5th Gen Move/Ability/Item Updates Project - Read Post #265

Oglemi

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ThunderPunch
<h2>Competitive Use</h2>
<p>ThunderPunch is a reliable move when the recoil from Wild Charge is undesirable. Otherwise, Wild Charge is considerably stronger and should be used over ThunderPunch most of the time. Medicham and Toxicroak could, however, see some use for ThunderPunch as a coverage move against certain troublesome Water- or Flying-types, most popularly Gyarados.</p>

<h2>Related Moves</h2>
<p>Wild Charge is a stronger option that also hurts the user.</p>
<p>Ice Punch is an Ice-type equivalent.</p>
<p>Fire Punch is a Fire-type equivalent.</p>


Tail Slap
<h2>Competitive Use</h2>
<p>Tail Slap is the Normal-type move of choice on Cinccino. With two wonderful abilities in Technician and Skill Link, it will be doing quite considerable damage to anything that doesn't resist it. With Technician, it hits 75 Base Power at the worst, so it isn't weak. With Skill Link, it will always hit at 125 Base Power, outdamaging Return for that matter. Overall, Tail Slap is an excellent move for Cinccino to abuse alongside Skill Link or Technician.</p>


Vine Whip
<h2>Competitive Use<h2>
<p>Vine Whip should not be used competitively. It is far too weak to see any merit, and there are much stronger attacks such as Power Whip and Seed Bomb.</p>


Tri Attack
<h2>Competitive Use<h2>
<p>Tri Attack didn't get distributed very widely. The only viable users of this move are the Porygon evolutionary line and Togekiss. Porygon-Z is the best user of Tri Attack, as with Adaptability, STAB is doubled, bringing its 80 Base Power to a sky-high 160. Togekiss can use it with its 120 Special Attack and Serene Grace for a reasonable chance of inflicting status; however, Togekiss typically only has room for one STAB move, and Air Slash is typically chosen here for its flinching chance.<p>


Swords Dance
<h2>Competitive Use</h2>
<p>Swords Dance is one of the best stat boosting moves in the game. Any physical attacker will enjoy the +2 Attack boost Swords Dance has to offer. Terrakion in particular, with Swords Dance to boost his massive Attack stat and excellent dual STAB combination can become a deadly sweeper. Other users include, but are not limited to, Infernape, Lucario, and Haxorus. Swords Dance is a great move for physical sweepers and should always be considered.</p>

<h2>Related Moves</h2>
<p>Nasty Plot is a special equivalent.</p>
<p>Hone Claws only gives 1 Attack boost as well as an accuracy boost.</p>
<p>Agility is a Speed boosting equivalent.</p>
<p>Barrier is a Defense boosting equivalent.</p>




Great entries Outrageous!

My entries are ready for GP checks btw
 
I found some moves without an on site entry, so I will make an entry for them.

Spider Web
<h2>Competitive Use</h2>
<p>Spider Web isn't very useful. The two spider Pokemon that exist, Ariados and Gavlantula, are very frail that they can't afford the time or the moveslot for this move. Sure, the trapping effect is nice, but the distribution really holds it back.</h2>

<h2>Related Moves<h2>
<p>Block and Mean Look are identical</p>


Spike Cannon
<h2>Competitive Use</h2>
<p>Spike Cannon has no competitive use. It has terrible distribution, which in fact no one even gets STAB on, and it is one of the weaker multi-hit moves, in which even if it hits five times, it is still slightly weaker than Return. The only user of this move who could be doing some damage with this move, Cloyster, has much better things to be doing with its time.<p>

<h2>Related Moves</h2>
<p>Return is a more reliable option
Icicle Spear is a stronger Ice-type equivalent</p>


Spikes
<h2>Competitive Use</h2>
<p>While inferior to Stealth Rock, Spikes is an excellent entry hazard. The best users of this move are the ones who can stay on the field for an extensive amount of time, in particular Ferrothorn, Skarmory, and Forretress. Once three layers of Spikes have been set up, any Pokemon who isn't a Flying-type nor has the ability Levitate is immediately stripped of one fourth of their HP upon just switching into the battle. Stealth Rock can even work well with Spikes, with the two hazard's damage stacking up to easily take down opponents. Be wise, though, as setting up Spikes with incorrect timing can be detrimental since the opponent can take advantage of the fact that you're setting up and can setup and then proceed to sweep your team, or even use Rapid Spin to rid your Spikes from the field.</p>

<h2>Related Moves</h2>
<p>Stealth Rock is a hazard that does Rock-type damage to anything that comes in
Toxic Spikes is a hazard that poisons or badly poisons the target depending on the number of layers on the field.</p>
 

Oglemi

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<h2>Competitive Use</h2>
<p>Color Change is more trouble than it's worth. Changing type to hopefully resist your opponent's next attack sounds nifty on paper, but nearly every Pokemon out there carries some form of coverage that can hit your Pokemon for neutral damage. What's worse is that common coverage combos like Dark and Fighting and Rock and Ground can line you up to take super effective damage. Color Change is a major thorn in Kecleon's side and one of the many reasons you'll almost never see it, even in NU.</p>


<h2>Competitive Use</h2>
<p>Cute Charm is unreliable, but it certainly has its uses. Having an opponent struck by a timely bout of infatuation can turn the game around. So why isn't Cute Charm seen more often? Well, most Pokemon that get Cute Charm have a better ability on hand, like Magic Guard for Clefable, Frisk for Wigglytuff, or Klutz for Lopunny. Cute Charm should be tossed aside for a better ability unless there are no other options or legality issues.</p>


<h2>Competitive Use</h2>
<p>Effect Spore's random effects can be handy, but they can be undesirable on Pokemon that rely on selective status conditions to deal with opponents, primarily sleep. Unfortunately, that encompasses every Pokemon with Effect Spore out there. Use another ability if you can.</p>


<h2>Competitive Use</h2>
<p>Filter is a simple Solid Rock clone, although it's limited distribution holds it back. With Filter, the user takes decreased damage from super effective attacks, meaning that Mr. Mime and Mime Jr. are a bit harder to take down with moves such as Pursuit than normal. Feel free to use Filter on one of Mr. Mime's offensive or Baton Pass sets if you dislike Technician or Soundproof, respectively.</p>


<h2>Competitive Use</h2>
<p>Flame Body is a strange cushion against physical assaults. Pokemon like Volcarona use Fighting-type assaults normally as an opportunity to switch in, and a lucky Flame Body activation can cripple the opponent (should they lack Guts), giving your Pokemon a golden opportunity to set up. It should not be chosen on Pokemon like Heatran and Magmortar who have better abilities like Flash Fire or Vital Spirit respectively, but it's not too bad on Pokemon stuck with it. Flame Body works the best on Pokemon that have a high Defense and can easily switch into physical contact attacks in order for Flame Body to activate effectively. It should also be noted that burning a Fake Out user with the aid of Flame Body is absolutely hilarious.</p>


<h2>Competitive Use</h2>
<p>While Drifblim usually prefers using one of its Baton Pass or Acrobatics sets, both of which rely on Unburden, Flare Boost can give Drifblim some much needed extra firepower. A simple moveset consisting of three attacks and Protect with a Flame Orb could surprise your opponents and put a substantial dent in their defenses.</p>


<h2>Competitive Use</h2>
<p>Flower Gift is the sole reason you'd ever want to bother with Cherrim. The 50% boost to Attack and Special Defense aren't very useful when most doubles sun teams will be firing off Special Attacks, but there are a few uses for it. Arcanine becomes much more threatening with a Flower Gift boost at the ready and Explosion becomes a competent option for Heatran. Should you be playing in a doubles ruleset that permits the 600+ base stat legendary club, Groudon adores the boost Flower Gift provides and it even brings its own sun with Drought.</p>


<h2>Competitive Use</h2>
<p>Castform everywhere can breathe a sigh of relief as endless, gamebreaking transformations due to Forecast are gone for good with the Acid Rain glitch finally removed. Forecast is an interesting ability, but its sole possessor is outclassed by almost any other weather abuser. It's hard to keep up with base 135 Special Attack juggernauts when you only posses base 70. Overall, Forecast is another interesting ability ruined by being stuck on such a lousy Pokemon.</p>


<h2>Competitive Use</h2>
<p>Forewarn is a useful scouting tool, albeit a bit gimmicky and unreliable, and most Pokemon that receive it have a better ability option. Hypno receives Insomnia, Jynx has Dry Skin, and Musharna can use either Synchronize in singles or Telepathy in doubles. Opt for one of those options over Forewarn and you'll usually find yourself with a greater deal of success.</p>


<h2>Competitive Use</h2>
<p>Gluttony's early activation of pinch Berries can be immensely helpful for sweepers reliant on such Berries. In the fourth generation, Linoone loved to use Gluttony to activate its Salac Berry right after a Belly Drum to line up a possible Belly Drum sweep. However, there's one major issue with that strategy in the fifth generation: pinch Berries have yet to be released! Until that happens, stick with some other ability, Gluttony isn't useful at all without those handy Berries.</p>


<h2>Competitive Use</h2>
<p>There isn't a single Pokemon out there that doesn't welcome Guts to its arsenal. The boost in power and immunity to burn's Attack reducing side effect make Guts a boon for physical attackers and one of the best abilities in the game. Feel free to slap it on whatever you can for a greater array of switch in opportunities on enemy Toxic, Will-O-Wisp, and Thunder Wave attempts. For a more aggressive approach, you can even give your Guts Pokemon a status Orb and have it firing off superbly destructive attacks every game.</p>




I made a bunch of changes but forgot to keep highlighting them.
 

Oglemi

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Spider Web
<h2>Competitive Use</h2>
<p>Spider Web isn't very useful. The two spider Pokemon that exist, Ariados and Galvantula, are very frail and can't afford the time or the moveslot for this move. Sure, the trapping effect is nice, but the distribution really holds it back.</h2>

<h2>Related Moves<h2>
<p>Block and Mean Look are identical equivalents.</p>


Spike Cannon
<h2>Competitive Use</h2>
<p>Spike Cannon has no competitive use. It has terrible distribution, which in fact not a single Pokemon even gets STAB on it, and it is one of the weaker multi-hit moves. Even if it hits five times, it is still slightly weaker than Return. The only user of this move who could be doing some damage with this move, Cloyster, has much better things to be doing with its time.<p>


Spikes
<h2>Competitive Use</h2>
<p>While slightly inferior to Stealth Rock, Spikes is an excellent entry hazard. The best users of this move are the ones who can stay on the field for an extended amount of time, in particular Ferrothorn, Skarmory, and Forretress. Once three layers of Spikes have been set up, any Pokemon that isn't a Flying-type nor has the ability Levitate is immediately stripped of one fourth of their HP upon just switching into the battle. Stealth Rock can even work well with Spikes, with the two hazard's damage stacking up to easily take down opponents. Be wise, though, as setting up Spikes with incorrect timing can be detrimental as the opponent can take advantage of the fact that you're setting up to setup themselves and then proceed to sweep your team, or even use Rapid Spin to rid your Spikes from the field.</p>

<h2>Related Moves</h2>
<p>Stealth Rock is a hazard that does Rock-type damage to anything that comes in.</p>
<p>Toxic Spikes is a hazard that poisons or badly poisons the target depending on the number of layers on the field.</p>




EDIT: all of my last GPed entries have been uploaded thanks to Jellicent and Engineer Pikachu
 
Placeholder
add / replace with
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<quick comment>

<h2>Competitive Use</h2>
<p>Taking half damage from Fire-type attacks is a situational ability, but could be a real life-saver for Pokemon that are normally weak to Fire. As it is, the only Pokemon that have access to Heatproof are Bronzor and Bronzong, both of which would much rather make use of their other ability, Levitate, which gives them an immunity to the more common,(comma) and arguably more dangerous,(comma) Ground-type moves and Spikes. ThoughHowever, Heatproof could allow them to get a surprise KO on Fire-type Pokemon that'dthat would normally easily take them out, such as Infernape or Darmanitan.</p>


<h2>Competitive Use</h2>
<p>Has no use in link or Wi-Fi battles.</p>


<h2>Competitive Use</h2>
<p>Huge Power is an absolutely amazing ability. It is the sole reason that Azumarill is usable in any competitive environment, as it takes its normally meager Attack and doubles it to become one of the highest Attack stats in the game. Huge Power will normally be the only ability worth considering on any Pokemon that's lucky enough to get it.</p>


<h2>Competitive Use</h2>
<p>Hustle is a great ability, but its side effect is a total bummer. Hustle gives the user an Attack boost to all of the Pokemon's physical attacking moves,(comma) at the cost of an accuracy drop. This Attack boost is what turns Durant and Zweilous into absolute monsters. However, the accuracy drop can easily lead to an untimely miss and cost the user the battle, especially if the attack already has low accuracy, such as Stone Edge. For this reason, Hone Claws, if available, is usually used in conjunction with the ability Hustle. Overall, this ability will usually be the main choice of any Pokemon that gets the Pokemon also gets an equally great Special Attack stat and boosting moves, such as Togekiss.<i think you didn't finish one of these sentences></p>


<h2>Competitive Use</h2>
<p>Hydration is an absolutely amazing ability in the OU environment where Drizzle Politoed is available. Being basically immune to status due to the permanent rain is an absolute godsend to any defensive Pokemon that gets it, particularly Vaporeon. Hydration is also what arguably pushed Manaphy over the edge, as inflicting it with status in order to outstall or cripple it as it set up was simply out of the question, and even if it got to low health it could use Rest to reach full health and then rid itself of its sleep on the same turn. However, in any metagame where permanent rain is unavailable, Hydration will usually be left out in favor of more useful abilities in common battle conditions,(comma) especially because having only 8 turns of status immunity is far less useful than having something like the double Speed that Swift Swim brings under the same conditions.</p>


<h2>Competitive Use</h2>
<p>Hyper Cutter is a great ability for physical attacking Pokemon that wants an immunity from having its precious Attack being dropped, which could potentially be the difference between a successful and an unsuccessful sweep. However, its use is exceedingly situational, as Intimidate is not as popular as it used to be, so the residual Attack drops are not as common as they used to be in past generations. What's more, no Pokemon, outside Prankster Murkrow, uses Attack-lowering moves intentionally, such as Growl and FeatherDance, and instead favor the Attack-lowering side effect of burns, which Hyper Cutter does not bypass. Still, Kingler makes use of it, since Shell Armor is even more situational and not as useful.</p>


<h2>Competitive Use</h2>
<p>Having an extra Leftovers-esque healing in permanent hail is fantastic for bulky Pokemon that get it, particularly Walrein. In fact, Walrein is such a fantastic user of Ice Body that it has developed into one of the most dreaded sets, if set up properly, in competitive history: Stallrein. However, Ice Body is only useful on extremely bulky Pokemon that can make use of the extra recovery like Walrein, and it has to be used on teams with permanent hail, which requires either Abomasnow or Snover as a teammate. Therefore, Walrein is really the only Pokemon that Ice Body is seen on in competitive play; the other Pokemon that receive it simply aren't bulky enough to make use of it or are in a tier where permanent hail is unavailable.</p>


<h2>Competitive Use</h2>
<p>Has no use in link or Wi-Fi battles.</p>


<h2>Competitive Use</h2>
<p>Intimidate is one of the best abilities in the game. It allows Pokemon such as Gyarados to switch in on normally threatening physical attackers and proceed to set up itself thanks to the buffer. The best part of the effects of Intimidate is that it works immediately as the Pokemon switches in, and doesn't require the use of a turn. This makes it so that the user can bring a +1 Attack sweeping Pokemon back down to +0, and then react in the same turn. However, Intimidate is now less common in today's metagame due to the fact that most of the users have either fallen out of favor or have received better abilities. The metagame has also become more balanced in terms of attacking prowess from the physical and special side, meaning that there are less Pokemon significantly effected by Intimidate. Finally, the opponent can remove the effects of Intimidate by simply switching.</p>


<h2>Competitive Use</h2>
<p>Iron Fist is a good ability for Pokemon that rely a lot on punching moves, particularly Hitmonchan and Golurk, as it boosts the power of Focus Punch to obscene levels. It also gives the elemental punches and Mach Punch some neat utility as coverage moves. However, if a better ability is available, or if the Pokemon does not have to or cannot rely on punching moves, Iron Fist serves little purpose, such as on Ledian and Conkeldurr. All in all, Iron Fist is a decent ability, but relies heavily on the Pokemon's movepool.<maybe something about infernape?></p>


<h2>Competitive Use</h2>
<p>Getting a free Attack boost by simply switching into a Dark-type attack seems like an awesome ability to have at first glance. However, the conditions are extremely situational, not to mention the fact that Dark-type attacks are relatively rare in most of the tiers (with the exception of Pursuit, but your Pokemon with Justified can't switch into that). Luckily, most of the Pokemon that receive Justified can make good use of a free Attack boost and have little problem switching in on most Dark-type attacks. Justified should really only be used if no better or consistent ability is available.</p>


<h2>Competitive Use</h2>
<p>Keen Eye is a poor ability as nobody uses accuracy reducing moves competitively. Therefore, the times that Keen Eye would even see use are very few. Always use a more consistent or reliable ability over Keen Eye.</p>


<h2>Competitive Use</h2>
<p>Klutz is a pretty poor ability with only a few gimmicky strategies that can be used alongside it. The only Pokemon that receives Klutz that can really make use of it is Lopunny, as it has no other useful ability available to it. What's more, Lopunny has access to one major move that makes Klutz somewhat usable: Switcheroo. With Switcheroo, Lopunny is able to keep whatever normally crippling item hidden, such as Flame Orb or Lagging Tail, until it's ready to Switcheroo it onto the opponent.</p>


GP Approved
 

Oglemi

Borf
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Just as a note: to my knowledge every move, item, and ability should have an entry on the SCMS (I know that a bunch of items still aren't showing up on the Dex, that's coming in time)
 
There is one move with absolutely nothing on its page except for its distribution, so I though I should make one to complete it.

U-Turn
[LONG DESC]
Deals damage. After the user damages the target, it immediately switches out. The player then selects and switches in a new Pokemon, who carries on the turn. Does not force the user to switch out if there are no more inactive on the user's team or if U-turn KOes the opponent's last Pokemon. If the move has no effect on the opposing Pokemon, then the secondary effect does not occur. If the opponent uses Pursuit, and if said opponent is faster, then Pursuit deals normal damage, but if it's slower, then Pursuit deals double damage. U-turn can be used to switch out of all trapping effects, including Ingrain, Mean Look, Shadow Tag, and Fire Spin

In-game, if the user of U-turn KOes a trainer's Pokemon, then the next Pokemon sent in does not gain any Exp. Points from that KO.

<h2>Competitive Use</h2>
<p>A very cool move indeed, in fact, it falls into a unique category of moves. U-turn forces the user to switch out after dealing damage, making it great for switching into a potential counter to the opponent's Pokemon. This move is more of a utility move, not a sweeping one, thanks to the added effect as well as the existence of X-Scissor and Megahorn.</p>

<p>Scizor is a very notable user of U-turn in its Choice sets, whenever it uses U-turn, it can use it either as a speedy revenge killer, or even dishing out strong damage while switching out. Other users often use it as well, in particular Hydreigon, who occasionally uses it in synergy with Draco Meteor to dish serious damage, then switch to rid the power drop. Mienshao can also use U-turn somewhat decently thanks to Regenerator, in which it can heal itself every time it exits the field as well as dishing out damage.</p>

<p>A new Electric-type special equivalent, Volt Switch, came to the table, and with U-turn, created a strategy known as "VoltTurn". This strategy involves having every member of the team know either U-Turn or Volt Switch, and use it to safely switch out of opponents in order to gain more momentum. The constant switching will deal slow damage that will stack up, and when paired with Sandstorm, Hail, or Toxic damage, it can annoy the opponent to death. Overall, U-turn is an excellent utility move that can be very important.</p>

<h2>Related Moves</h2>
<p>Volt Switch is a special Electric-type equivalent</p>
 
I just found another one

Will-O-Wisp
[LONG DESC]
Burns the target if it hits. Has no effect if the target is immune to burns

<h2>Competitive Use</h2>
<p>Welcome to the haunted world of Will-O-Wisp. This spooky move is very frightening indeed, a burn can prove detrimental by all costs, not only does a burn slowly whittle down your HP, it can cripple any physical attacker, halving their Attack. This hampers their ability to sweep, and allows other team members to come in and screw around with the crippled target. They can hit it hard while the burn slowly finishes them, or even set up now that they have literally no power left. The most notable users of this move are Sableye and Heatran, who have just what they need to utilize it effectively. The low accuracy is a letdown, though. A Will-O-Wisp miss can be detrimental at the most crucial time, so be careful when using this move.</p>

<h2>Related Moves</h2>
<p>Thunder Wave is a paralysis inducing equivalent
Toxic is a badly poisoning equivalent</p>
 

Oglemi

Borf
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Thanks for bringing that up Outrageous. They had entries on the SCMS but were under the wrong nomenclature which prevented them from showing up onsite. I've since moved them under the correct ones and should show up.

I kept the entries that they had, but if you feel that something from your entries should be added to the ones that are there you can post here about it.
 
To my knowledge, Genesect and Meloetta will be released soon. Because of this, I think that the entries for Relic Song and Techno Blast will need to be revised since they are bound for availability. Freeze Shock and Ice Burn will need them too as the Black and White Kyurems are now legal.

Relic Song
<h2>Competitive Use</h2>
<p>Relic Song is Meloetta's signature move, and there is only one reason Meloetta would ever bother with this move, and that is to switch Meloetta into the superior Pirouette Forme. As Meloetta-P packs a better Attack and Speed, as well as better coverage, Relic Song is used to switch Meloetta into this forme, as it is the only way to do so. If you're going to utilize Meloetta-A, do not bother with this move, as not only will it switch Meloetta's formes, it is highly inferior to Hyper Voice, which is considerably stronger</p>

<h2>Related Moves</h2>
<p>Signal Beam is a Bug-type equivalent which may confuse the target</p>


Techno Blast
<h2>Competitive Use</h2>
<p>Techno Blast is Genesect's signature move, and it will rarely, if ever, utilize this move. The reasons are twofold, first of all, it is ironically weaker than Flamethrower, Ice Beam, and Thunderbolt, not to mention that Normal-type Techno Blast has awful coverage. Only Water-type Techno Blast is possible and it is only notable for hitting Fire-types. Water-type Hidden Power boosted by Life Orb is more powerful than Water-type Techno Blast. To make matters even worse, Techno Blast forces Genesect to forgo a more useful item such as a Life Orb or Choice Scarf. So don't bother using Techno Blast, it just isn't worth it.</p>

<h2>Related Moves</h2>
<p>Flamethrower, Ice Beam, and Thunderbolt are more powerful options</p>


Freeze Shock
<h2>Competitive Use</h2>
<p>Freeze Shock is Kyurem-B's only choice for a physical Ice-type attack to use its legendary Attack stat. It could be useful as a filler option, as Kyurem-B suffers from the lack of physical moves to fill all of its moveslots. The unfortunate thing about this move though is that although the Base Power of this move is very high and has good accuracy, this move requires a turn to charge. This makes Kyurem-B vulnerable to an attack, and it also allows the opponent to switch in to a Pokemon that resists Ice-type moves. The paralysis rate does come in handy at times, however.</p>

<h2>Related Moves</h2>
<p>Ice Burn is a special equivalent which may burn the target</p>


Ice Burn
<h2>Competitive Use</h2>
<p>Ice Burn is an unfortunate case. It is insanely powerful, however, it takes a turn to charge up. This allows a free hit on Kyurem-W, and it also allows a free switch in to whoever resists the move. Also, Ice Beam does more damage than Ice Burn over two turns. This move, does however, carry a nifty burn chance to make up for Kyurem-W's somewhat lower Defense stat. It can also serve as filler as Kyurem-W has an inceredibly small special movepool</p>

<h2>Related Moves</h2>
<p>Freeze Shock is a physical equivalent that may paralyze
Ice Beam is a weaker but more accurate option which may cause freezing</p>
 
[SHORT DESC]
Reduces the damage the user receives from fire type attacks by 50%, and damage from burn to 1/16 of HP.

[LONG DESC]

<h2>Description</h2>
<p>The damage the user recieves from fire type attacks is 50% the amount it will usually inflect and also reduces the amount of HP lost each turn from burn from 1/8 the 1/16 of max HP. No known effects outside of battle </p>

<h2>Competitive Use</h2>
<p>The signiture ability of the bronzor evaluation line is a very good ability as it covers the fire type weakness. While it may seem like this is the ability to run, their other ability levitate gives complete immunity to their ground type weakness. For this reason as well as the fact that ground is a more prevalent move type most players choose to run levitate over heatproof. Running heatproof over levitate can work as players won't often go for a ground type attack while it stays in as most players run levitate. However this means that it cannot be used as a switch in againsed a predicted ground attack and the opponent might know you are running heatproof if you switch out in certian situations that levitate bronzong will not need to switch out to.</p>


<h2>Related Abilities</h2>
<p>thick fat reduces the damage from fire and ice type attacks by 50%.</p>


Hope this is ok as this is my first contribution to the site.
 
[SHORT DESC]
A ball used to catch Pokemon that is more effective than a Poké Ball.

[LONG DESC]

<h2>Description</h2>
<p>A good, high-performance Ball that provides a 50% higher chance to successfully catch a Pokémon than a regular Poké Ball.</p>

<h2>Competitive Use</h2>
<p>No competitive use.</p>

<h2>Location</h2>
<p>All Poké Marts after earning 1 Badge.</p>


[SHORT DESC]
A ball used to catch Pokemon.

[LONG DESC]

<h2>Description</h2>
<p>A device for catching wild Pokémon. It is thrown like a ball at the target. It is designed as a capsule system. Poké Ball has a basic capture rate modifier of *1.</p>

<h2>Competitive Use</h2>
<p>No competitive use.</p>

<h2>Location</h2>
<p>All Poké Marts</p>


[SHORT DESC]
Ball that event Pokemon come in.

[LONG DESC]

<h2>Description</h2>
<p>A quite rare Poké Ball that has been specially crafted to commemorate an occasion of some sort.</p>

<h2>Competitive Use</h2>
<p>No competitive use.</p>

<h2>Location</h2>
<p>Only obtainable through an event Pokemon.</p>


[SHORT DESC]
A ball used to catch Pokemon that is more effective against Bug- and Water-type Pokemon.

[LONG DESC]

<h2>Description</h2>
<p>A somewhat different Poké Ball that works especially well on Water-and Bug-type Pokémon. Its capture rate is *3 when used on a Water-type or Bug-type, otherwise it is like a normal Poké Ball with a capture rate of *1</p>

<h2>Competitive Use</h2>
<p>No competitive use.</p>

<h2>Location</h2>
<p>Virbank City Poké Mart, Castelia City Poké Mart, Driftveil City Poké Mart, Shopping Mall Nine, Seigaiha City Poké Mart, and Victory Road Poké Mart</p>
 

Oglemi

Borf
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Oops, didn't see these last two entries, sorry you guys did work for nothing.

Ignore the OP, all items, moves, and abilities have entries in the SCMS, even if they don't show up onsite. For now we are done except for the Related Moves sections.

Once those are done, we can call this step complete.
 
Are we allowed to update these once they are put onsite? Moxie is a lot more powerful than the analysis puts it, since many Pokemon like Moxie over their other abilities.

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Moxie
The list of Pokemon to that obtain this ability is frightening, which inludes Scrafty, Krookodile, Salamence, Heracross, Gyarados, and Honchkrow. All are powerful attackers capable of serious abuse of this ability. Whereas Intimidate takes precedence on Salamence, Krookodile, and Gyarados, and Guts is preferred on Heracross, Scrafty is the absolute best user of the ability. By holding a Choice Scarf, Pokemon such as Salamence, Heracross, and Krookodile can get stronger after they revenge kill a Pokemon, creating a snowball effect that allows them to power through other Pokemon on the opponent's team and work excellently as a cleaner. Scrafty also is a good user of Moxie; The use of Dragon Dance combined with decent stats and a great movepool excellent coverage with its STAB moves transforms Scrafty from another Dragon Dance wannabe (Gyarados and Salamence also get Dragon Dance) into a chaotic sweeper if it gets going.
 

bugmaniacbob

Was fun while it lasted
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Agh, I didn't see your post, Swamp-Rocket. I've added your edits to the site.

On another note, yes, you are allowed to update entries already on-site, especially those ability descriptions that were written years ago and have since gained several more abusers through the Dream World.

EDIT: OK, I went through all the abilities on-site and made any edits I thought were appropriate. If a site staff member could cache them, that would be great, and if anybody else wants to revamp any of the entries on-site, that would be just as appreciated.
 

ScraftyIsTheBest

On to new Horizons!
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Okay, one of my concerns right now is that Sap Sipper's CU entry is poor and misunderstands its usefulness. I will revise it to make it better.

Sap Sipper
<h2>Competitive Use</h2>
<p>Azumarill is weak to Grass-type attacks, but it is unlikely to do anything at all with its stats unboosted, so Huge Power is by far the more reliable option. On the other Pokemon who get it, however, it is a great ability. With Sap Sipper, Bouffalant and Sawsbuck in particular are granted many switch-in oppurtunities into many popular Grass-type moves. The Attack boost is invaluable, and should you be able to switch in on a Grass-type, you can easily get a sweep going. Overall, while most Pokemon who get this ability have other options, Sap Sipper has more than enough qualities to be worth a consideration.</p>


Also, other moves I would like to revise

Fusion Bolt
<h2>Competitive Use</h2>
<p>Fusion Bolt is a strong an accurate move, and three Pokemon get it; Victini, Zekrom, and Kyurem-B. All three of these Pokemon can make great use of this move. Zekrom is a good user of Fusion Bolt, as albeit weaker than Bolt Strike, it is still powerful, not to mention that it fills a nice space on that last moveslot, filling a good STAB move in the event that Bolt Strike's PP runs out, not to mention it offersd perfect accuracy. Victini also uses this move as a viable weapon to maim the buly Water-types, particularly Slowbro and Milotic, to do heavy damage. Alongside the powerful V-Create, Victini becomes nigh impossible to wall. Kyurem-B also uses it as a coverage move to maim things that resist its Outrage, most notably Skarmory.</p>

<p>In doubles, this move has much more use. Fusion Bolt will always be the preferable move over Bolt Strike, as it will either power up or be powered up by Fusion Flare, should it do so, a 200 Base Power attack is nothing to laugh at. Perfect accuracy only adds to its use, making it almost completely superior to Bolt Strike. Overall, Fusion Bolt is always a move to consider for a moveslot. </p>


Fusion Flare
<h2>Competitive Use</h2>
<p>A relatively strong move, Fusion Flare is limited to Victini, Reshiram, and Kyurem-W. Reshiram and Victini will rarely run this move, if ever, as Victini will always want Fire Blast. To top it all off, Victini usually prefers V-Create, thus pushing most of its special sets out of the competitive scene. Reshiram will always want Blue Flare, as it has much more power. While Fusion Flare could be a substitute for Flamethrower, Flamethrower's higher PP is much more desirable in a metagame infested with Pressure abusers. Kyurem-W, however, loves this move, as it provides a strong attack that rounds off its amazing coverage, hitting Steel-types such as Ferrothorn, Skarmory, and Forretress for super effective damage.</p>

<p>In doubles, however, this move has much more usefulness. Fusion Flare is almost always the preferred option over Blue Flare, as not only does it provide perfect accuracy, its ability to either power up or be powere up by Fusion Bolt is nothing to overlook. Should this happen, a 200 Base Power attack is nothing lousy, and will be a pain to face. Due to this, Fusion Flare is always the preferred STAB move on Reshiram in doubles.</p>


Keep the Related Moves sections the same.
 

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