Warlord_Cheff by Warlord_Cheff in
Player vs Player

A WORD OF WISDOM

Having a good attitude: getting better isn’t just about gathering strong Pokemon. If you keep losing, you might be making some wrong decisions during the battle or in your team-building process. This guide covers very important basics about PvP that will help you improve or simply remind you of a few things. Experiment and keep it up! Individual value (IV) and Effort value (EV) are extremely important. Click here for an in-depth guide on IVs and EVs.



PRIORITY MOVES

A priority move changes the order of the Pokemon that moves first regardless of their speed (unless both use a priority move of the same tier, then the fastest Pokemon moves first).

Here is a list of the moves by tier:

  • +7: Pursuit (against a switching Pokemon)
  • +6: Switching a Pokemon
  • +5: Helping hand
  • +4: Detect, Magic Coat, Protect (and similar moves), Snatch
  • +3: Endure, Fake Out, Follow Me, Quick Guard, Rage Powder, Wide Guard
  • +2: Extreme Speed, Feint
  • +1: Aqua Jet, Bullet Punch, Mach Punch, Sucker Punch, Ice Shard, Shadow Sneak, Vacuum Wave, Quick Attack, Bide, Ally Switch
  • 0: All the other moves
  • -1: Vital Throw
  • -2: None
  • -3: Focus Punch
  • -4: Avalanche, Revenge
  • -5: Counter, Mirror Coat
  • -6: Circle Throw, Dragon Tail, Roar, Whirlwind (phasing moves)
  • -7: Trick Room, Wonder Room, Magic Room

STATUS CONDITION

Status can be induced with a move specifically used to do so (Thunder Wave) or an additional effect with a percentage to apply (Scald with 30% to burn). Each status has its effects and utility that can be abused.

Burn

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Status can be induced with a move specifically used to do so (Thunder Wave) or an additional effect with a percentage to apply (Scald with 30% to burn). Each status has its effects and utility that can be abused.

Freeze

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It reduces the damage outcome of physical moves by 50% while doing 6.5% damage at the end of every turn. Fire Pokemon and a few exceptions are immune to the status fully or partially.

Paralysis

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It reduces the speed to 25% of its original amount and gives a 25% chance to skip a turn as the Pokemon will be simply paralyzed. Electric Pokemon and a few exceptions are immune to it.

Poison

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There are two types of poison. The normal one does 12.5% damage every turn, and badly poisoned which starts at 6.5% and increases every turn by an additional 6.5%. Toxic spikes inflict poison with one layer, badly poisoned with two layers. Poison and steel pokemons are immune to it alongside a few exceptions.

Sleep

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The Pokemon affected by sleep skips its attack phase for one to three turns (⅓ chance for each) unless it is self induced by rest, then it is two turns. Some typing immunities can be applied such as grass types resisting spore/sleep powder. Some other exceptions are also immune or reduce the amount of turns sleeping.


SUPPORT MOVES

Support Moves to Clear Conditions

  • Aromatherapy
  • Heal Bell
  • Healing
  • Wish
  • Lunar Dance
  • Psycho Shift
  • Refresh
  • Rest

The following moves can cure either their user or their target(s) from non-volatile status conditions. In addition to these moves, Fire-type moves thaw out a frozen target when they hit.


ENTRY HAZARDS

Entry hazards are moves that affect a Pokemon switching into the side of the field where hazards are applied. Pokemon PvP is very technical and often requires many switching which means hazards can be extremely harmful. They are both useful for offensive teams trying to get an OHKO and more defensive teams aiming to win with residual damage.

Stealth Rock

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Usually the most common, it does 12.5% damage to a Pokemon switching into the field. The damage is rock-type which means anything that resists it takes less damage and those that are weak to it will take more damage. Dragonite will take 25% damage (because of its flying typing) and Charizard will take up to 50% damage because of its double weakness to rock (fire+flying). Using Pokemon weak to rock, especially as your win condition, requires good control over hazards.

Spikes

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It can be stacked up to three times (12.5%/16.67%/25%) and will cause a lot of pressure. The damage is typeless but raised pokemons (flying type or levitate ability) won’t be affected by it.
While Stealth Rock is more versatile and doesn’t require as much investment, Spikes can do tremendous work in a semi-stall or stall team.

Toxic Spikes

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It can be stacked up to two times (poisoned/badly poisoned) and won’t hit raised Pokemon. Although this hazard is less common, it can put in work. A grounded poison Pokemon can remove them simply by switching in.

Sticky Webs

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For all you Shuckle lovers out there. Sticky Webs reduce by one stage (by 33%) the speed of grounded Pokemon which can be a very effective strategy for offensive teams.


WAYS TO REMOVE HAZARDS

Rapid Spin

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It removes the hazards on your side of the field. It’s a normal move which means a ghost type can prevent the move from being successful, keeping the hazards active.

Defog

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It removes hazards from both sides of the field. It’s the safest way but also means you must reapply your hazards. It also has beneficial effects such as removing screens.


PHASING AND HAZING

To prevent your opponent from setting up or to make good use of your hazards, those moves find themselves extremely useful.

Hazing

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Haze or Clear Smog allows you to reset the buffs a Pokemon can hold. Mantine using haze against Suicune would remove all the calm mind stacks by example. It’s a good strategy to prevent someone from creating a massive powerhouse to wipe your team. A negative aspect is that you don’t force out the opponent who can apply the buffs once again, but it would still cut short an attempt to baton pass.

Phasing

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It removes hazards from both sides of the field. It’s the safest way but also means you must reapply your hazards. It also has beneficial effects such as removing screens.


RELEVANT RESOURCES


A very wide pokedex that allows you to look up the attributes of a Pokemon, his abilities, and his potential moves. You can also verify what you need to learn a move (Egg, Tutor, Relearner, TMs).


Very useful tool from Showdown that will allow you to see the damage potential of things. It becomes very crucial in the team-building process to understand the outcomes of certain matchups or how much damage X Pokemon would take if it hard switches into Y. It’s also quite useful to prepare your EVs.


A good website to get an idea of what a Pokemon can do. P1 has its meta because of the difference in the availability of both Pokemon and items so do not always copy-paste and try to figure out what your team needs in the current meta.


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