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Hydro Pump is 110?

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Thread replies: 23
Thread images: 6

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Whats the point of using Hydropump over surf anymore?

I always thought it was 120 damage. But looking at some moves, I just realized it was changed to 110 in gen 6? This is new to me. Why make an already irrelevant move even more useless.
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>>28130984
>hydro pump
>irrelevant
>>
>>28130984
>an already irrelevant move

Do you know what you're talking about?
>>
Surf is very rare nowadays considering Scald's utility in burning everything. Power > Accuracy is very much valued in certain matchups - some pokemon with limited coverage might opt to bring both. Hell, Scald + Hydro Pump is pretty good, who needs Surf?
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>>28131027
ikr, hydro pump on Alomomola is op as hell
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>>28131027
>>28131036
kek good one anon
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>>28131027
Kys please
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>>28130984
>Whats the point of using Hydropump over surf anymore?
>surf

Who uses surf over scald?
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>>28130984
Hydro Pump was 120 power until Gen 6, when they also nerfed Surf, Fire Blast, Flamethrower, Thunder, Thunderbolt, Blizzard, Ice Beam, Draco Meteor and Dragon Pulse
I assume they did it to make physical and special more balanced, since Special Pokémon generally get more coverage, stronger moves, and aren't fucked up by Burn and Intimidate, but the introduction of Scald didn't help much.
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>>28130984
>Whats the point of using Hydropump over surf anymore?
In doubles, Surf is a spread move,which makes it a significantly weaker option compared to Hydro Pump.

Also Scald > Surf. Scald is "low risk,high reward the move" as it can cripple any physical attacker that lack Guts. Its this ridiculous of a move. Thankfully, this doubles the reasons why special attackers are a necessity for your team.
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>>28131301
>Its this ridiculous of a move.
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>tfw there's no point in running poison over bad poison (other than maybe the fact it's actually better during the first two turns)
Why can't poison be a special counterpart to burn?
No, bad poison shouldn't lower both. Lower only Sp. Atk, if anything at all.
>>28131333
Checked.
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>>28131301
>this doubles the reasons why special attackers are a necessity for your team
I would argue that Special Attackers are far better, and if anything there should be more reasons to add Physical Attackers to your team. Right now it seems that physical movepools are generally shit, along with things like burn being a big problem for them. The only reasons the metagame aren't completely dominated by special attackers are because of a few good special walls, and a lot of physical Pokémon themselves making up for their worse movepool (Kangaskhan, Talonflame, Landorus etc.)
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Poison should half special attack.
>>
We need a special version of intimidate called fluster
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>>28131036
>not using Waterfall on Alomamola instead
Silly anon
>>
>>28131366
>>28131465
>>28131468


>Regular poison should halve special attack meme.

Why does so much of /vp/ hate the intentional physical/special asymmetry? I know the last couple of gens have infringed on it slightly, but it's got such a good mechanics/flavor overlap.

Especially since physical attackers are still so dominant because of the benefits they get from the asymmetry.
>>
>>28131366

Toxic REALLY shouldn't be learned by that many pokemon and you should be able to poison enemies badly by using poison powder twice or something
>>
>>28131553
My post didn't even mention poison. What harm would there be with a special version of intimidate?
>>
>>28130984

>Hydro pump
>ever irrelevant

Good one anon
>>
>>28131554
Physical has access to a wide range of boosting moves (Swords Dance, Dragon Dance, Moxie) as well as a tendency to have highly reliable high power moves with a draw back. (Close combat, Double Edge, Earthquake)
This means they're either an immediate powerful threat, or have the ability to boost into insane powerhouses.
Burn and intimidate are intended to neutralise, dissuade or force these boosts, or to cripple a powerful but non-boosting physical force.
Special attackers have a very limited access to boosting (Nasty Plot has low distribution, Calm mind only boosts one stage). This inability to boost in a meaningful way creates a situation where special attackers provide reliable damage, with less potential for massive damage than physical attackers, but also no way to stop it by debuffs.

Others things to take into consideration
Confusion damage hits physical side,again playing into the risky boost phsical, reliable special paragdim

Chansey/Blissey has always existed in the competitive singles enviroment to neutralise special attackers.

There is a tendency for Physical to have lower power reliable moves than Special (Punches vs beams/bolts/pulses) but their high power moves tend to have 100% accuracy with a downside (Close combat, superpower, recoil), wheras special moves have lower accuracy with an upside (Thunder/Fire Blast etc) or even when they have a drawback, still have imperfect accuracy (Overheat etc).
This plays into physical attackers getting their big hit off regardless wheras special attackers risk not landing a bigger hit at all.

All bar one of the priority moves are physical, the importance of which cannot be understated.

There's also weird little things, like physical sweepers from gen I and II tended to have low special Defence, but high Defence. Thus why the Asssault Vest boosts Special Defence and not physical defence.

TL;DR GF would have to give more things nasty plot + rebalance moves for special nerf move to be balanced
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>>28131027
enjoy your misses
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>>28131468
Love the name!
Thread posts: 23
Thread images: 6


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