
Originally Posted by
Geodude
1. No two same-type damaging attacks on anything. It's pointless, redundant, and minimizes your options. Exceptions would be things like Endeavor, whose damage varies.
There's also an exception for Zangoose. Swords Dance, Quick Attack, Return, Protect/Shadow Ball is a common set for it, because both normal attacks do different things.
3. The typed held items, such as Mystic Water, suck. Don't waste your time with them. They only raise the power of attacks of their type by 10%, it's not worth it. Quick Claw also sucks, it only works 8% of the time. Again, not worth it.
Harder to say now with stats being changed so much from G/S, but sometimes they're useful when it can make a difference between a 1HitKO and a 2HitKO. Quick Claw also isn't that bad. It's funny to see a Salamence get KO'd by a slower Registeel's Explosion because of Quick Claw
One of the best strategies is Will-O-Wisp, Spikes, and Toxic. It's really easy to chew up HP, and because of how poison works now, it's hard to get around it, until Heal Bell'er come back, that is. ._.;
Last edited by bme™; 13th May 2004 at 5:30 AM.
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