Follow TV Tropes


Rescued From The Scrappy Heap / Pokémon

Go To

    open/close all folders 

    Game Mechanics 
  • Pokémon Diamond and Pearl made major changes to the metagame and the franchise overall thanks to the physical-special split. This made so that moves can be either special or physical based on the move itself instead of their type. This change caused several Pokémon who were previously laughably bad to become invaluable players because the moves they learn now became useful due to the stats for them. For example, Absol was introduced in Ruby and Sapphire and has a huge attack stat, but because it's a pure Dark type and all Dark-type moves are categorized as special, it couldn't properly take advantage of its sweeping abilities nor its STAB boost. Said split actually debuted in Pokémon XD with the Shadow moves introduced in that game, so the franchise started pulling itself out of the heap as a result of that. So since then, it became mainstream in Gen IV.
  • Pokémon Black and White saved Technical Machines. For fourteen years, TMs were one-use items to teach moves, with most being found only once per save file or otherwise rather expensive, especially since some were exclusive to Game Corners. This resulted in most TMs being Too Awesome to Use. Gen V changed this so that they can be used as many times as the player wishes, much like with HMs.
    • Similarly, Pokémon Sun and Moon saved Hidden Machines... ironically, by getting rid of them. For twenty years, HMs were a necessary evil. You had to have some Pokémon on your team that had these moves in order to fully traverse the environment, but most of them were not very good to use in battle (Surf, Waterfall, Strength, and Fly are considered to be decent) and you can't get rid of them unless you see a Move Deleter; thus, many players had a tendency to catch a Pokémon to use it as an HM Slave just to finish the game, which often takes up a slot in your party. Gen VII not only demoted some of the more useful HMs to regular TMs, but their functions were replaced with either Ride Pokémon that you can summon on the fly to perform the needed task or, in Pokémon Let's Go, Pikachu! and Let's Go, Eevee!, abilities that could be taught to your partner Pokemon completely separate from their moveset.
  • Baby Pokémon. When breeding was introduced in Gen II, it spawned Pokémon like Pichu, Cleffa, Igglybuff, Magby, Elekid, Smoochum, and Togepi, which were all hard to raise because of a lack of good moves and low stats, and it didn't help that you're forced to deal with them if you breed an older evolution. Gen III attempted to fix this by offering Incense items, which gives you the option to create a egg of the baby Pokémon, but this was only for those introduced beyond Gen II. Gen IV is seen as where the baby Pokémon issue was remedied by having some that evolve quicker via learning certain moves or having a certain Pokémon in your party, and are worth raising. It's still a tossup considering some of these Pokémon are still terrible regardless, and some can be difficult to find (such as Munchlax in Gen IV without knowing how your Trainer ID determines which Honey Trees have them), but the new changes still made it more forgivable.
  • Generation VII saved an entire battle mechanic: terrains. Introduced in Generation VI, terrain effects were seen as a failed attempt to spice up the battlefield due to a lack of good setters and abusers in competitive play. Generation VII managed to solidify them as a battle mechanic through introducing a legendary quartet themed after the Terrain effects, more Pokémon that can take good advantage of the system, and the Terrain Extender item.
  • Generation VII also saved an entire playstyle: hail teams. To put it short, hail was always the worst of the four weather conditions, with few good setters and almost no benefit for non Ice-type Pokémon beyond a 100% accurate Blizzard. Then Gen VII gave players a few interesting things: firstly, two decent setters in Alolan Ninetales and Vanilluxe (the latter notable for not having a double weakness). Second, the move Aurora Veil, a fusion of Light Screen and Reflect that can only be activated in hail. Finally, the Ability Slush Rush as a counterpart to Swift Swim, Sand Rush, and Chlorophyll, making hail more viable. While it has since disappeared from top tier play as a result of Ice types in general having too many weaknesses to capitalize on, in the mid and lower tiers it's all over the place, finally give Hail and Ice types some measure of viability and time in the sun.
  • The Voltorb Flip minigame saved the Game Corner in Pokemon Heart Gold And Soul Silver. Previously, the Game Corner was viewed by the fanbase as an obnoxious Luck-Based Mission that was more trouble than it was worth. Voltorb Flip is much more forgiving, and even enjoyable in its challenge. While it's still a divisive change to some, it wasn't enough to prevent future games from removing the Game Corner entirely.note 

  • Nate and Rosa were hated when they were first revealed for looking like goofier versions of previous player characters Hilbert and Hilda. Especially Nate. Cue the animated trailer, which changed Nate into a badass comparable to Red in much of the fandom's eyes. Rosa's Hot-Blooded nature in spite of her adorable design caught on as well. Pokémon Masters also did wonders for Rosa's popularity by ramping up her expressiveness, and giving her an energetic and adorable personality.
  • Team Magma and Team Aqua in Omega Ruby/Alpha Sapphire. In the original games, they were undeveloped villains with bland designs, motives that made no sense, and to make things worse, their dialogue was mostly interchangeable despite supposedly having opposite goals. Emerald isn't particularly kind to Team Magma either, as Team Aqua was the team of choice when it came to redistributing R/S plot points, further reducing Team Magma's prominence and exacerbating the complaints that Hoenn has too much water. The remakes revamp their arcs and motives entirely: Team Aqua is now an Animal Wrongs Group who wants to return the world to a more primal state for the sake of Pokémon, while Team Magma are Visionary Villains who want to expand the land to aid humanity's advancement. The leaders and admins each got their own distinctive personalities as well, with Archie's change to an Affably Evil Boisterous Bruiser being particularly well-received. .

  • With each new generation often come new evolutions or variants for preexisting mons, as well as new moves and Abilities. This means previously average and/or forgettable Pokémon become awesome after getting a new evolution (Kingdra, Magnezone, Scizor, Steelix, Porygon2, Togekiss, the list goes on and on), a new ability (Weezing's Levitate, Machamp's No Guard, Azumarill's Huge Power, etc.), or a new move (Focus Punch, Stone Edge, Volt Tackle, Energy Ball, Stealth Rock, Toxic Spikes, Slack Off, Close Combat, Sticky Web).
  • The introduction of Mega Evolutions in Gen VI saved several Pokémon from the scrap heap to become juggernauts in competitive play. Namely Charizard, Blastoise, Kangaskhan, Pinsir, Aerodactyl, Ampharos, Houndoom, and Mawile, just to name a few. Some of them would have to be nerfed in later games because they became such threats.
  • Gen VI also saw the introduction of the Fairy-type. Every single Pokémon retconned into having the type (including weak or mediocre Pokémon like Mawile and the Azumarill line) greatly benefited from the increased movepool and type changes.
  • Jynx was immensely heavily disliked in the West due to their original design being depicted with a black face and big lips, causing some people to believe it was based on African American stereotypes. While this stigma still persists to this day despite being recolored to purple, some warmed up to Jynx after the design change as well as fans finding more likely origins, such as that Jynx may have been meant to be based on ganguro, a fashion style which is completely unknown outside of Japan, or the yama-uba Youkai legend. While the company hasn't tried to make Jynx more prominent, fans are less likely to see her as a racist design.
  • Pokémon Ruby and Sapphire turned Wobbuffet into a Crouching Moron, Hidden Badass with the introduction of its ability Shadow Tag, which prevents Pokémon from switching out. This made Wobbuffet a Lethal Joke Character thanks to its movepool only consisting of counterattacks, forcing its opponent to do more damage to itself than it does to Wobbuffet. Its prior evolution Wynaut also helped by giving it a few more moves (most notably Encore) and isn't too shabby for a baby Pokémon.
  • Feebas has an interesting example of this. It wasn't disliked as a character because it's evolved form, Milotic, is a formidable Pokémon. It was disliked because the method of obtaining it is purely a Scrappy Mechanic. Before, it was found on random tiles while fishing and requires you to raise its Beauty stat so it can evolve. Gen IV attempted to buff it by allowing players to mix records to increase the odds of finding it, Gen V upped it a bit more by changing the way Feebas evolves by trading it with a Prism Scale, since the blending mechanics did not return. ORAS ultimately saved it by making Feebas much more easy to find by putting it underneath a bridge, and giving you two options to evolve it: either blending Pokéblocks or trade it with a Prism Scale.
    • The Beauty evolution itself was received much better in ORAS than it was in the original RSE. Previously, you could only feed Pokémon a limited number of Pokéblocks, and they were slightly affected by the Pokémon's nature. In Gen VI, not only can you give Pokémon an infinite number of Pokéblocks, but they're much easier to make this time around. Overall, it makes evolving Feebas the old-fashioned way much simpler if you choose to go that route.
  • Pachirisu, of all Pokémon, received this treatment after one of the winners of the 2014 World Championships used one on his team successfully, and it was even made into a very good assist Pokemon in Pokkén Tournament, which helped it even more.
  • This happened to the Generation V water starter, Oshawott (or "Wotter"), long before Black and White were even out. When first revealed, Oshawott was largely considered inferior to the other two new starters, and was often bashed even without the comparison. Cue someone creating a comic of a poor, cute Oshawott being sad about not getting picked by anyone, and some speculation (which turned out to be true) that its evolutions would be samurai sea otters. A lot of people reconsidered their coming choice of a starter after all that.
  • Trubbish and Garbodor were disliked by many fans because they're literally based on a pile of garbage. However, some fans warmed up to them because of articles like this being made, as well at Let's Players like Chuggaaconroy and Marriland who used them on their teams when when playing through Black & White.
  • It happened with the Generation VI grass starter: Chespin was received decently well, but his second evolution, Quilladin, turned out to look like a pinata, earning tons of ire from the fan base for how ridiculous he looked. Then his final evolution, Chesnaught, was revealed: a gigantic, armored, grass/fighting type beast that easily looks the most badass out of all the starters, though the thing is still outclassed in popularity by Greninja.
  • It happened again with Generation VII's water starter: Popplio. Much like Oshawott, it was widely hated due to its clownish design. Its middle evolution Brionne redeemed its status in the eyes of many fans, and then its final evolution, Primarina, won a good many over thanks to its much more elegant looks, its very good Water/Fairy typing, and its Mighty Glacier stats, blessed with a massive Special Attack stat (126, the highest to date of all Non-Mega starters), and a very wide movepool. Primarina became yet another example of a Badass Adorable. Nowadays the Popplio line has a lot more fans than haters.
  • Sun and Moon ended up saving Pelipper. Before then, Pelipper was seen as a worthless, stupid-looking pelican with mediocre stats. However, Generation VII blessed it with a small stat buff and Drizzle, the same ability that saved Politoed. Now, Pelipper is praised in the competitive community for being the new premier rain setter due to its access to rain-boosted Water attacks, STAB Hurricanes with perfect accuracy, and U-Turn. Similarly, Torkoal gained Drought, turning it from a fairly forgettable Stone Wall to a terrifyingly powerful Eruption-user.
  • Another Water/Flying Pokémon that was saved in Generation VII was Mantine. While it was supposed to be the specially defensive equivalent to the physical Skarmory, its inferior typing, bad HP, and poor movepool caused it to become Generic Water Type #226. As the generations went on, however, the manta slowly improved, gaining Air Slash in Gen V and the buffed Defog in Gen VI. The acme of its improvements came in Sun and Moon, where it gained two notable buffs. The first one is a stat boost to its HP, going from the poor 65 to the much more palpable 85. The second one is the addition of Roost, a much-needed addition to the ray's otherwise poor movepool. Now, with reliable recovery, better stats, and hazard removal, Mantine is one of the better Water-type special walls in the meta. The addition of the widely-praised Mantine Surf minigame also granted it a boost in popularity.
  • Until the introduction of Alola Forms, Muk had little to no competitive success. But with its new form adding a Dark subtype, Muk is now one of the best counters to Psychic and Ghost-types; with its Psychic weakness turned into an immunity and its Poison type reducing the damage from the common Dark-type counter Focus Blast, Muk can take advantage of its Attack and bulk to take out normally overpowered foes, tanking their attacks and knocking them out in return. Its new movepool is just icing on the cake: it gets Pursuit to trap opponents, Shadow Sneak to pick off weakened foes, and Knock Off for huge damage, not to mention its Poison Touch ability affording it the capability of poisoning without Toxic.
  • The new pseudo-legendary from Sun and Moon, Kommo-o, received lackluster response given that its Dragon/Fighting typing meant it took quadruple damage from Fairy moves and its stat distribution was too generalized, leaving it largely unable to do anything better than its predecessors. Not helping matters was that Kommo-o's strongest physical Fighting move was the underwhelming Sky Uppercut, forcing it to run off its (slightly) weaker special attack and use the inaccurate Focus Blast. Then Ultra Sun and Ultra Moon not only gave it a unique Z-Move that deals heavy damage and raises all of its stats, it also now learns Close Combat, which, along with move tutors, make a physical set much more viable than before.
  • Gen VIII saved Mr. Mime. Mr. Mime was often regarded as among the worst Gen I had to offer, having an unsettling design and inexplicably receiving the Fairy type in Gen VI. Gen VIII does away with this by giving Mr. Mime a Galarian form based on tap dancers and an evolution, Mr. Rime, whose Charlie Chaplin-inspired design is an example of a humanoid Pokémon done right. Not to mention it now gets a brand new ability that removes screens when it enters the field, giving it a unique niche in the metagame.
    • It also saved Kyurem-Black. In the past, outside of the one turn charge Freeze Shock, it doesn’t learn any ice attacks to abuse its 170 base physical attack, not to mention its mediocre base 95 speed. Then it gained the multi hit move Icicle Spear and the stat boasting Dragon Dance in the generational shift. The buffs were enough for it to go from OU to Ubers in the Smogon Meta.

    Elemental Types 
  • Gen IV saved Grass: Grass was inferior to Electric when it came to defeating Water-typed Pokémon, due to its poor selection of attacks. Many of them had low base damage, or had high damage but had some limitation (a turn of charge-up, guaranteed to Confuse your own Pokémon after use, or was only available to one 'mon). Electric had no such problem, thanks to the widespread availability of Thunderbolt. Grass' other selling point, its ability to hit Rock- and Ground-type Pokémon, was undercut by the aforementioned Water type doing the exact same thing, plus the fact that any Player Versus Environment team has a Water-type so that they can travel across seas and rivers with Surf. And just to add insult to injury, practically every single Water-type has access to Ice-type moves, which are super-effective on Grass-type Pokémon. Gen IV added more reliable attacks such as Energy Ball and Seed Bomb, and made Leaf Blade non-exclusive to Sceptile. There's still the overlap when it comes to fighting Rock and Ground types, but at least now Grass can reliably deal good damage to Crasher Wake's, Misty's, and Cress' lineups. It get even more saved in Gen V, with the introduction of several good Grass-types such as Ferrothorn, who sports awesome defensive stats, good entry hazards and support movepool, and decent attack stats, and to a much lesser extent Lilligant, a strong but speedy Grass-Type with one of the best Status Buff moves in Quiver Dance, and the ability to spam the now 120-base powered Petal Dance without any drawbacks at all. Grass also benefited from the steady addition of more and more Water/Ground types to the roster over the last few generations, against whom Electric attacks are utterly useless while Grass moves deal quadruple damage (and are literally their only weakness). Also in Gen 5, Giga Drain had its PP raised to 10 and its power boosted to a very solid 75, turning it into one of the most reliable Grass-Type moves around, dealing good damage, while healing the user at the same time. Grass also gained another boost in Gen VI, as the typing has gained the ability to ignore, among other things, the two best sleep-inducing moves in the game, Spore and Sleep Powder.
    • Also worth noting is that in consideration to all of the above, it can more safely switch-in to a Water opponent for a revenge kill — which, again, Electric types aren't as capable. Grass-type Pokémon resist Water-type attacks, and thus have a higher chance of surviving the switch-in turn. Electric-type Pokémon do not, and are generally very frail defense-stat wise, so it is surprisingly easy to fall to a STAB water-type attack. However, as previously mentioned, Grass-types have to beware of Water-types packing Ice-type moves.
  • Fighting. Like Poison, it seemed to be designed as a punching bag to Psychic-types, which are overpowered in Gen I. Gen II introduced Dark and Steel types, both weak to Fighting. Gen IV saved them further with the introduction of more coverage moves for them to abuse thanks to the Physical/Special split. By Gen V, the presence of powerhouses from Fighting-types buffed and introduced in that generation, as well as their great synergy with Dark-types, got so bad that Fairy-types were introduced in Gen VI to bring both of them down.
  • While Gen IV brings it into the spotlight, Gen V truly saves yet another type: Bug. In previous generations, "new Bug types" usually meant "early-game bugs, usually early evolving as well, whose stats just plain sucked". Also, half of them were Bug/Flying, a typing that made it weak to many attacks. The only ones that were decent were Scyther/Scizor, Yanmega, the Nincada family, Heracross, and Pineco/Forretress. Gen IV, despite also being the origin of Stealth Rock, started to save them by giving them two new powerful attacks: U-Turn, which means they can play a scouting role while dealing awesome damage, and Bug Buzz, which is just a good special move overall. Many preexisting Bug-types also got stat buffs, most notably Scizor and its infamous Bullet Punch. Then Gen V came around and introduced eighteen new bugs. All of them with great stats. Not a single one evolves early. And none of them Bug/Flying.
    • Scolipede is very fast and is able to learn Earthquake and Rock Slide. Come Pokémon X and Y, and this already impressive Bug-type got its rather situational Hidden Ability of Quick Feet retconned into the considerably more useful Speed Boost.
    • Galvantula gets STAB Thunder with much better accuracy thanks to its Compoundeyes ability. As of Pokémon X and Y, it's also one of the best users of the move Sticky Web, which lays a trap that lowers an opposing Pokémon’s speed on entry. In addition, it's one of the few Electric-types able to reliably use Eletro Ball, a move that requires much greater speed than the enemy to be effective and combos well with the aforementioned Sticky Web.
    • Durant has very high attack power with its Hustle ability, albeit with a little less accuracy, and can be taught Hone Claws, which boosts Accuracy and Attack, as well as Rock Slide. It's Bug/Steel too, which means that it has only one weakness.
    • Volcarona has the awesome Quiver Dance (boosts Special Attack, Special Defense, and Speed) and a strong STAB signature move, Fiery Dance, which boosts its Special Attack half the time. It was so strong that people considered using it worth the effort despite the four times Stealth Rock weakness, which was previously only achieved by Ho-Oh (in fact, many have expressed the opinion that the Stealth Rock weakness is the one thing keeping it from being an all-out Game-Breaker).
    • Genesect has the honor of being the first Bug-type legendary ever (not counting Insect-plate Arceus). It's also Bug/Steel, which means that it has only one weakness.
    • While Gen VI introduced Vivillon, and it's a Bug-Flying type, it shows that Game Freak seems to have learned even when it comes to this infamously poor typing. It put more appropriate focus on Speed than its main competition of Butterfree, and has Quiver Dance alongside Compoundeyes-boosted Sleep Powder and STAB Hurricane, making it surprisingly deadly in the right hands. Outside of battle, it also has another gimmick that made it surprisingly popular: its wing patterns are dependent on where the game originated from, meaning that if you'll need to trade with others to collect all 20, some of them rarer then others.
    • Gen VI also notably introduced a Mega Evolution for Pinsir, which turns it from a straight Bug type to — once again — Bug/Flying. The people who initially mocked it for this typing ended up eating their words when it turned out that Mega Pinsir's Aerilate Ability gave it a powerful priority move in a Flying-type Quick Attack, as well as a pants-shittingly powerful Return attacknote . With a coverage move like Close Combat or Earthquake and Swords Dance to boost its power to even more absurd levels, the thing is an absolute terror to anyone who neglected to prepare for it. It's not even as vulnerable to Stealth Rocks as it looks, as its first switch-in will be as regular Pinsir, which only has a single weakness to Rock, and Defog provided a new and more reliable way to get rid of entry hazards.
    • Gen VII, just like Gen V, introduced no average early route bug-type (even though they can be found very early, Grubbin evolves into Charjabug at level 20, and can't evolve into Vikavolt until the player reaches Poni Island), all 4 bug-type families are pretty strong in their own way, and none of them suffer from a x4 weakness. From the strong physical Mighty Glacier Golisopod with a signature attack that allows it to attack hard and fast on the first turn, the fast supporting Ribombee with Pollen Puff, which can be used to heal allies or deal lots of damage to enemies, the Stone Wall Araquanid whose main ability reduces Fire-type and burn damage while boosting its Water-type attack greatly, to the Glass Cannon Vikavolt with very high Special Attack and a pre-evo that can support other ally Pokémon. This gen also buffed lots of old Bug-type Pokémon's stats.
  • Generation VI introduced the Fairy type, which saved a lot of things at the same time. Some older Pokémon were given this new type or were changed into them, which made them even better. Since Fairy-type moves are super-effective against Dragon, and Fairy Pokémon themselves are immune to Dragon-type moves, this upped the status of mons that received the new typing as well as giving the somewhat game-breaking Dragon types a much-needed Nerf.
    • The introduction of the Fairy type also saved Poison. For the longest time, Poison was the Butt-Monkey of Pokémon Types. It was horribly outclassed on offense, as it hit only Grass-types effectively (it used to be good against Bug in Gen I), which Fire, Ice, Flying, and Bug all did better, and it was outclassed as a defensive type by Steel. The only saving grace was the ability to poison things, which didn't even work on Steel-Types. It was so bad that even good Poison-types like Gengar would not even bother using their Poison-type STAB in movepools. Then the previously mentioned Fairy-type came in, and Poison finally hit the jackpot. Poison is one of only two types that are super-effective against Fairy. Because of this, Poison-type moves shot up as an in-demand coverage since Fairy Pokémon became popular to take on Dragon-types. It gets even better, because Toxic got buffed to where if used by a Poison-type, it would never miss, thus giving Poison-types a real niche and eliminating the tactic of just sticking the move on any bulky Pokémon and expecting the same production.
      • The Pokémon that exemplifies the boost in Poison more so than any other is found in Generation VII: Toxapex. It can learn Toxic and Toxic Spikes by level-up, and it has a Signature Move in Baneful Bunker, which protects it from attacks that turn and inflicts Poison on anything that touches it (besides those naturally immune to Poison in the first place). It also has the Stone Wall stats and recovery moves to remain in play as the opponents suffer. In previous generations, Toxapex would've been something of a joke, but the current mechanics allow Toxapex to inflict Poison so consistently that it's become one of the most feared Pokémon of Generation VII. Further, it is one of the very few Pokémon in the entire metagame capable of running Haze consistently.
  • Gen VII also made Ice more viable than before. Before Gen VII, the only reason to use it was to deal with Dragons. However, most Dragons could use a Fire-type move, and Ice-types suffered from poor stats, few good moves, multiple weaknesses, it's only resistence is itself, most Water-types being able to learn an Ice-type move, and later the introduction of the Fairy-type to make it easier to deal with Dragons. Gen VII introduced Ice-types with good movepools and stats (Alolan Ninetails and Alolan Sandslash), and made using Hail a viable strategy with the creation of the Slush Rush Ability (which doubles Speed in hail akin to Swift Swim) and the move Aurora Veil (which can only be used during hail, but acts as a simultaneous Reflect and Light Screen). Then Gen VIII came along and finally fixed the issue of Ice-types being relegated to late game areas, and instead there's a whole host of Ice-type Pokémon to be captured in the Wild Area before even starting the Gym Challenge.

  • Generation VI saved a lot of useless moves:
    • Rock Tomb has limited uses, pitiful damage, and poor accuracy which made it guaranteed that no one looked twice at it. Then it got more uses, far better accuracy, and buffed enough to make it a viable replacement for Stone Edge on Technician users.
    • Knock Off, a move that removes the opponent's items (except Mega Stones) was boosted from a mere 20 base power to 65 which will deal 50% more damage if it successfully removes the target's held item. That single move made Weavile, Bisharp (which also got a boost from Sticky Web and Defog), and Crawdaunt (which has an ability to double the power of dark moves) viable enough in the standard metagame.
    • Incinerate, previously known as the weakest fire move in the game that’s only good for destroying berries, got saved when its power was doubled from a pitiful 30 to a decent 60 and can also destroy gems.
  • Flash, Defog, and Rock Smash are all situational and useless HM moves in battle. Flash reduces the accuracy and is used to light up caves, Defog reduces the target's evasiveness and is used to remove, well... fog from the overworld. And Rock Smash? It was introduced in Gen II as a TM, but it became an HM in Gen III, which is a weak Fighting-type move that can break rocks. These moves were changed as time went on as they're no longer HM moves, Flash now has 100% accuracy, and Defog was buffed in Gen VI; it can now remove entry hazards. Rock Smash, unfortunately, became a bit of a Scrappy Move again in the ORAS remakes as an HM. While it's improved with 40 BP over 20 BP, the only way it would work out is if the user has Technician for the ability.
  • Despite not being anywhere close to the infinite lockdown potential of their RBY ancestors, Gen V and VI gave a notable increase of utility to the partial trapping moves by first extending their duration and then increasing their damage output, going from virtually useless to a viable option to stack passive damage, especially when combined with Perish Song or Toxic. The advent of Z-moves has solidified them as a powerful option to catch an opponent and guarantee that their devastating power will hit their intended target, in addition to their previous utility.
  • Gen VII managed to rescue the franchise's very first Bug-type attack, Leech Life. Before, it was an awful move from Gen I that had a pitiful base power of 20 and was only useful if you wanted to get the Marsh Badge more easily. Sun and Moon quadrupled that number, which not only makes the move worthwhile, but also gives some mons a viable recovery option.
  • Gen IV saved numerous moves with the physical/special split, perhaps most notably: Waterfall. In previous games, Waterfall was little more than a poor man's Surf, but making it into a physical move made it the STAB move of choice for physical-inclined water types like Feraligatr and Gyarados.
  • Let's Go ended up saving Teleport. It was once seen as a poor man's Fly, teleporting the player to the last Pokémon Center and having no use in battle outside of fleeing from wild Pokémon. As of Let's Go, Teleport now switches the user out at the end of the turn, making it incredibly useful in competitive.
  • Downplayed with Rapid Spin in Gen VIII. Rapid Spin's always been seen as a good move thanks to its hazard-removing capabilities, but it was laughably weak with only 20 base power. Sword and Shield not only increased the move's power to 50, but also made it so that it would boost the user's Speed upon use. This gave it some use outside of hazard removal, acting as a Normal-type Flame Charge.

  • In terms of spin-off titles, Chatot in Pokémon Mystery Dungeon Explorers was hated by the fans for being a insufferable Know-Nothing Know-It-All, most notably when he mistakes Team Skull for a well-adjusted group and later punishes your team for failing to get Guildmaster Wigglytuff any Perfect Apples (followed by Team Skull giving Wigglytuff a Perfect Apple after Chatot gave said punishment, no questions asked). Later on in the game, Chatot saves your team by taking the blow from a Kabutops and two Omastar, which gained him more respect from the fans.

How well does it match the trope?

Example of:


Media sources: