Thursday 16 November 2023

Gotta Review 'Em All - Moves [Generation V], Part 1

So with the more "back to basics" vibe of Generation V, what with it acting as a soft reboot and whatnot, we don't get too many exciting moves, I feel. Just a bunch of moves that feel in the gaps after Generation IV introduced the physical/special split. But at this point, I think I've spoken enough about how a lot of the 'elemental' types like Fire and Electric basically already have a lot of moves that do the same thing flavour-wise. There are admittedly a bunch of moves introduced in this generation like Scald or Venoshock or Electro Ball that I feel has became a bit more 'evergreen' in future generations -- moves that show up in a lot of movesets and TM's. I don't really remember a lot of the moves here as opposed to the ones introduced in Generations I-IV, but the ones that I remember are really memorable, if that makes sense? 

(In contrast, the non-signature moves introduced in Generations VI-VII, barring the large number of new Fairy-type moves, are really forgettable, and probably why a lot of them got purged in VIII).

A not-insignificant portion of the moves here are also signature moves of legendaries, and while Gen III and IV started the ball rolling on overpacking a generation with legendaries, Generation V was the one that tried to make most of the ones it introduces feel special with dedicated signature moves and stuff. While this would bloat the movepool insanely (and I'm still unconvinced that the Zekrom/Reshiram/Kyurem trio needed so many signature moves) it really does make the a fair bit more memorable. Signature moves, after all, make characters in any media with a lot of them memorable for a reason, and as special legendaries, having signature moves for them is definitely a right step. 
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Normal-type Moves:

  • Round (Rinsho/Round)A weird attack! So basically after a Pokemon uses the move 'Round', any subsequent users of Round afterwards will get extra priority and double damage. The idea is that everyone joins in a huge round of singing together in a chorus, huh? Pretty fun, even if it's mostly an impractical move.
  • Echoed Voice (Eko Boisu/Echo Voice) Echoed Voice is also a sound-based attack, and whereas Round is something that anyone in the battlefield can utilize, Echoed Voice is used repeatedly by the same user and it increases in damage over and over again. It's like Rollout or something, but you have to actively use it, I suppose. I guess there is an attempt to make a bunch of sound-based moves? I think the introduction of some of these moves in Generation V was why we had a lot of 'sound-type' speculation when VI came around!

  • Chip Away (Nashikuzushi/Little By Little) A bit of a rather boring move. Striking at openings, the user deals damage that ignores any stat changes. It's really kind of forgettable and frankly the flavour is a lot less interesting than a lot of Fighting and Dark type moves. I'm not a big fan of the Big Move Purge, but this one is a move I'm not too broken up about losing. 
  • Retaliate (Katakiuchi/Retaliation) Otherwise known to me as "that one move that has a super-epic animation with a split-second stop akin to a samurai movie", Retaliate is... not that impressive. It deals pretty basic damage, and has the not-super-useful effect of gaining double damage if an ally fainted last turn, basically framed as a revenge killing. The animation makes it look way more epic than it should, even if I've always thought that this move, flavour-wise, should really be Fighting-type or Dark-type. 

  • Shell Smash (Kara o Yaburu/Shell Break) I've always thought this move was Water or Rock-type, but it's normal? Shell Smash is a rather interesting move, where the user smashes their shell -- represented in-game with a giant clam breaking -- to decrease their defensive stats but sharply increasing their attack and speed stats. It's a rather fun anime/wuxia trope where someone sheds their heavy armour, sacrificing defense for speed and offense. Pokemon even has the Shelmet/Escavalier evolutionary line, or Minior's ability, that hinges a bit on this very trope. Extremely flavourful move, I like it.  
  • Simple Beam (Shinpuru Bimu/Simple Beam) A rather wacky move, Simple Beam changes a target's ability to 'Simple', which is an ability once most associated with Bidoof. It doesn't quite 'Normalize' an opponent, no, but I think that was the intention of this move? 
  • Entrainment (Nakama Zukuri/Befriend) A bit more of a 'normalization' anti-Ability move, Entrainment has the Pokemon dance and somehow transform the opponent's Ability into the same as the user. It's kind of questionable how dancing is able to do it (as opposed to Simple Beam or Worry Seed, the other anti-Ability moves) but eh, I guess it's a neat way to balance out powerful Abilities? Not that Simple Beam or Entrainment really works on any 'fixed' abilities you want to eliminate, mind you. 
  • After You (Osaki ni Dozo/After You) An... interesting gimmick move where the target of 'After You' is guaranteed to move after the move is cast on them. It's only really useful in double battles, so a fast Pokemon (or one with a priority move) can force a move that's normally at the end of the turn order to happen second. Interesting that the politeness of a gesture can apparently warp the speed of how Pokemon move, but there you go. 

  • Reflect Type (Mira Taipu/Mirror Type) Gen V has a whole lot of non-damaging Normal moves, huh? This one is kinda confusing name-wise since I've permanently associated 'Reflect' with, well, reflecting attacks back at the opponent. No, Reflect Type copies the enemy's type, similar to the old effect of Conversion, and the Pokemon that can use it are those that already can shapeshift (Latias, Mew), can camouflage (Staryu), is a shadow blob associated with changing its shape (Gengar) or Tentacruel/Toedscruel, which I guess just copies their enemies' type becuase something something jellyfish? Weird. 
  • Bestow (Gifuto Pasu/Gift Pass) I feel like we've had too many of these moves, huh? Bestow forces the user's item towards the enemy. Trick already moves an item to an opponent that's not holding one, with the added bonus of taking away a potentially useful item the enemy has. so this one really does feel redundant. 
  • Work Up (Furuitateru/Cheer Up) This one just has the Pokemon yell and raise both of its Attack stats. Not really much to say, again, it's basically doing the same thing that moves like Bulk Up or Howl already do, and I do kinda wish that they at least have a bit more flavour to them. 


  • Tail Slap (Suipu Binta/Sweep Slap) Yeah, I'm sorry, this just isn't the most exciting generation for moves. Tail Slap was the original signature move for the Minccino line, until the Nickit line got it in Generation VIII. It's a multi-hit move using the tail, which ties in to Minccino's hidden Technician ability. I don't really 'get' the flavour of the move being tied to Minccino and Cinccino's design beyond them having a tail they use as a feather-duster, though I guess you sweep back and forth. 
  • Head Charge (Afuro Bureiku/Afro Break) Bouffalant's signature move, it's just a huge damage-dealing attack that also deals recoil damage. The Japanese name has a more flavourful name of 'Afro Break', explaining just what the flavour they're going for. It sure is using the afro of the afro cow to charge at the enemy. I still think the concept isn't anywhere as interesting as Nintendo thought it was to deserve a dedicated signature move in a generation where signature moves for everyone isn't the norm. 
  • Techno Blast (Tekuno Basuta/Techno Buster) Genesect's signature move, and just like the Type: Null line later on, the damage that Techno Blast does depends on one of the four drives (fire, ice, water, electric) attached to Genesect as a held item. It's always felt a bit too gimmicky and situational since you already go in with a 'set' item and can't change it mid-way practically, but I do appreciate the very Kamen Rider esque way of changing what kind of attack you're going to unleash with gimmick items. 
  • Relic Song (Inishie no Uta/Ancient Song) Meloetta's signature move, this is basically framed as a forgotten piece of music that only Meloetta knows, allowing it to shift between its two forms. The ability itself is also pretty respectable, dealing damage to multiple opponents and having the chance of putting an opponent to sleep. Pretty neat!
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Fire-type Moves:

Yeah, we do get a lot of new Fire-type moves in Generation V and while some of them do have some really cool names, they're honestly just not a whole ton for me to talk about because for almost all of them, they're just some variation of 'shoot fire in different shapes and colours maybe'.
  • Flame Burst (Hajikeru Hono/Flame Burst) This sure is a blast of flame that hits the enemy and then explodes, damaging the adjacent foes for lesser damage. 
  • Flame Charge (Nitoro Chaji/Nitro Charge) This sure is the Pokemon encasing itself with flames and slamming onto the enemy. Not at all like Flare Blitz, no, this is Flame Charge, which means instead of taking recoil, this one sacrifices some damage for a Speed boost. 
  • Incinerate (Yakitsukusu/Completely Burn) This sure is a fire-type move that completely burns any berries that the opponent is holding. It also deals AoE damage, but other than the very badass name, it's a very underwhelming move. 
  • Inferno (Rengoku/Purgatory) Damn, what a badass name, particularly in Japanese. In practice, it's yet another high-damage, low-accuracy Fire-type move. This one guarantees a Burn if it hits.
  • Fire Pledge (Hono no Chikai/Fire Oath) A series of moves only available via move tutors to the Fire-type starters, the three Pledge moves will combine into a single more powerful move in double-battle... which aren't the most exciting thing, and for something framed to only be available to starters (remember Frenzy Plant, Hydro Cannon and Blast Burn?) the three Pledges are very underwhelming outside of double battles. Very interesting flavour, though!

  • Heat Crash (Hito Sutanpu/Heat Stamp) And now we get into a slew of signature moves, all Fire-type! Heat Crash is the signature move of Emboar, and later on made naturally available to the Rolycoly line. It's a typical Fire-type physical 'stamping' attack, but there's a fun gimmick where the damage is increased by the difference in weight. Because Emboar is a big pig, you see. A surprisingly more fun signature move than most.
  • Fiery Dance (Hono no Mai/Dance of Fire) Volcarona's signature move, Fiery Dance has the graceful moth dance and damage the enemy, with a chance of raising its Special Attack stat. Kind of a more damaging but less potent-buffing version of Dragon Dance, then. Another neatly flavourful one. 
  • Searing Shot (Kaendan/Flame Bomb), V-Create (V Jenereto/V Generate) We get two different signature moves for Victini, the victory Pokemon... and I'm really not sure why Victini deserves two when some of even the other legendaries in Unova don't. Victini shoots another generic fire ball with Searing Shot, and makes a fancier-looking V-shaped fire attack with V-Create. Searing Shot has a chance of burning, and because it's a 'bomb' and a 'shot', it's counted a 'bulletproof' ability. V-Create lowers Victini's own stats after charging at the enemy. Not too much to say.

  • Blue Flare (Aoi Hono/Blue Fire) So we've got four of these moves spread across the Unova cover legendaries, and that's why the next type we'll cover is Electric. So the idea is that Reshiram and Zekrom are the two more prominent legendaries, while Kyurem represents the void, the original body that was left when the 'original dragon' split into the three of them. So Reshiram gets two signature moves, one of which is accessible by Kyurem when Kyurem 'assimilates' Reshiram. Blue Flare is Reshiram's personal signature move. It's a blue gout of flame! I'm surprised they didn't actually go for the obvious 'Reshiram shoots white fire, Zekrom shoots black lightning' or vice versa, but both of their personal signature omves shoot blue-coloured elemental blasts.
  • Fusion Flare (Kurosu Fureimu/Cross Flame) The idea of Fusion Flare is basically it becomes stronger when used in conjunction with Fusion Bolt, meaning it's only useful during a double battle and kind of fits with the theme that Reshiram and Zekrom were both originally halves of the same whole. It's normally depicted with a fireball and two orbiting fire rings, and the explosion in the animation caused when it impacts is larger if Fusion Bolt happens previously.
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Electric-type Moves:

  • Electro Ball (Erekiboru/Elec-Ball) I've always thought Electro Ball was a Gen III or Gen IV move, but it's surprising that such an iconic Pikachu move ended up debuting relatively late in Generation V. Electro Ball is basically what it says on the tin -- a ball of electricity launched at the enemy, and the damage increases based on how much faster the user is against the enemy. I don't actually think we've gotten a spherical Electric-type attack before? It's always been lightning bolts. So good on Generation V on doing this. 
  • Volt Switch (Boruto Chenji/Volt Change) Volt Switch, meanwhile, is a move I associate with the Electric-type gym in Unova, because I remembered being delighted by it. Volt Switch basically deals damage, before the usage switches with another Pokemon in its party -- a reskinned version of U-Turn. It always made more sense to me as an Electric-type move, though, which you can really see being speedy and moving so much like lightning that they zap back and swap in an ally. 
  • Wild Charge (Wairudo Boruto/Wild Volt) Wild Charge, or Wild Bolt (Generation V really likes the word 'bolt') is basically an Electric-type Double-Edge, dealing physical damage for a recoil. Again, not too much I can say here other than filling in a niche for a powerful physical Electric-type move. 
  • Electroweb (Erekinetto/Elec-Net) A fun move that was originally Joltik's signature move (and later Regieleki joins the fun of a species that can naturally learn it) where it deals damage and also slows down the speed of the enemy. Actually not the most efficient way you should build either Galvantula or Regieleki, but I really do appreciate how fun the flavour is. 
  • Bolt Strike (Raigeki/Lightning Strike) I do appreciate the English localization making the constant term of 'Flare' and 'Bolt' across Reshiram and Zekrom's signature moves. I've always found Bolt Strike to be the cooler animation, because Zekrom compresses himself down to a ball of thunder (or surrounds himself with a ball of thunder in the anime) before zapping around and slamming at the enemy. It's so much cooler than Reshiram's "just a differently-coloured Flamethrower". 
  • Fusion Bolt (Kurosu Sanda/Cross Thunder) And Fusion Bolt is basically the same effect as Fusion Flare, getting extra damage if an allies Pokemon uses Fusion Flare earlier in the turn. The lightning is blue now! The Fusion moves are always rather super-niche, because you don't really get too much of an opportunity to do double battles in a typical playthrough, and the three users of the Fusion moves are banned from most Battle Towers and official rules, so these are just super-cool multiplayer moves. Not that it's a bad thing, though. I get what they're going for here, I just really thought that they could've done something a bit cooler with it other than 'the move does extra damage'.
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Ice-type Moves:
  • Frost Breath (Kori no Ibuki/Ice Breath) Originally a TM-exclusive move, then turned into a move only naturally learned by the Snorunt line in Generation VI, Frost Breath always deals critical hits. I guess the difference with Icy Wind is that Frost Breath always comes from the user's mouth? Eh. 
  • Icicle Crash (Tsurara Otoshi/Icicle Drop) Again, very similar to Icicle Spear, instead of shooting out icicles like bullets, Icicle Crash summons a bunch of icicles above the enemy and then drops it on them. It sure can cause the opponent to flinch! I suppose I shouldn't be too snarky with this one. I actually find this one to be rather fun. 
  • Glaciate (Kogoeru Sekai/Frozen World) While not the most impressive in terms of effect (an AoE that lowers Speed) I've always loved the Japanese name of Kyurem's signature move. Frozen World! Compared to all the whatever flares and shocks and bolts that Kyurem and his siblings use, I've always felt like Glaciate holds a special place in my heart due to being instantly recognizable as Kyurem's move and no other. 
  • Freeze Shock (Furizu Boruto/Freeze Bolt) We're not done yet with the Tao Trio? Fine, fine. Freeze Shock is Black Kyurem's move, where it's a charged attack where he shoots Zekrom-lightning empowered ice blasts. It would be cool (and suitably legendary) if this was a dual-type move, but nope, it just causes paralysis. 
  • Ice Burn (Korudo Furea/Cold Flare) Ditto with Ice Burn, the signature move of White Kyurem, where Reshiram's flame is channeled into the ice, and it might cause the Burn status. Ice-burns are a real thing, and while I'm not the biggest fan of the Kyurem frankenstein forms, I am kinda happy to see ice burns represented as a move in Pokemon. If you can't tell, though, I am very underwhelmed with all of these legendary signature moves. They really do fall under the problem of there being so many of them spread across only the mascots, as well as all of them basically shooting a beam or ball of ice/lightning/fire of different colours.
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Grass-type Moves:

  • Grass Pledge (Kusa no Chikai/Grass Oath) We don't really have a lot of new Grass-type moves, so let me sneak in the Grass type after the triad of Reshiram, Kyurem and Zekrom types. Grass Pledge is the Grass-type version of the Fire Pledge move earlier, only available to be learned by Grass-type starters and creating extra effects if Fire or Water Pledge is used elsewhere in the turn. It sure is an explosion of leaves. 
  • Leaf Tornado (Gurasu Mikisa/Grass Mixer) I always confuse this move with Leaf Storm. The Japanese name of this move is 'Grass Mixer', and I guess it's meant to be copying a blender or something with sharp leaves? We've had a bit too many 'use leaves as razor-sharp blades' attack over the years, though, that this rather underwhelming one that lowers the opponent's accuracy kinda falls through the cracks. 
  • Cotton Guard (Kotton Gado/Cotton Guard) This one is kinda cute. Available only to fluffy Pokemon (which includes the Mareep line!) Cotton Guard just... increases defense. You wouldn't think that cotton would be a particularly good 'shield' or 'armour', but the idea here is that the cotton bounces back attacks on the enemy because it's so fluffy, right? 
  • Horn Leech (Uddo Hon/Wood Horn) As its name suggests, Horn Leech is kind of physical Giga Drain. The idea, I think, is that the horns serve as something akin to a proboscis, draining vitality from the enemy. I guess it's not too far-fetched since these are plant-animals and the horns might be also doubling as roots or something, although it is interesting to note that Horn Leech was originally Sawsbuck's signature move before Gogoat, Trevenant and Tapu Bulu gains access to it. You wouldn't really think a deer's horns would be something that drains vitality from its enemies, would you? 
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Water-type Moves:

  • Scald (Netto/Boiling Water) I've always thought this move and Brine debuted in Generation IV, but I felt like Scald is one of those rare gems in Generation V where we get a non-signature move that is super flavourful. It's a pretty decent middle-level Water-type move, but the flavour is of boiling water -- something that has never really been represented in Pokemon before. The effect, a chance to Burn, is always welcome and, again, extremely flavourful in terms of what the move itself does. But rather bizarrely, while the move is available via TM, up until Volcanion debuts in the next generation, Scald is exclusive by level-up to... Panpour? Huh? The water monkey that has nothing to do with boiling geysers, boiling teapots or superheated water in general? Hmm. 
  • Soak (Mizubitashi/Watering) We've had a handful of moves that had been able to change the user's type, but Soak is the first move to be able to disrupt the enemy by changing their type. When you use Soak, the opponent becomes so utterly drenched with water that they become pure Water-type, overwriting anything else that they may have been before. I guess the idea is that you're so drenched by the explosion of water that you are now vulnerable to the same weaknesses that water has? And that, conversely, you are 'wet' enough to get that same-type bonus from Water-type moves? I guess it's like getting super-drenched in heavy rain! Very interesting one. 
  • Water Pledge (Mizu no Chikai/Water Oath) ...basically the same thing as Grass and Fire Pledge. I really don't have much to say here that I haven't said in the previous parts. A combo move exclusive to Water-type starters. Cute on paper, not particularly useful in practice. 
  • Razor Shell (Sheru Bureido/Shell Blade) A move that was originally exclusive to Oshawott and Shellder. Later on, other crustaceans also get the ability to use Razor Shell. But it was very much associated with Oshawott and his evolutions, whose prominent appearances as a Water-type starter type is tied with it using its 'scalchop' weapon. It's always fun to see a starter Pokemon have a move designed around it, and even more fun when it makes sense that later on, other Pokemon like Kingler or Crawdaunt get access to it too. Bit of a shame that the Snivy line doesn't get anything special, though, unless Leaf Tornado was meant to be it? 
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