Evade/Accuracy
General:
The effects of Evade and
Accuracy modifiers are cumulative for a maximum
of six uses; further uses have no effect.
Whether using an
Evade-increaser or an Accuracy-decreaser, by far
the greatest benefit comes from the first two
uses of the move. This provides one basis for
deciding how many times to use the move before
switching to offense. Here are some other
considerations:
How many hits can your
Pokémon take from the current enemy? Suppose you
decide to use Minimize a few times before
mounting an attack. Even if you win the
initiative, don't forget that your opponent could
get lucky, and hit you on every single turn. (As
usual, it's a big help to go first: that way even
the first of your enemy's attacks has a chance of
missing.) Depending on how many HP you lose, it
may be wise to turn to offense ASAP.
Can you recover the damage you may suffer while
using the Evade/Accuracy modifier? These moves
are particularly effective when combined with
Recover, Softboiled, or Rest. Armed with one of
these moves, your Pokémon can use the
Evade/Accuracy modifier until it is in danger of
fainting. Then, use the HP-restoring move to get
back to full strength (and if desired, use the
Evade/Accuracy modifier a few more times, until
the maximum of 6 has been reached.) This
combination by no means guarantees victory;
nevertheless it is so deadly that it behooves all
good trainers to have at least one Pokémon on
their team that knows either Swift or Haze.
There are some attacks which ignore modifications
to Evade and Accuracy. For example,
Accuracy-decreasing moves will not prevent a
Pokémon from successfully using moves on itself
(eg, Recover). Evade-increasers won't help a
Pokémon to avoid Swift, Haze, Bide, or
Transform.
Evade Increasers VS.
Accuracy Decreasers:
There is no clear advantage
between Evade-increasers and Accuracy-decreasers.
On the one hand, enemy Pokémon who have had
their Accuracy decreased are able to switch away
(unless their trainer is out of Pokémon),
negating the penalty you have imposed on them.
However, this is not such a bad thing: you get a
free hit on whichever Pokémon replaces them.
Also, suppose that you decrease the Accuracy of
an enemy who nevertheless defeats your current
Pokémon. The next Pokémon you use will still
enjoy the advantage of fighting an inaccurate
enemy.
The advantages of
Evade-increasers are the converse of those
described above. Since you're affecting the
statistics of your own Pokémon, it doesn't
matter if the enemy switches away or faints. This
is especially suitable for the combination tactic
described above. However, if your Pokémon is
defeated, the next one you bring in will have no
advantage.
Another consideration is
that your Pokémon cannot miss when increasing
its own Evade, but it can miss when trying to
lower the Accuracy of an opponent, particularly
if it is employing Evade/Accuracy modifiers of
its own and/or your Pokémon is using Flash or
Kinesis.
There may be occasions when
you can exploit the fact that 1 Evade-increaser
combined with 1 Accuracy-decreaser has about the
same effect as 3 uses of either type of move
alone. Perhaps you can't decide how to use that
last attack slot for your Horsea or Koffing, for
example; there would be some value to keeping
Smokescreen, but also using a Double Team TM.
However, it's a dangerous gamble to devote an
entire attack slot to a hit-probability advantage
of less than 10%.
Statistics:
Attack |
Type |
PP |
Acc |
Effect |
TM |
Double team |
NOR |
15 |
100 |
Increases attacker's
evade |
32 |
Minimize |
NOR |
20 |
100 |
Increases attacker's
evade |
----- |
Flash |
NOR |
20 |
69.5 |
Decreases opponent's
accuracy |
----- |
Kinesis |
PSY |
15 |
79.7 |
Decreases opponent's
accuracy |
----- |
Sand-attack |
NOR |
15 |
99.6 |
Decreases opponent's
accuracy |
----- |
Smokescreen |
NOR |
20 |
99.6 |
Decreases opponent's
accuracy |
----- |
Double team VS. Minimize:
Double Team and Minimize
have the same effect. You should therefore choose
between them according to preference, or possibly
PP (Minimize has 20; Double Team has only 15).
However, since it is hard to imagine a Pokémon
using more than 15 PP of an Evade-altering move
in a single battle, PP is probably not a major
consideration.
While you can use both
attacks interchangeably, this is not a way around
the six-use maximum. Only the first six uses of
both attacks combined will have any effect. Since
the attacks are functionally identical, the order
in which they are used would make no difference.
Flash VS. Kinesis:
All Accuracy-decreasing
attacks have the same effect in battle, if they
hit successfully.
Flash has more PP than
Kinesis, but the latter's higher accuracy is most
likely more important for your Kadabra than 5
more PP. For other Pokémon (and for
Kadabras/Alakazams not in the Yellow version of
the game), Flash is not totally useless, but its
inaccuracy is definitely something to consider.
If you're not specifically planning on lowering
the Accuracy of your opponents, you might be
better off with Double Team.
While at least one of your
Pokémon should learn Flash for the useful
out-of-battle effect, for combat purposes, Flash
is definitely an attack you'll want to think hard
about before deciding it's right for your
Pokémon.
Sand-attack VS. Smoke
screen:
Sand-Attack and Smokescreen
are the most reliable Accuracy-lowering attacks.
Smokescreen has more PP than Sand-Attack, but
it's a moot point for comparison purposes, since
no Pokémon learns both of these moves, and there
is no TM for either of them. Both are fine
attacks.
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