Monday 1 May 2023

Gotta Review 'Em All - Moves [Generation III], Part 2

This is part two of my coverage of Pokemon's Generation III and the moves that were introduced in that game! 
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Bug-type Moves:
Not too much in terms of new Bug-type moves this time around. 
  • Silver Wind (Gin'iro no Kaze/Silver Wind) Silver Wind is basically Bug-type Ancient Power. I guess at around this point the designers started realizing how there really aren't any good damaging Bug-type moves, which is why they're starting to give a bit more interesting ones here and there, though the big Bug-type buff wouldn't happen until two generations later. Silver Wind is, I guess, meant to represent that all-too-common trope of butterfly wing scales?
  • Signal Beam (Shigunaru Bimu/Signal Beam) I'm still not entirely sure why 'Signal Beam' is a Bug-type move. It is a move that is pretty practical in the next generation once the physical/special split happened. It's meant to represent insects like fireflies communicating to each other with bioluminescence, I suppose, and because it's anime it is translated as an energy beam? It also confuses enemies. Even this early on, though, it's not exclusive to Bug-types, but anything that can conceivable generate light (like Porygon, Lanturn, Xurkitree...) can use this move.
  • Tail Glow (Hotarubi/Firefly Light) The actual 'firefly light' move, this is Volbeat's signature move. It's only exclusive to Volbeat, and not Illumise... despite the fact that to my knowledge, both male and female fireflies have the light-generating organs? They did give Volbeat and Illumise some sexual dimorphism that makes only Volbeat have a light-bulb on his ass, so... eh. Later on, Manaphy and Xurkitree gain the ability to use it, which I've always thought baffling because... well, the original name of the move is Firefly Light. I don't know. The move buffs the user's Special Attack.
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Flying-type Moves:
  • Aerial Ace (Tsubame-gaeshi/Swallow Return) Oh! One of the coolest-sounding moves out there, Aerial Ace is also a move that's available to many non-Flying-type Pokemon. The reason is that it's actually named after the Turning Swallow Cut' move of the samurai Sasaki Kojiro, which resembles a swallow in flight. This means most Pokemon with bladed appendages are able to have access to Aerial Ace, and usually it gives us pretty cool-looking visuals!
  • Air Cutter (Ea Katta/Air Cutter) Oh, the less-cool Air Slash! We don't get Air Slash until the next generation. Air Cutter is that trope of slicing the air so fast that a wind-blade is created. The flavour here is that it's a bunch of air-blades that hit the entire enemy side of the battlefield, resulting in damage to all enemies.
  • Bounce (Tobihaneru/Bounce) A 'remix' of Fly, so to speak, Bounce involves the user bouncing into the sky for a turn before dealing damage on the next. Despite being a Flying-type move, Bounce is kinda more reserved for flavour, being given to a lot of Pokemon that aren't Flying-type (who would otherwise just use Fly) but can hop around a lot. Like Lopunny, Spoink, Froakie, Raboot, Pheromosa...
  • Feather Dance (Feza Dansu/Feather Dance) This is the Pidgey line's signature move in Generation III. I didn't know that! Feather Dance sends out feathers that debuffs the enemy's attack stat... and being associated with a whole ton of feathers isn't something I would readily make with the Pidgey line -- or at least any more than other bird Pokemon, anyway.
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Poison-type Moves:
  • Poison Fang (Dokudoku no Kiba/Poison-Poison Fang) The first 'fang' move we get is Poison Fang, huh? Independently from the other Fang moves we see in Generation IV? Apparently so! Poison Fang is probably the one that makes the most sense thematically speaking, since... well, real-life animals already have 'poison fangs'. Or rather, venomous glands within their fangs. 
  • Poison Tail (Poizun Teru/Poison Tail) Oh, pretty simple. This is Seviper's signature move, and it's something that's very much custom-made for ol' Seviper, yeah? Seviper is a Pokemon with a giant blade for a tail, and its 'Poison Tail' move basically coats it in purplish poison energy. 
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Ground-type Moves:

  • Mud Shot (Maddo Shotto/Mud Shot) One of my favourite moves, mostly because of how awesome it felt when my Marshtomp learns Mud Shot for the first time and just how great the combination of the rapid-fire brown circles and the sound effect from the GBA was. Mud Shot would later be depicted as a much less chaotic spray of mud, but I really loved the mental image of being a machinegun of mud bullets. It fills in a neat-niche between the absolute uselessness of something like Mud Slap and the endgame Ground-type moves like Earthquake.
  • Sand Tomb (Suna Jigoku/Sand Hell) The Ground-type variant to Fire Spin and Whirlpool, the Japanese name of Sand Tomb is a specific reference to the term for antlion traps. Which... makes great sense, considering Hoenn has a huge desert region which prominently features a species based on antlions! Sand Tomb isn't the most memorable attack out there, but it's nice to give the sandy side of the Ground-type flavour some love in the movepools.
  • Mud Sport (Doro Asobi/Mud Game) Mud Sport is basically the exact same as Water Sport before, except it debuffs Electric-type moves. Again, the move's pretty much useless. I do like the proto-terrain flavour of a Pokemon just jumping around in place and getting the entire battlefield either wet or muddy, though. 
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Rock-type Moves:
  • Rock Blast (Rokku Burasuto/Rock Blast) ...Rock Blast isn't from Generation I? Huh. It's one of the most basic Rock-type attacks, and it hits multiple times and... and that's really about all I can say about Rock Blast, really. A very familiar move to me, but kind of a boring one. 
  • Rock Tomb (Ganseki Fuji/Rock Trap) Only two new moves for Rock-type. Poor Rock-type! Rock Tomb is an attack that's pretty familiar to anyone that played through Generation III, being used a lot by the first gym leader Roxanne and being the TM she gives out. A bunch of rocks fall all around the opponent and then a huge comical 'X' comes and slams onto them. And you'd think that this kinda 'entombs' you and stops you from running away like Mean Look... but nah, Rock Tomb just decreases speed for a bit. What a cool name, though! 
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Ice-type Moves:


  • Hail (Arare/Hail) Wait, Hail debuted in Generation III? I thought it debuted in Generation II with all the other weather moves, but apparently not! Hoenn doesn't really have a dedicated Ice-type area, but the next generation would! Hail is basically similar to Sandstorm where the weather effect deals chip damage over time to anything that's not Ice-type. Also, Blizzard will hit with 100% accuracy in Hail. Not too much to say here, most of the other synergies with Hail all relate to abilities. 
  • Sheer Cold (Zettai Reido/Absolute Zero) The concept of 'Absolute Zero' has always fascinated me a lot as a kid, because of how badass it is. The absolute lowest temperature that you can achieve thanks to the laws of physics! 'Sheer Cold' is still pretty cool-sounding, even if not as much as 'Absolute Zero'. This is a one-shot-kill move like Fissure and Guillotine, and... again, it's basically the same move reskinned, but it's pretty fun that we're making a different flavour remix of a pretty cool move!
  • Icicle Spear (Tsurara Bari/Icicle Needle) A variant of Bullet Seed that's the signature move of... Shellder of all Pokemon? Okay! I've always associated Shellder and Cloyster more with the move Spike Cannon thanks to the Adventures manga, but shooting spikes of ice is a lot more on-brand, admittedly. Not too much to say here, for a signature move it's kind of underwhelming. 
  • Ice Ball (Aisu Boru/Ice Ball) This is the Spheal line's signature move. Get it? Because seals play with balls in circuses? Only because Spheal is an icy seal! I've always thought this move involves Spheal creating a giant ball of ice and lobbing it at the opponent, but no! It's actually been consistently portrayed in other media as Spheal itself turning into an ice-ball and pinballing around and smashing into the enemy. The move itself is a remix of Rollout, meaning that just like a cartoon snowball, Ice Ball gains more and more power the more consecutive turns you use it! 
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Fighting-type Moves:

In contrast to all the other moves (other than Normal), Fighting-type got a fair amount of new moves this generation!
  • Bulk Up (Birudo Appu/Build Up) A move that's pretty ubiquitous thanks to the large amount of Machops and Makuhitas in the early game, Bulk Up's a pretty standard self-buffing move, increasing Attack and Defense. Animations always kind of show Bulk Up as the Pokemon flexing their muscles so much that they increase in size temporarily. The power of muscles!
  • Superpower (Baka Jikara/Great Power) Isn't this move's name very fun to say? SUPERPOWER! Actually, a lot of the Fighting-type moves really do sound like they're pretty fun for a anime/tokusatsu-style character to be yelling out all the time. Superpower is more or less similar to Overheat -- the Pokemon unleashes a lot of power, but in the process debuffs itself in exchange for that burst of grater damage.
  • Revenge (Ribenji/Revenge) Not to be counfused with the similarly-named Reversal, or the similar-but-different concept Counter, Revenge is a weird move that deals more damage if the Pokemon was hit earlier in the turn. It's a decreased-priority move, which means it always goes last... not particularly useful or flavourful, really. 
  • Focus Punch (Kiai Panchi/Fighting Spirit Punch) An... interesting attack! Focus Punch, while being kind of the opposite of Revenge, is so much more flavourful! Focus Punch also goes last in the move order priority, but if the user gets hit, the attack doesn't happen. The idea is that the Pokemon about to do the Focus Punch is preparing itself and gathering chi or whatever. Probably with copious amounts of anime yelling... but if that process is interrupted they lose their focus and have to do it over again! Very cool. 
  • Brick Break (Kawarawari/Tile Break) Brick Break is proably one of the go-to mid-game Fighting-type moves, being a pretty reliable attack with 100% accuracy. The specific move here is those karate chops that break tiles or bricks, and the effect in-game is to break through 'walls' like Reflect and Light Screen. Neat!
  • Arm Thrust (Tsuppari/Sumo Palm Thrust) Arm Thrust is based on tsuppari, a move in sumo that's basically the basis of Hariyama's whole design. And, as expected, it's Hariyama and Makuhita's signature move. Just like the real-life tsuppari, Arm Thrust is a multi-hit barrage. 
  • Sky Uppercut (Sukai Appa/Sky Upper) One of my favourite moves, Sky Uppercut is a flashy... well, uppercut! Originally only available to Blaziken, Hitmonchan and Breloom, Sky Uppercut just looks so damn cool. Its association with one of the more popular starters doesn't hut either. Always found it pretty funny that Sky Uppercut's special property is that it reaches high enough that it can damage Pokemon using Fly!
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Psychic-type Moves:

The Psychic type also had a whole ton of new moves, but... interestingly, a huge amount of them are more... non-combative. I don't know if the designers were just experimenting with what they could do with the GBA engine or what, but we do get a bunch of interesting Psychic-type attacks this generation!
  • Calm Mind (Meiso/Meditation) Ah yes. This one has became ubiquitous, hasn't it? Calm Mind is basically Swords Dance, but for the special stat. It really does fit a very simple flavour -- Pokemon that use psychic powers meditate a bit, and that clears their mind enough for them to focus their supernatural powers better. Cool!
  • Cosmic Power (Kosumo Pawa/Cosmo Power) The other side of Psychic-types are unexplained alien phenomenon, and Cosmic Power is given to Pokemon like Sorlock, Lunatone, Clefairy, Claydol, Sigilyph, Minior... all the weirder Pokemon related to space or ancient civiliation. It increases all defensive stats, but I've always enjoyed its animation in Generation III where it fills the whole screen with galaxies. 
  • Trick (Torikku/Trick) Depicted wonderfully in the DS-era games as cups in a shell game, Trick swaps the items between the user and the opponent. There is always a 'magician performer' vibe to many of the early Psychic Pokemon designs like Mr. Mime or Hypno or Alakazam, so it definitely fits the aesthetic. Not really sure about the practicality, I guess you could remove the enemy's super-useful held item and give them like a Flame Orb or something, but it's so niche that it's probably not really used. But cute flavour!
  • Role Play (Narikiri/Change Appearance) and Skill Swap (Sukiru Suwappu/Skill Swap) both basically work with the new Ability mechanic introduced in this generation. I think I might've talked about Abilities before? They're basically passive effects that provide additional powers without having to first activate a move. These two are the first moves to interact with them! Role Play copies the enemy's Ability, and Skill Swap exchanges abilities. These moves kind of lost their use since many abilities became a bit more niche as the games evolve, but I've always been fascinated with double-battle teams that use Skill Swap on their own partner -- usually to get rid of Slaking's Truant or Regigigas's Slow Start.
  • Imprison (Fu'in/Seal) The animation of this move summons a giant stamping seal on the enemy (or the kanji 封 in Japanese versions, 'seal') and... you'd think that with such a cool name and effect, it'd do something interesting, right? Not really, it's just situational Disable, where the Pokemon that is 'imprisoned' can't use the same moves known by the user. Not really that useful, since this article shows that there's a hell lot of moves out there.
  • Extrasensory (Jintsuriki/Supernatural Power) Extrasensory isn't anything to write home about. It's just a generic damaging move that might cause flinching, and it used to deal bonus damage to Minimized enemies. It crops up a lot in non-Psychic Pokemon, but other than the coverage it really isn't much to note. No, the weirdest thing about Extrasensory was that it's Nuzleaf's signature move in this generation. Not Shiftry, not Seedot, not any Psychic-type Pokemon... but Nuzleaf. Weird!
  • Magic Coat (Majikku Koto/Magic Coat) Magic Coat is like Counter or Mirror Coat, only it reflects specifically status effects. Kind of niche, yes, but not the most useful move out there. In Generation III, it's the signature move of the Spoink line... which I don't really think made too much thematic sense. 
  • Luster Purge (Rasuta Paji/Luster Purge) Following up on Aeroblast and Sacred Fire from the previous generation, some Legendaries get their own signature moves here. Luster Purge is Latios' signature move, and... what a name. What a fucking name. LUSTER PURGE! It's the coolest-sounding name ever, and the effect in the GBA and DS games had a sphere of white slowly grow out of Latios before the entire screen becomes entirely white, then impact on the opponent! Very awesome!
  • Mist Ball (Misuto Boru/Mist Ball) ...whereas Latios' sister Latias got a pretty lame-sounding move on her side of the movepool. Technically both Luster Purge and Mist Ball deals damage, just with different effects (Mist Ball debuffs Sp. Atk; Luster Purge debuffs Sp. Def) but Mist Ball is... shooting a ball of feathers that explode into mist? That's nowhere as cool as Latios's LUSTER PURGE, I'm sorry.  
  • Psycho Boost (Saiko Busuto/Psycho Boost) Psycho Boost is Deoxys's signature move, and it's got one of the highest base attack stats at the time... but seriously ruins Deoxys's Special Attack stat in the process. There's a very neat flavour to it with how Deoxys is a mutable space alien. You could totally see this aspect in like an enemy that Godzilla or someone has to fight, yeah? It's something that became a major plot point in the Adventures manga, how Deoxys's sci-fi crystal becomes weakened after using Psycho Boost; and the movie even plays with the idea of Deoxys 'exhausting its power' and being so weakened it gets reduced into just a crystal with psychic enery. 
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Ghost-type Moves:

  • Astonish (Odorokasu/Surprise) I love Astonish, and the animation for Astonish. It's basically the weakest Ghost-type move ever, weaker than Lick, and... and the Ghost-type Pokemon just surprises the opponent and makes them surprised! Sometimes they get so surprised that they flinch! As a kid I always wondered why Astonish was a Ghost-type move, but I guess you're going up to them and surprising (and damaging!) them by yelling BOO a lot, and creepiness falls into the realm of Ghost-type, I suppose!
  • Shadow Punch (Shado Panchi/Shadow Punch) I'm not the biggest fun of the 'element + action' moves, honestly. They look cool, sure, but they also tend to be pretty samey -- just with the additional bells and whistles of being imbued with Fire or Electric or Ghost or Dark energy. But Shadow Punch is interesting enough! It never misses, and some anime depictions have shown this as the Pokemon forming giant fists of shadow. I like the idea of the Ghost-type harming the opponent by punching the opponent's shadow, but that's not going to happen until Decidueye. Regardless, I feel like Shadow Punch gets a bit of a pass thanks to the shadowboxing pun.
  • Grudge (Onnen/Grudge) An interestingly flavoured attack, but probably nowhere as useful as it appears to be. When a Pokemon casting Grudge gets knocked out, it... drains the PP of the move that knocks it out. I like the flavour of essentially 'sealing' the skill that took the user out, but simply draining the PP of one of four moves really isn't particularly useful when you literally have to sacrifice a member of your party to do it. At least Destiny Bond guarantees a knockout!
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Dragon-type Moves:
  • Dragon Claw (Doragon Kuro/Dragon Claw) 'Dragon' as a type is kind of a weird thing in and of itself, so it's always kinda weird to add in moves that's basically just 'a regular beam, but it's DRAGON', and now we get 'a claw attack, but it's a DRAGON claw'. Now don't get me wrong, Dragon Claw is cool as all hell -- particularly its animation in the sprite-based games where the claws have this 'tear through the game screen' effect. In practice in the anime and mangas, though, Dragon Claw is just basically the Dragon-type's claws glowing as it scratches the enemy. 
  • Dragon Dance (Ryu no Mai/Dance of Dragons) Far more interesting (and frustrating, thanks to a certain Juan and his Kingdra!) is Dragon Dance, one of the few Dragon-type moves that don't deal damage. Dragon Dance has the Pokemon dance and it increases its attack and speed stats. Insert your own Dance of Dragons joke here, but I do find it a pretty appropriate flavour especially with the more serpentine dragons like Dragonair for them to undulate and dance in the air. 
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Dark-type Moves:

With the Dark-type and Steel-type debuting in the previous generation, it does make a lot of sense that Generation III would introduce a lot of new moves for those two types. But for the Dark-type especially, since it's a type whose whole flavour does lend itself to doing all sorts of wacky underhanded things!
  • Taunt (Chohatsu/Taunt) Unlike the MMORPG association with the word, Taunt basically forces the enemy to only use damaging moves all the time. It's very situational, honestly, although I suppose in specific PvP matchups and teams, preventing the enemy from using any kind of status or buffing moves would be useful?
  • Torment (Ichamon/False Accusation) Torment, or 'false accusation' in Japanese, is the Dark-type Pokemon making the opponent so pissed off with words that they're unable to use the same move twice in a row. It's like reverse Encore, I guess? It was only naturally learnable by Nuzleaf (again?) in Generation III, though a TM for Torment exists. What a dick move! 
  • Flatter (Odateru/Flatter) Flatter is basically the same move as Swagger, but instead of flexing at the enemy, you, uhh... flatter them, I guess? With confetti that is spontaneously created? Special Attack instead of physical Attack is raised this time around, but they still get confused by the flattery. What a dick move!
  • Memento (Okimiyage/Memento) Kind of a useless move. Your Pokemon faints, just like Grudge... but all you do is to debuff both offensive stats of the enemy. I mean, I guess it's a hell of a memento, but you didn't really have to die to do it! What a dick move... to your Pokemon!

  • Snatch (Yokodori/Snatch) An interesting move! While the name always makes me get confused with Thief and the sound of the move name reminds me of Snarl (a lot of the Dark-type names and effects blur together in my head) Snatch steals the effect of a buff move the opponent does next. Not only do they waste a turn, but they basically hand over their buff to you. What a dick move!
  • Knock Off (Hatakiotosu/Knock Off) And one of the underhanded things is Knock Off. It's like a variation of Thief, I suppose, but instead of pickpocketing the opponent, someone using Knock Off just slaps that Focus Sash off of the enemy. What a dick move! 
  • Fake Tears (Uso Naki/Fake Crying) Something that's going to be associated particularly well with Bonsly in the next generation, Fake Tears is basically the user crying in order to decrease the opponent's Sp. Def. I thought that it would require a cute Pokemon, but anyone who meets someone ugly-crying in front of you, even if it's a mighty Grimmsnarl, would probably lower their guard. What a dick move!
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Steel-type Moves:

  • Iron Defense (Teppeki/Iron Wall) Wait, it took them this long to give us Iron Defense? I could've sworn it was in Generation II. Iron Defense is basically one of the default early-level moves that many Steel-type (or even Rock and Ground types) would learn. Very simple concept, they raise their defense by hardening their skin -- or in some games' animations, summoning a whole metallic shield in front of them. 
  • Metal Sound (Kinzoku'on/Metal Sound) A variation of the move Screech, but Metal Sound lowers Special Defense instead of physical Defense. Nails scraping against metal is pretty horrifying to listen to! Not much to say, although it is kinda neat to have non-damaging Steel-type moves. 
  • Meteor Mash (Kometto Panchi/Comet Punch) Originally called Comet Punch in Japanese, except the English version already has a move called Comet Punch. It's a move that I associate the most with Metagross, being basically the most powerful Steel-type moves available to it and able to buff Metagross's attack at that. For the longest time, it was exclusive only to the Metagross and Clefairy lines, which is kinda interesting. I suppose it might be a subtle hint that the Metagross line might be connected to space? Anyway, it sure is a powerful metal punch! 
  • Doom Desire (Hametsu no Negai/Doom Desire) What a fucking cool attack name, huh? "DOOM DESIRE!" This is Jirachi's signature move, and is described by the games as summoning powerful blasts of lights. It's essentially a Steel-type version of Future Sight, except it deals a whole ton more damage. I really didn't get why Jirachi would have such a destructive move, but I suppose it's meant to represent Jirachi wishing for its opponents' destruction. Such an ominous move, too! "Jirachi has chosen Doom Desire as its destiny!" before two turns later, a massive fucking napalm air-strike rains down from the heavens. Not sure why it's Steel-type, beyond trying to tie into Jirachi's STAB move, but I guess you can't argue with the Armageddon summoned by wishing to a thousand-year rock fairy!
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Bonus: Shadow Moves!

"What is it?" you say? "Shadow type? There isn't any type called Shadow type in my Pokeymans! We don't get a new type until all the way in Generation VI with Fairy!"

Well, there is, and it's the 'Shadow' type or condition in Pokemon Colosseum and its sequel XD: Gale of Darkness, a video game I really wished they would release on Switch again. That game featured corrupted Shadow Pokemon who can only use certain moves before you purify them, a concept that was extremely fascinating when I read through the video game walkthrough guidebook (kind of a relic of the past nowadays, sadly) for Colosseum. The Shadow moves are basically super-duper powerful against other non-Shadow Pokemon, but they are kinda self-destructive since they're super-effective to themselves. The protagonists of those two games would eventually gain the ability to 'purify' the Shadow Pokemon with the power of friendship and companionship, allowing them to learn more of their natural moves before being reverted into regular Pokemon. It's something that I kinda wished got adapted into a main series Pokemon game at some point, and the Shadow Pokemon do make a reappearance in Go, but only the 'purification' angle.

I debated whether I'd include this, since the Shadow moves are likely to never get acknowledged again, but... then I'd have to skip talking about the Z-Moves and Gigantamax/Dynamax moves, since those would be ignored in future generations without those respective gimmicks, right? So we're going full completionism here. 
  • Shadow Rush (Daku Rasshu/Dark Rush) Shadow Rush is the only move learnable by Shadow Pokemon in Colosseum, and it always deals recoil damage. Again, with the Shadow Pokemon being self-destructive and damaging itself as it charges into battle, it really does manage to highlight their status as lab-modified genetic weapons, yeah? While other Shadow moves are introduced in XD, Shadow Rush being the only move that Shadow Pokemon can learn is pretty interesting, really highlighting something 'wrong' when the Pokemon can't learn or use any of its natural moves. 
  • Shadow Blitz (Daku Atakku/Dark Attack), Shadow Break (Daku Bureiku/Dark Break) In XD, we get a bunch more Shadow moves, and a lot of them cold be seen as 'reskinned' versions of actually canon moves. Shadow Blitz, despite its impressive name, is... just Tackle. A low-attack move with no special effects. Meanwhile, Shadow Break is a slightly stronger version of Shadow Blitz. Not much to say here!
  • Shadow End (Daku Endo/Dark End) Despite its very impressive name, Shadow End basically replaces Shadow Rush, dealing damage with recoil. It does have 120 base power, making it equivalent to Double-Edge. 
  • Shadow Wave (Daku Uebu/Dark Wave), Shadow Rave (Daku Reibu/Dark Rave), Shadow Storm (Daku Sutomu/Dark Storm) A trio of moves that have the same effect, dealing damage to both enemies, because all battles in XD are double battles. Wave is the weakest, followed by Rave (which disappointingly manifests in spikes instead of an actual rave) and then finally ending with Storm (which is a tornado).
  • Shadow Down (Daku Daun/Dark Down) I'm not sure what the 'down' means here, because I thought it's down as in the feathers of a bird, but the Pokemon that can learn this include the likes of Hitmonlee, Hitmonchan and Rhydon. Its effect is that of Screech anyway. 
  • Shadow Hold (Daku Horudo/Dark Hold) Probably very useful in the capturing of the Shadow Pokemon, Shadow Hold is the Shadow version of Mean Look. 
  • Shadow Mist (Daku Misuto/Dark Mist) Shadow Mist is just Sweet Scent, lowering the enemy's evasiveness. 
  • Shadow Shed (Daku Rimubu/Dark Remove) An anti-aura effect, Shadow Shed removes the effect of moves like Safeguard and the screens, making it like a less impressive version of Haze. 
  • Shadow Panic (Daku Panikku/Dark Panic) An interesting move, too, and probably a bit broken to be added to the regular movepool. Shadow Panic unleashes an aura that causes both of your opponents to become confused! 
  • Shadow Half (Daku Harufu/Dark Half) A very interesting move, in that it affects every single Pokemon on the battlefield. It halves the attack of everyone in the battlefield, an effect previously only unique to Super Fang, except Shadow Half hits everybody. It's never going to get kills, but it's such a weird effect that I'm kinda surprised we haven't gotten this as a proper attack in canon. 
  • Shadow Sky (Daku Ueza/Dark Weather) A Shadow version of Hail or Sandstorm, where the Shadow Pokemon sets up a damage-over-time weather condition that will hurt everyone that's not a Shadow Pokemon for five turns. Very cute that the Shadow Pokemon have their own weather condition for sure! 
  • Shadow Bolt (Daku Sanda/Dark Thunder), Shadow Chill (Daku Furizu/Dark Freeze), Shadow Fire (Daku Faia/Dark Fire) Reskinned versions of Thunderbolt, Ice Beam and Flamethrower, and the signature move of Shadow Zapdos... but despite the animation it's just a regular Shadow move with an extra chance of a status effect, and isn't counted as Electric, Ice or Fire-type moves move. 
  • Shadow Blast (Daku Burasuto/Dark Blast) A reskinned version of Aeroblast, and obviously the signature move of the title Pokemon of XD, the Shadow Lugia. Not much to say because it's basically the same thing with Aeroblast (but shadowy!) but I did thought that it was very cool for XD to give Lugia a huge role since honestly in the Johto games poor Lugia really didn't have much going on for it, yeah? Ho-Oh had that whole story with the three legendary beasts, whereas Lugia's just hanging out in his island, minding his business. 

That was a huge-ass article, huh? If you could probably tell, I've been slowly using this article and adding bit by bit to it over the past couple of months, making this basically something I work on my phone 

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