
!!Exclusive to other spin-offs
* In ''VideoGame/PokemonXDGaleOfDarkness'':
** If you aren't using Shadow Pokémon against [[spoiler:Ardos]], then you'll loathe his Snorlax's Shadow End. It's the Shadow equivalent of Double-Edge, and since Shadow is super-effective against everything else, anything that's non-Shadow will take a lot of damage. And despite having only 60% accuracy, the opponent seems to land it all the time, no matter what.
** Shadow Sky is another groan-worthy Shadow move. Unlike the raw power of Shadow End, it instead sets a special weather condition that pelts all non-Shadow Pokémon similar to Sandstorm or Hail. Oh, and it makes the already-painful Shadow moves sting even more by giving them a 50% power boost.



* In ''VideoGame/PokemonRumble'', any move that causes the Reprisal status is this. Reprisal causes 100% of the damage dealt to the Pokémon with the status to be returned back to the Pokémon that caused the damage. In a game where the basic format consists of {{Multi Mook Melee}}s that play HealthDamageAsymmetry very much straight. Against mobs that have moves like Bide, Counter, or Mirror Coat, a single spread attack from the player can wind up {{One Hit Kill}}ing ''themselves'' from full health. It's telling that [[ComMons Kricketot]] is considered a high-order DemonicSpider in this game, just because its primary move is Bide.

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* In ''VideoGame/PokemonRumble'', any ''VideoGame/PokemonRumble'':
** Any
move that causes the Reprisal status is this. Reprisal causes 100% of the damage dealt to the Pokémon with the status to be returned back to the Pokémon that caused the damage. In a game where the basic format consists of {{Multi Mook Melee}}s that play HealthDamageAsymmetry very much straight. Against mobs that have moves like Bide, Counter, or Mirror Coat, a single spread attack from the player can wind up {{One Hit Kill}}ing ''themselves'' from full health. It's telling that [[ComMons Kricketot]] ''[[ComMons Kricketot]]'' is considered a high-order DemonicSpider in this game, just because its primary move is Bide.Bide.
** Moves that strike from afar and briefly flinch the target can and will put you into a CycleOfHurting, turning flocks of even ComMons like Pidove into nightmarish swarms. Some examples of this include Gust, Whirlpool and Fire Spin, Thunderbolt, Leaf Tornado, and Hurricane. The latter two are especially gruesome due to their secondary effects; Leaf Tornado can lower your Hit Ratio (which is how fast a Pokémon can attack), while Hurricane inflicts the Confusion status, causing the player to wander in random directions.
** Fake Out retains its 100% flinch rate from the core games. ''Unlike'' in the core games however, it can be spammed ad infinitum. Better dispose of those Meowth and Glameow clowders quick, unless you want to be flinched to death.
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[[/folder]]

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* Close Combat, a 120 Power Fighting-type move with 100% accuracy that's pretty much run on every Pokémon ever that can learn the move. Its only downside is reducing the user's Defense and Special Defense, which doesn't mean a whole lot if they're simply one-shotting everything that comes their way.

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* Close Combat, a 120 Power Fighting-type move with 100% accuracy that's pretty much run on every Pokémon ever that can learn the move. And the amount of Pokémon that can learn it is ''wide'', especially after it became a Technical Record in Generation VIII. Its only downside is reducing the user's Defense and Special Defense, which doesn't mean a whole lot if they're simply one-shotting everything that comes their way.
* Sucker Punch is a fairly powerful Dark-type priority move that only succeeds if the target attempts to use an attacking move. This opens up a litany of annoying mind games, especially on Pokémon that run boosting moves alongside it, such as Kingambit. This means that, if a player picks the wrong move, the opposing Pokémon either gets a free boost or KOs their Pokémon. The move did receive a slight power {{Nerf}} in Generation VII, but that hasn't stopped players from groaning whenever they see it.



* Last Respects is a Ghost-type attack that starts off with a low base power of 50. However, its power also increases by 50 whenever a teammate is defeated. If the user is the last Pokémon in a full team of six, the move's power reaches a whopping '''300''' before factoring in STAB, and even before that point it can still maim anything that isn't outright immune. On Website/{{Smogon}}, Houndstone was already strong enough with this move to be banned to Ubers, and when Basculegion gained access to it, it resulted in the move being ''banned from Ubers'' -- something Smogon tends to reserve for only the most broken Pokémon and mechanics, like Mega Rayquaza. It's not anything like as much of a threat in Battle Stadium Singles or VGC, though, due to the lower maximum team size limiting its power.

to:

Similar to [[HighTierScrappy/PokemonScarletAndViolet the creatures themselves]], Game Freak overcorrected some of [[ScrappyWeapon the bad design]] moves from previous generations have suffered from, and the game's immense PowerCreep also extends to the new move options.
* Last Respects is a Ghost-type attack that starts off with a low base power of 50. However, its power also increases by 50 whenever a teammate is defeated. If the user is the last Pokémon in a full team of six, the move's power reaches a whopping '''300''' before factoring in STAB, and even before that point it can still maim anything that isn't outright immune. On Website/{{Smogon}}, Houndstone was already strong enough with this move to be banned to Ubers, and when Basculegion gained access to it, it resulted in the move being ''banned from Ubers'' (with a whopping '''95.3%''' majority) -- something Smogon tends to reserve for only the most broken Pokémon and mechanics, like Mega Rayquaza. It's not anything like as much of a threat in Battle Stadium Singles or VGC, though, due to the lower maximum team size limiting its power.



%%* Hydro Steam
[[/folder]]

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%%* * All three of the Paradox Legendary Beasts' {{Secret Art}}s are incredibly obnoxious to fight against:
**
Hydro Steam
[[/folder]]
Steam is Walking Wake's signature move that's quite powerful, come rain or shine - literally. Unlike other Water-type moves, which get their power sliced in half during harsh sunlight, Hydro Steam's power gets a 50% ''boost'', surpassing even Hydro Pump in power. This synergizes perfectly with Walking Wake's Protosynthesis ability, which boosts its highest stat in the sun. Whether boosted by Choice Specs or Protosynthesis (or [[TheresNoKillLikeOverkill both]]), Hydro Steam will sting anything that doesn't resist it. And you can't dampen it with rain either, since it still receives the damage boost all Water-type moves get from the weather condition too.
** Burning Bulwark is a ZigZagged example. It's basically the already-maligned King's Shield ''on steroids'', burning anything that makes contact rather than providing a simple stat drop. This lets Gouging Fire permanently cripple physical attackers rather than merely forcing them out. The problem? Gouging Fire [[OvershadowedByAwesome just doesn't use it much]]; it usually prefers running Dragon Dance (even on bulkier sets) or an all-out attacker set with Choice Band. As such, it's usually relegated to more niche sets or Doubles metagames, but it can be surprisingly obnoxious when it does show up.
** Rounding out the trio is Thunderclap, Raging Bolt's signature move. It's essentially an Electric-type variant of the aforementioned [[ActionInitiative Sucker Punch]], which has all of the annoying mind games that come with it, especially since most Raging Bolts run Calm Mind. Not to mention that it comes off of a very meaty 137 base Special Attack.
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* Last Respects, Houndstone's [[SecretArt signature move]], is a Ghost-type attack that starts off with a low base power of 50. However, its power also increases by 50 whenever a teammate is defeated. If Houndstone is the last Pokémon in a full team of six, the move's power reaches a whopping '''300''' before factoring in STAB, and even before that point it can still maim anything that isn't outright immune.

to:

* Last Respects, Houndstone's [[SecretArt signature move]], Respects is a Ghost-type attack that starts off with a low base power of 50. However, its power also increases by 50 whenever a teammate is defeated. If Houndstone the user is the last Pokémon in a full team of six, the move's power reaches a whopping '''300''' before factoring in STAB, and even before that point it can still maim anything that isn't outright immune.immune. On Website/{{Smogon}}, Houndstone was already strong enough with this move to be banned to Ubers, and when Basculegion gained access to it, it resulted in the move being ''banned from Ubers'' -- something Smogon tends to reserve for only the most broken Pokémon and mechanics, like Mega Rayquaza. It's not anything like as much of a threat in Battle Stadium Singles or VGC, though, due to the lower maximum team size limiting its power.
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** Sonic Boom is a relatively weak FixedDamageAttack (20 damage) with 90% accuracy in the main game, in ''VideoGame/PokemonMysteryDungeonRescueTeam'', it's a 100% accurate, ''ranged'' attack that deals 55 damage. Couple that with the high PP, a Pokémon using this attack can quickly wipe out your team before you even get within striking distance. The only ways to deal with a Pokémon using this move are to engage in a SniperDuel with a ranged attack (or throwing item) of your own, corner it in a hallway and then pummel it or use an attack that [[HerdHittingAttack hits the entire room]] (assuming it's actually in the room with you and not sniping you from a hallway). Thankfully, all subsequent games dropped its power to 20, making it more in-line with the main series games and in ''VideoGame/PokemonSuperMysteryDungeon'', changing it to a melee attack instead of a ranged one..

to:

** Sonic Boom is a relatively weak FixedDamageAttack (20 damage) with 90% accuracy in the main game, in ''VideoGame/PokemonMysteryDungeonRescueTeam'', it's a 100% accurate, ''ranged'' attack that deals 55 damage. Couple that with the high PP, a Pokémon using this attack can quickly wipe out your team before you even get within striking distance. The only ways to deal with a Pokémon using this move are to engage in a SniperDuel with a ranged attack (or throwing item) of your own, corner it in a hallway and then pummel it or use an attack that [[HerdHittingAttack hits the entire room]] (assuming it's actually in the room with you and not sniping you from a hallway). Thankfully, all subsequent games dropped its power to 20, making it more in-line with the main series games and in ''VideoGame/PokemonSuperMysteryDungeon'', changing ''VideoGame/PokemonSuperMysteryDungeon'' changed it to a melee attack instead of a ranged one..
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%%* Rage Fist

to:

%%* * Rage FistFist, the SecretArt of Annihilape. It's a physical Ghost-type move which starts out with a meager 50 base power, but [[GatheringSteam gains 50 power]] every time the user gets hit with an attack, up to a maximum of a whopping ''350'' power. It has no drawbacks to its use, so once Annihilape has survived a few hits — not hard to do, considering its high HP stat, solid defenses, and access to [[StatusBuff Bulk Up]] — it can start tossing out brutally powerful Rage Fists which can crush even the bulkiest of Pokémon.
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** Sonic Boom is a relatively weak FixedDamageAttack (20 damage) with 90% accuracy in the main game, in ''VideoGame/PokemonMysteryDungeonRescueTeam'', it's a 100% accurate, ''ranged'' attack that deals 55 damage. Couple that with the high PP, a Pokémon using this attack can quickly wipe ou your team before you even get within striking distance. The only ways to deal with a Pokémon using this move are to engage in a SniperDuel with a ranged attack (or throwing item) of your own, corner it in a hallway and then pummel it or use an attack that [[HerdHittingAttack hits the entire room]] (assuming it's actually in the room with you and not sniping you from a hallway). Thankfully, all subsequent games dropped its power to 20, making it more in-line with the main series games and ''VideoGame/PokemonSuperMysteryDungeon'' changing it to a melee attack instead of a ranged one..

to:

** Sonic Boom is a relatively weak FixedDamageAttack (20 damage) with 90% accuracy in the main game, in ''VideoGame/PokemonMysteryDungeonRescueTeam'', it's a 100% accurate, ''ranged'' attack that deals 55 damage. Couple that with the high PP, a Pokémon using this attack can quickly wipe ou out your team before you even get within striking distance. The only ways to deal with a Pokémon using this move are to engage in a SniperDuel with a ranged attack (or throwing item) of your own, corner it in a hallway and then pummel it or use an attack that [[HerdHittingAttack hits the entire room]] (assuming it's actually in the room with you and not sniping you from a hallway). Thankfully, all subsequent games dropped its power to 20, making it more in-line with the main series games and ''VideoGame/PokemonSuperMysteryDungeon'' in ''VideoGame/PokemonSuperMysteryDungeon'', changing it to a melee attack instead of a ranged one..
Is there an issue? Send a MessageReason:
None


** Sonic Boom is a relatively weak FixedDamageAttack (20 damage) with 90% accuracy in the main game, in ''VideoGame/PokemonMysteryDungeonRescueTeam'', it's a 100% accurate, ''ranged'' attack that deals 55 damage. Couple that with the high PP and ability to attack from range, a Pokémon using this attack can quickly wipe your team before you even get within striking distance. The only ways to deal with a Pokémon using this move are to engage in a SniperDuel with a ranged attack (or throwing item) of your own, corner it in a hallway and then pummel it or use an attack that [[HerdHittingAttack hits the entire room]] (assuming it's actually in the room with you and not sniping you from a hallway).

to:

** Sonic Boom is a relatively weak FixedDamageAttack (20 damage) with 90% accuracy in the main game, in ''VideoGame/PokemonMysteryDungeonRescueTeam'', it's a 100% accurate, ''ranged'' attack that deals 55 damage. Couple that with the high PP and ability to attack from range, PP, a Pokémon using this attack can quickly wipe ou your team before you even get within striking distance. The only ways to deal with a Pokémon using this move are to engage in a SniperDuel with a ranged attack (or throwing item) of your own, corner it in a hallway and then pummel it or use an attack that [[HerdHittingAttack hits the entire room]] (assuming it's actually in the room with you and not sniping you from a hallway). Thankfully, all subsequent games dropped its power to 20, making it more in-line with the main series games and ''VideoGame/PokemonSuperMysteryDungeon'' changing it to a melee attack instead of a ranged one..

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** Teeter Dance confuses everyone in the room. Confusion is arguably even more annoying in [=PMD=] then the main series; 50% to hit yourself? Try 12.5% chance of even hitting what you're aiming at! So you and your party members are running around in random directions and hitting thin air or each other when trying to attack.

to:

** Teeter Dance confuses everyone in the room. Confusion is arguably even more annoying in [=PMD=] then than the main series; 50% to hit yourself? Try 12.5% chance of even hitting what you're aiming at! So you and your party members are running around in random directions and hitting thin air or each other when trying to attack.


Added DiffLines:

** Sonic Boom is a relatively weak FixedDamageAttack (20 damage) with 90% accuracy in the main game, in ''VideoGame/PokemonMysteryDungeonRescueTeam'', it's a 100% accurate, ''ranged'' attack that deals 55 damage. Couple that with the high PP and ability to attack from range, a Pokémon using this attack can quickly wipe your team before you even get within striking distance. The only ways to deal with a Pokémon using this move are to engage in a SniperDuel with a ranged attack (or throwing item) of your own, corner it in a hallway and then pummel it or use an attack that [[HerdHittingAttack hits the entire room]] (assuming it's actually in the room with you and not sniping you from a hallway).
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Too much spoilers.


* ''VideoGame/PokemonSunAndMoon'' gained the [[SecretArt signature move]] of [[spoiler:Necrozma]], Prismatic Laser. Due to [[spoiler:Necrozma's]] level when you encounter it and high special attack stat and its 160 power and 100% accuracy, anything that's not a Dark-type is going to faint pretty quickly, and it has 10 PP. While it does give you a chance to throw a Poké Ball thanks to it being a better Hyper Beam, due to the 3 catch rate, it's unlikely to catch it. This attack can quickly turn [[spoiler:Necrozma]] into ThatOneBoss.
** [[spoiler:Necrozma]] gains another signature move in ''VideoGame/PokemonUltraSunAndMoon'' called Photon Geyser. It is a Psychic-type attack that has no drawbacks with 100 power and 100% accuracy, and can either be physical or special, meaning unless you know what [=EVs=] are in the [[spoiler:Ultra Necrozma]] boss fight, you don't know where it will hit you from. In the boss fight itself, this move is considered a Nuzlocke Destroyer due to being able to one-shot almost all Pokémon in the game at that point. It's also partially what makes [[spoiler:Ultra Necrozma]] a case of ThatOneBoss. That's not even getting into the fact that it ignores abilities such as Sturdy and Disguise.

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* ''VideoGame/PokemonSunAndMoon'' gained the [[SecretArt signature move]] of [[spoiler:Necrozma]], Necrozma, Prismatic Laser. Due to [[spoiler:Necrozma's]] its high level when you encounter it and high special attack stat and its 160 power and 100% accuracy, anything that's not a Dark-type is going to faint pretty quickly, and it has 10 PP.'''''10 PP'''''. While it does give you a chance to throw a Poké Ball thanks to it being a better Hyper Beam, due to the 3 catch rate, it's unlikely to catch it. This attack can quickly turn [[spoiler:Necrozma]] the Prism Pokémon into ThatOneBoss.
** [[spoiler:Necrozma]] Necrozma gains another signature move in ''VideoGame/PokemonUltraSunAndMoon'' called Photon Geyser. It is a Psychic-type attack that has no drawbacks with 100 power and 100% accuracy, and can either be physical or special, meaning unless you know what [=EVs=] are in the [[spoiler:Ultra Necrozma]] boss fight, you don't know where it will hit you from. In the boss fight itself, this move is considered a Nuzlocke Destroyer due to being able to one-shot almost all Pokémon in the game at that point. It's also partially what makes [[spoiler:Ultra Necrozma]] a case of ThatOneBoss. That's not even getting into the fact that it ignores abilities such as Sturdy and Disguise.
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* ''VideoGame/PokemonSunAndMoon'' gained the [[SecretArt signature move]] of Necrozma, Prismatic Laser. Due to Necrozma's level when you encounter it and high special attack stat and its 160 power and 100% accuracy, anything that's not a Dark-type is going to faint pretty quickly, and it has 10 PP. While it does give you a chance to throw a Poké Ball thanks to it being a better Hyper Beam, due to the 3 catch rate, it's unlikely to catch it. This attack can quickly turn Necrozma into ThatOneBoss.
* Necrozma gains another signature move in ''VideoGame/PokemonUltraSunAndMoon'' called Photon Geyser. It is a Psychic-type attack that has no drawbacks with 100 power and 100% accuracy, and can either be physical or special, meaning unless you know what [=EVs=] are in the Ultra Necrozma boss fight, you don't know where it will hit you from. In the boss fight itself, this move is considered a Nuzlocke Destroyer due to being able to one-shot almost all Pokémon in the game at that point. It's also partially what makes Ultra Necrozma a case of ThatOneBoss. That's not even getting into the fact that it ignores abilities such as Sturdy and Disguise.

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* ''VideoGame/PokemonSunAndMoon'' gained the [[SecretArt signature move]] of Necrozma, [[spoiler:Necrozma]], Prismatic Laser. Due to Necrozma's [[spoiler:Necrozma's]] level when you encounter it and high special attack stat and its 160 power and 100% accuracy, anything that's not a Dark-type is going to faint pretty quickly, and it has 10 PP. While it does give you a chance to throw a Poké Ball thanks to it being a better Hyper Beam, due to the 3 catch rate, it's unlikely to catch it. This attack can quickly turn Necrozma [[spoiler:Necrozma]] into ThatOneBoss.
* Necrozma ** [[spoiler:Necrozma]] gains another signature move in ''VideoGame/PokemonUltraSunAndMoon'' called Photon Geyser. It is a Psychic-type attack that has no drawbacks with 100 power and 100% accuracy, and can either be physical or special, meaning unless you know what [=EVs=] are in the Ultra Necrozma [[spoiler:Ultra Necrozma]] boss fight, you don't know where it will hit you from. In the boss fight itself, this move is considered a Nuzlocke Destroyer due to being able to one-shot almost all Pokémon in the game at that point. It's also partially what makes Ultra Necrozma [[spoiler:Ultra Necrozma]] a case of ThatOneBoss. That's not even getting into the fact that it ignores abilities such as Sturdy and Disguise.
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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 [[StealthPun fish]] for the burn chance. Gen IX outright removed Scald from most Pokémon's learnsets [[SuspiciouslySimilarSubstitute and replaced them with the newly-introduced Chilling Water]], a much weaker move that replaces the burn chance with the guaranteed but less impactful effect of lowering the opponent's Attack by one stage.

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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. To make matters worse, since the only type immune to burn, Fire, is weak to Scald, there’s no reliable way to prevent burns from Scald outside of certain abilities and items. 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 [[StealthPun fish]] for the burn chance. Gen IX outright removed Scald from most Pokémon's learnsets [[SuspiciouslySimilarSubstitute and replaced them with the newly-introduced Chilling Water]], a much weaker move that replaces the burn chance with the guaranteed but less impactful effect of lowering the opponent's Attack by one stage. Scald was later brought back as a TM in the ''Teal Mask'' DLC, albeit with a reduced distribution that left out some of its most notorious abusers, such as [[StoneWall Toxapex]].
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* '''Stealth Rock.''' It creates an "entry hazard", which means that any Pokémon who 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, 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.

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* '''Stealth Rock.''' It creates an "entry hazard", which means that any Pokémon who 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, 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. Even the introduction of the entry hazard ignoring Heavy Duty Boots in Generation 8 couldn't dent Stealth Rocks' oppressive presence in the metagame leading to Generation 9 introducing a handfull of new hazard clearing moves (Tidy Up, Mortal Spin) and handing out Rapid Spin to a slightly wider group of Pokemon.
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* Sticky Web is another annoying entry hazard. Once set, all your grounded Pokemon will suffer a speed drop upon switching in. This can heavily cripple a team filled with [[FragileSpeedster frail]] [[GlassCannon Pokemon]] [[SquishyWizard who]] depend on outspeeding their opponents to accomplish anything. Ribombee in particular has seen considerable use as a lead, even in Ubers, simply for being the fastest Pokemon that can use it.
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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 [[StealthPun fish]] for the burn chance.
* 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 '''[[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 (plus a STAB boost) and on defensive Pokémon to [[StealthPun fish]] for the burn chance.
chance. Gen IX outright removed Scald from most Pokémon's learnsets [[SuspiciouslySimilarSubstitute and replaced them with the newly-introduced Chilling Water]], a much weaker move that replaces the burn chance with the guaranteed but less impactful effect of lowering the opponent's Attack by one stage.
* 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 '''[[LightningBruiser '''[[FragileSpeedster 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.



* Quiver Dance. It boosts the user's Speed, Special Attack, ''and'' Special Defense. So not only does it work like a special version of Dragon Dance, it gives your Pokémon some special bulk as well. Quiver Dance is such a good move that it made otherwise mediocre and outclassed Pokémon like Lilligant, Venomoth, and Masquerain some much-needed utility and use.

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* Quiver Dance. It boosts the user's Speed, Special Attack, ''and'' Special Defense. So not only does it work like a special version of Dragon Dance, it gives your Pokémon some special bulk as well. Quiver Dance is such a good move that it made otherwise mediocre and outclassed Pokémon like Lilligant, Venomoth, and Masquerain some much-needed utility and use.use, while turning already good Pokeacute;mon like Volcarona and Pheromosa into absolute monsters.
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* All three of the starter's {{Secret Art}}s are incredibly busted:
** Flower Trick, Meowscarada's signature move. A 70-damage Grass-type move running off of the kitty's higher Attack isn't that bad, but this move [[AlwaysAccurateAttack never misses]] and ''always lands a critical hit''. Factoring in the same-type attack bonus, that's two 50% boosts folded into it (barring unusual Tera types). This move is going to hurt absolutely anything that isn't immune to Grass, and even those that resist it will take a sizable hit.

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* All three of the starter's {{Secret Art}}s are incredibly busted:
fall under this category:
** Flower Trick, Meowscarada's signature move. A 70-damage 70 power Grass-type move running off of the kitty's higher 110 Attack isn't that bad, but this move [[AlwaysAccurateAttack never misses]] and ''always always lands a critical hit''.hit. Factoring in the same-type attack bonus, that's two 50% boosts folded into it (barring unusual Tera types). This move is going to hurt absolutely anything that isn't immune to Grass, anything, and even those that resist it will take a sizable hit.damage from it.
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Misty Explosion only boosts its power by 1.5 under Misty Terrain, not even by x2 like Rising Voltage.


* Three of the four terrain-based moves introduced in the Isle of Armor DLC are this, since they 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:

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* Three of the four terrain-based moves introduced in the Isle of Armor DLC are this, since they 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:impact:

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%%* Salt Cure

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%%* * Salt CureCure, Garganacl's [[SecretArt signature attack]], is one of the biggest reasons why it's such a dangerous Pokémon. This move has low base power, but inflicts a status effect that drains 1/8th of the target's HP each turn until they switch out. This alone would already make it pretty strong, but the move deals twice its regular damage if it's used on a Water- or Steel-type, which are normally some of the best counters to Rock Pokémon like Garganacl. The ScissorsCutsRock potential of Salt Cure makes it much harder to exploit Garganacl's weaknesses, and gives even defensively-built ones a way to break through foes. Fortunately, Pokémon with the Shield Dust ability or ones holding a Covert Cloak are immune to the damage over time.



* Agility in ''[[VideoGame/PokemonMysteryDungeon Pokémon Mystery Dungeon]]'', especially in Monster Houses. Increases the speed of every enemy in the room (they all get to go an extra time per turn), giving them more than enough time to wreck your party without you being able to counterattack. Even worse, the user of Agility is also granted a second turn, letting them ''use Agility again''. It stacks ''three'' times, up to quadruple speed.
* Moves that hit all opposing Pokémon, like Discharge. Wonderful when you're using it, ungodly painful when fighting against it, and an enemy manages to hit you with 3 or 4 of them before coming into range. The worst variation is easily Silver Wind (used by Venomoth/Dustox/etc) and Ominous Wind (used by Drifblim for example), which not only hits you from all the way across the room, but also has a chance of raising all the opponent's stats, INCLUDING SPEED. Getting through dungeons filled with Silver Wind or Ominous Wind users turns into a LuckBasedMission.
* Think Discharge is bad? How about Earth Power where it can hit you anywhere in the dungeon. Yes, where the enemy is off-screen - meaning they can use this move anytime from ''endless range in the dungeon''. This is the prime reason as to what makes World Abyss dungeon a ThatOneLevel.
* 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, 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 similarly high (but slightly lower) amount of damage, along with having its signature heightened crit 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, 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.
* Teeter Dance confuses everyone in the room. Confusion is arguably even more annoying in [=PMD=] then the main series; 50% to hit yourself? Try 12.5% chance of even hitting what you're aiming at! So you and your party members are running around in random directions and hitting thin air or each other when trying to attack.
* Any multi-strike moves like Fury Swipes or Bullet Seed can be very annoying. Unlike in the main core games, each attack can inflict a good amount of damages and you can lose a lot of HP from about 2-5 turns of it. Granted their accuracy weren't the best and usually you would take about 2 or 3 turns from it, but it can be frightening as you can either dropped to a very low HP or be taken out from those moves. They are awesome moves to use, but very tough going against it to survive out of a dungeon.
* The Grudge Trap is That One Trap. Trip it, and every Pokémon on the floor is warped to where you are and given the Grudge status. In other words, when they go down, it drains the PP of the move you used to finish them to 0. Unless you have Warp Orbs/Seeds or Max Elixirs, you will die very quickly.
* Memento, especially so in the ''Mystery Dungeon'' series. It gives a nasty offensive debuff but at the cost of the user fainting... except it's worse in ''VideoGame/PokemonMysteryDungeon'', where ''everyone in the room'' gets this debuff, and the user simply teleports away (with only 1 HP), instead of fainting, free to use it again.
* ''VideoGame/PokemonMysteryDungeonRescueTeam'' make Attract even worse because these games do not factor in genders. Every Pokémon will be effected by Attract no matter what. It has been nerfed in later games; in ''VideoGame/PokemonMysteryDungeonExplorers'' by adding genders meaning it can't just be spammed willy-nilly, while ''VideoGame/PokemonMysteryDungeonGatesToInfinity'' onwards, gender system is removed in favor of making Attract cancel an attack only half the time.
* 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 some way to cure status 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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* Agility in ''[[VideoGame/PokemonMysteryDungeon Pokémon Mystery Dungeon]]'', Dungeon]]'':
** Agility,
especially in Monster Houses. Increases the speed of every enemy in the room (they all get to go an extra time per turn), giving them more than enough time to wreck your party without you being able to counterattack. Even worse, the user of Agility is also granted a second turn, letting them ''use Agility again''. It stacks ''three'' times, up to quadruple speed.
* ** Moves that hit all opposing Pokémon, like Discharge. Wonderful when you're using it, ungodly painful when fighting against it, and an enemy manages to hit you with 3 or 4 of them before coming into range. The worst variation is easily Silver Wind (used by Venomoth/Dustox/etc) and Ominous Wind (used by Drifblim for example), which not only hits you from all the way across the room, but also has a chance of raising all the opponent's stats, INCLUDING SPEED. Getting through dungeons filled with Silver Wind or Ominous Wind users turns into a LuckBasedMission.
* ** Think Discharge is bad? How about Earth Power where it can hit you anywhere in the dungeon. Yes, where the enemy is off-screen - meaning they can use this move anytime from ''endless range in the dungeon''. This is the prime reason as to what makes the World Abyss dungeon a ThatOneLevel.
* ** 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, 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 similarly high (but slightly lower) amount of damage, along with having its signature heightened crit 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, 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.
* ** Teeter Dance confuses everyone in the room. Confusion is arguably even more annoying in [=PMD=] then the main series; 50% to hit yourself? Try 12.5% chance of even hitting what you're aiming at! So you and your party members are running around in random directions and hitting thin air or each other when trying to attack.
* ** Any multi-strike moves like Fury Swipes or Bullet Seed can be very annoying. Unlike in the main core games, each attack can inflict a good amount of damages and you can lose a lot of HP from about 2-5 turns of it. Granted their accuracy weren't the best and usually you would take about 2 or 3 turns from it, but it can be frightening as you can either dropped to a very low HP or be taken out from those moves. They are awesome moves to use, but very tough going against it to survive out of a dungeon.
* ** The Grudge Trap is That One Trap. Trip it, and every Pokémon on the floor is warped to where you are and given the Grudge status. In other words, when they go down, it drains the PP of the move you used to finish them to 0. Unless you have Warp Orbs/Seeds or Max Elixirs, you will die very quickly.
* ** Memento, especially so in the ''Mystery Dungeon'' series. It gives a nasty offensive debuff but at the cost of the user fainting... except it's worse in ''VideoGame/PokemonMysteryDungeon'', where ''everyone in the room'' gets this debuff, and the user simply teleports away (with only 1 HP), instead of fainting, free to use it again.
* ** The ''VideoGame/PokemonMysteryDungeonRescueTeam'' games make Attract even worse because these games do not factor in genders. Every Pokémon will be effected by Attract no matter what. It has been nerfed in later games; in ''VideoGame/PokemonMysteryDungeonExplorers'' by adding genders meaning it can't just be spammed willy-nilly, while ''VideoGame/PokemonMysteryDungeonGatesToInfinity'' onwards, gender system is removed in favor of making Attract cancel an attack only half the time.
* ** 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 some way to cure status 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.



* In ''VideoGame/PokemonRumble World'', any move that causes the Reprisal status is this. Reprisal causes 100% of the damage dealt to the Pokémon with the status to be returned back to the Pokémon that caused the damage. In a game where the basic format consists of {{Multi Mook Melee}}s that play HealthDamageAsymmetry very much straight. Against mobs that have moves like Bide, Counter, or Mirror Coat, a single spread attack from the player can wind up {{One Hit Kill}}ing ''themselves'' from full health. It's telling that [[JokeCharacter Kricketot]] is considered a high-order DemonicSpider in this game, just because its primary move is Bide.

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* In ''VideoGame/PokemonRumble World'', ''VideoGame/PokemonRumble'', any move that causes the Reprisal status is this. Reprisal causes 100% of the damage dealt to the Pokémon with the status to be returned back to the Pokémon that caused the damage. In a game where the basic format consists of {{Multi Mook Melee}}s that play HealthDamageAsymmetry very much straight. Against mobs that have moves like Bide, Counter, or Mirror Coat, a single spread attack from the player can wind up {{One Hit Kill}}ing ''themselves'' from full health. It's telling that [[JokeCharacter [[ComMons Kricketot]] is considered a high-order DemonicSpider in this game, just because its primary move is Bide.

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* Flower Trick, Meowscarada's signature move. A 70-damage Grass-type move running off of the kitty's higher Attack isn't that bad, but this move [[AlwaysAccurateAttack never misses]] and ''always lands a critical hit''. Factoring in the same-type attack bonus, that's two 50% boosts folded into it (barring unusual Tera types). This move is going to hurt absolutely anything that isn't immune to Grass, and even those that resist it will take a sizable hit.

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* All three of the starter's {{Secret Art}}s are incredibly busted:
**
Flower Trick, Meowscarada's signature move. A 70-damage Grass-type move running off of the kitty's higher Attack isn't that bad, but this move [[AlwaysAccurateAttack never misses]] and ''always lands a critical hit''. Factoring in the same-type attack bonus, that's two 50% boosts folded into it (barring unusual Tera types). This move is going to hurt absolutely anything that isn't immune to Grass, and even those that resist it will take a sizable hit.hit.
** Torch Song and Aqua Step are both 80 Base Power STAB moves for Skeledirge and Quaquaval respectively, and both boost a given stat[[labelnote:*]]Special Attack for Torch Song, Speed for Aqua Step[[/labelnote]] that gives these two immense snowball potential. Both pair nicely with their Hidden Abilities; Skeledirge denies basically every Calm Mind user thanks to Torch Song and Unaware, while Quaquaval can quickly sweep a team with a combination of Aqua Step and Moxie.
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* ''VideoGame/PokemonMysteryDungeonRescueTeam'' make Attract even worse because these games do not factor in genders. Every Pokémon will be effected by Attract no matter what. It has been nerfed in later games; in ''VideoGame/PokemonMysteryDungeonExplorersofTimeAndDarkness'' by adding genders meaning it can't just be spammed willy-nilly, while ''VideoGame/PokemonMysteryDungeonGatesToInfinity'' onwards, gender system is removed in favor of making Attract cancel an attack only half the time.

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* ''VideoGame/PokemonMysteryDungeonRescueTeam'' make Attract even worse because these games do not factor in genders. Every Pokémon will be effected by Attract no matter what. It has been nerfed in later games; in ''VideoGame/PokemonMysteryDungeonExplorersofTimeAndDarkness'' ''VideoGame/PokemonMysteryDungeonExplorers'' by adding genders meaning it can't just be spammed willy-nilly, while ''VideoGame/PokemonMysteryDungeonGatesToInfinity'' onwards, gender system is removed in favor of making Attract cancel an attack only half the time.
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%%* Rage Fist


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%%* Salt Cure
%%* Hydro Steam
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Pokemon with Sap Sipper are immune to Grass.


* Flower Trick, Meowscarada's signature move. A 70-damage Grass-type move running off of the kitty's higher Attack isn't that bad, but "this move never misses and always lands a critical hit". Factoring in the same-type boost, that's two 50% boosts folded into it (barring unusual Tera types). This move is going to hurt absolutely anything that isn't double-resistant to Grass, and as no Pokemon are immune to Grass, even they will take a sizable hit.

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* Flower Trick, Meowscarada's signature move. A 70-damage Grass-type move running off of the kitty's higher Attack isn't that bad, but "this this move [[AlwaysAccurateAttack never misses misses]] and always ''always lands a critical hit". hit''. Factoring in the same-type boost, attack bonus, that's two 50% boosts folded into it (barring unusual Tera types). This move is going to hurt absolutely anything that isn't double-resistant to Grass, and as no Pokemon are immune to Grass, and even they those that resist it will take a sizable hit.
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Entry is whining about unproven "unfair AI".


* Any attack that causes confusion, particularly Confuse Ray. Since TheComputerIsACheatingBastard, the next 5 turns will have your Pokémon "hurting itself in its confusion". This happens ''instead of'' using whatever move you wanted to use. Naturally, that's only true for ''you'', as the computer will snap out of it in 2 turns and won't hurt itself once. Confuse Ray makes it worse: it's 100% accurate, and pretty much every trainer with the Zubat family has this attack on it, and will be more than happy to use it on their first turn. Confusion finally got nerfed in Generation 7 with its chances of causing a Pokémon to hit itself being reduced to 33%.
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No evidence for that statement.


* Sheer Cold and other OHKO attacks, like Fissure, only have 30% accuracy, though its accuracy can scale up depending on how high-leveled the user is compared to the opponent. [[TheComputerIsACheatingBastard Though, that apparently only applies to you.]] Articuno can get around this, however, with Mind Reader, a move that [[{{Combo}} makes the next move used]] an AlwaysAccurateAttack. ''Especially'' Sheer Cold, since no Pokémon are immune to Ice type moves, unlike the other three OHKO attacks which are Normal type (Guillotine and Horn Drill) or Ground type (Fissure) and have no effect on Ghost types or Flying types, respectively. Gen VII changed this by making Ice-type Pokémon immune to Sheer Cold.

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* Sheer Cold and other OHKO attacks, like Fissure, only have 30% accuracy, though its accuracy can scale up depending on how high-leveled the user is compared to the opponent. [[TheComputerIsACheatingBastard Though, that apparently only applies to you.]] Articuno can get around this, however, with Mind Reader, a move that [[{{Combo}} makes the next move used]] an AlwaysAccurateAttack. ''Especially'' Sheer Cold, since no Pokémon are immune to Ice type moves, unlike the other three OHKO attacks which are Normal type (Guillotine and Horn Drill) or Ground type (Fissure) and have no effect on Ghost types or Flying types, respectively. Gen VII changed this by making Ice-type Pokémon immune to Sheer Cold.
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I'm glad that move is on my side.

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* Flower Trick, Meowscarada's signature move. A 70-damage Grass-type move running off of the kitty's higher Attack isn't that bad, but "this move never misses and always lands a critical hit". Factoring in the same-type boost, that's two 50% boosts folded into it (barring unusual Tera types). This move is going to hurt absolutely anything that isn't double-resistant to Grass, and as no Pokemon are immune to Grass, even they will take a sizable hit.

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* Last Respects, Houndstone's [[SecretArt signature move]], is a Ghost-type attack that starts off with a low base power of 50. However, its power also increases by 50 whenever a teammate is defeated. If Houndstone is the last Pokemon in a full team of six, the move's power reaches a whopping '''300''' before factoring in STAB, and even before that point it can still maim anything that isn't outright immune.

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* Last Respects, Houndstone's [[SecretArt signature move]], is a Ghost-type attack that starts off with a low base power of 50. However, its power also increases by 50 whenever a teammate is defeated. If Houndstone is the last Pokemon Pokémon in a full team of six, the move's power reaches a whopping '''300''' before factoring in STAB, and even before that point it can still maim anything that isn't outright immune.immune.
* Shed Tail switches the user out, and gives a Substitute to the Pokémon that switches in. This allows a teammate to get in essentially for free, especially if the Shed Tail user goes last or the opponent fails to break the Substitute on the switch. It does take away half of the user's health instead of the usual 1/4 for Substitute, but there are ways to mitigate that, and Cyclizar, the most prominent Shed Tail user, has Regenerator.
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!!!'''Introduced in/exclusive to Generation IX'''
* Last Respects, Houndstone's [[SecretArt signature move]], is a Ghost-type attack that starts off with a low base power of 50. However, its power also increases by 50 whenever a teammate is defeated. If Houndstone is the last Pokemon in a full team of six, the move's power reaches a whopping '''300''' before factoring in STAB, and even before that point it can still maim anything that isn't outright immune.
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* ''VideoGame/PokemonMysteryDungeonRedAndBlueRescueTeam'' make Attract even worse because these games do not factor in genders. Every Pokémon will be effected by Attract no matter what. It has been nerfed in later games; in ''VideoGame/PokemonMysteryDungeonExplorersofTimeAndDarkness'' by adding genders meaning it can't just be spammed willy-nilly, while ''VideoGame/PokemonMysteryDungeonGatesToInfinity'' onwards, gender system is removed in favor of making Attract cancel an attack only half the time.

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* ''VideoGame/PokemonMysteryDungeonRedAndBlueRescueTeam'' ''VideoGame/PokemonMysteryDungeonRescueTeam'' make Attract even worse because these games do not factor in genders. Every Pokémon will be effected by Attract no matter what. It has been nerfed in later games; in ''VideoGame/PokemonMysteryDungeonExplorersofTimeAndDarkness'' by adding genders meaning it can't just be spammed willy-nilly, while ''VideoGame/PokemonMysteryDungeonGatesToInfinity'' onwards, gender system is removed in favor of making Attract cancel an attack only half the time.
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* ''VideoGame/PokemonMysteryDungeon Blue And Red Rescue Team'' make Attract even worse because these games do not factor in genders. Every Pokémon will be effected by Attract no matter what, later ''Mystery Dungeon'' games thankfully added genders to nerf it.
* 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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* ''VideoGame/PokemonMysteryDungeon Blue And Red Rescue Team'' ''VideoGame/PokemonMysteryDungeonRedAndBlueRescueTeam'' make Attract even worse because these games do not factor in genders. Every Pokémon will be effected by Attract no matter what, what. It has been nerfed in later ''Mystery Dungeon'' games thankfully added games; in ''VideoGame/PokemonMysteryDungeonExplorersofTimeAndDarkness'' by adding genders to nerf it.
meaning it can't just be spammed willy-nilly, while ''VideoGame/PokemonMysteryDungeonGatesToInfinity'' onwards, gender system is removed in favor of making Attract cancel an attack only half the time.
* 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 some way to cure status or are a few steps away from the stairs. Since it can be learned by Lapras and Politoed, expect certain water-type Water-type dungeons to be especially annoying to get through and requiring you to stock up on heal seeds.Heal Seeds.
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* Psychic (the move), especially in Gen I. A 90-base power attack with no drawbacks, 10 PP, wide availability as a TM, and a 10% chance to lower the Special Defense of the target make it a popular and powerful move. Psychic was even more feared in Gen I thanks to the aforementioned Special stat, no Dark-types, and being the STAB move of resident [[GameBreaker Game Breakers]] Alakazam and Mewtwo meant that there was next to no Pokémon in the game that could withstand more than two shots of it.

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* Psychic (the move), especially in Gen I. A 90-base power attack with no drawbacks, 10 PP, wide availability as a TM, and a 10% chance to lower the Special Defense of the target make it a popular and powerful move. Psychic was even more feared in Gen I thanks to the aforementioned Special stat, no Dark-types, having a 33% chance of lowering the target's Special stat, and being the STAB move of resident [[GameBreaker Game Breakers]] Alakazam and Mewtwo meant that there was next to no Pokémon in the game that could withstand more than two shots of it.

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