Improving Pokemon: New Moves Challenge - Water Type
Today I'll be taking a look at ways to improve Water-types in Pokemon while only focusing on introducing new move concepts.
Water Pokemon in general hit the right notes. The type itself has a respectable amount of advantages and weaknesses. As far as its move choices, the type already has a variety of offensive options, including multiple special and physical attacks as well as a reliable priority move. Also, the statistical breakdown of Water-type Pokemon is respectably diverse, with a refreshing selection of defensive, offensive, and support-based Pokemon to choose from. Interestingly as well, the Water-type is one of only two types that has been paired with every other type in the game at least once -- a unique honor that adds to its versatility.
Despite that range of diversity, however, I would be remiss if I didn't mention "bulky Water-types." While there is variety, Water is largely dominated by the sphere of influence that is the defensive Water-type Pokemon. Since Generation I, Water-types with stats that lean toward bulk have been omnipresent: Blastoise, Gyarados, Slowbro, Cloyster, and Lapras (just to name a few Gen I Pokemon) all have stats built around HP, Def, and SpDef as the outright "best" stats. This trend has continued throughout the series and, since Generation V, nearly all of these Pokemon have wielded one move: Scald. While I absolutely love the fact that Scald exists, it presents an elephant in the room that needs to be addressed. Most Waters can already easily counter their two weaknesses with moves like Ice Beam or by having naturally high SpDef, so the chance of a bulky Water-type surviving SE hits is somewhat high. And, when looking at choices for a STAB move, Scald presents a "no-brainer" situation. Scald is an 80bp Water-type move with a 30% chance to Burn the target, and it's a TM. This means that any Water-type can learn the move Scald easily and use it to safely attack a target with hope for the burn which, in effect, will make that Pokemon even bulkier against foes. Its typing also means it hits a fair amount of the game for neutral damage, meaning consistent damage + Burn then gives the Pokemon a chance to either stall out the foe or force a switch. Not to say that the move Scald breaks the game -- far from it -- but when faced with an option of a STAB Water move, the choice becomes crystal clear. Scald, for lack of a better term, has centralized the Water-type playbook.
My goal here is to create move concepts that would help to decentralize Water-types away from Scald without taking away what is already great about them. They have so many powerful moves at their disposal, and admittedly the problem isn't Scald itself so much as the sheer amount of benefit it provides when compared to similar moves like, say, Surf or Hydro Pump. Therefore, with that in mind, I want to emphasize some of the other support potential that Water-type can offer by presenting smart, interesting alternatives to Scald, as well as some other neat ideas.
Also, a note: for many of these I ended up being indecisive on a move name. I wrote the alternative names in brackets for those particular moves. There's just a lot of great names that can come from anything that has to do with water, apparently.
Water Pokemon in general hit the right notes. The type itself has a respectable amount of advantages and weaknesses. As far as its move choices, the type already has a variety of offensive options, including multiple special and physical attacks as well as a reliable priority move. Also, the statistical breakdown of Water-type Pokemon is respectably diverse, with a refreshing selection of defensive, offensive, and support-based Pokemon to choose from. Interestingly as well, the Water-type is one of only two types that has been paired with every other type in the game at least once -- a unique honor that adds to its versatility.
Despite that range of diversity, however, I would be remiss if I didn't mention "bulky Water-types." While there is variety, Water is largely dominated by the sphere of influence that is the defensive Water-type Pokemon. Since Generation I, Water-types with stats that lean toward bulk have been omnipresent: Blastoise, Gyarados, Slowbro, Cloyster, and Lapras (just to name a few Gen I Pokemon) all have stats built around HP, Def, and SpDef as the outright "best" stats. This trend has continued throughout the series and, since Generation V, nearly all of these Pokemon have wielded one move: Scald. While I absolutely love the fact that Scald exists, it presents an elephant in the room that needs to be addressed. Most Waters can already easily counter their two weaknesses with moves like Ice Beam or by having naturally high SpDef, so the chance of a bulky Water-type surviving SE hits is somewhat high. And, when looking at choices for a STAB move, Scald presents a "no-brainer" situation. Scald is an 80bp Water-type move with a 30% chance to Burn the target, and it's a TM. This means that any Water-type can learn the move Scald easily and use it to safely attack a target with hope for the burn which, in effect, will make that Pokemon even bulkier against foes. Its typing also means it hits a fair amount of the game for neutral damage, meaning consistent damage + Burn then gives the Pokemon a chance to either stall out the foe or force a switch. Not to say that the move Scald breaks the game -- far from it -- but when faced with an option of a STAB Water move, the choice becomes crystal clear. Scald, for lack of a better term, has centralized the Water-type playbook.
My goal here is to create move concepts that would help to decentralize Water-types away from Scald without taking away what is already great about them. They have so many powerful moves at their disposal, and admittedly the problem isn't Scald itself so much as the sheer amount of benefit it provides when compared to similar moves like, say, Surf or Hydro Pump. Therefore, with that in mind, I want to emphasize some of the other support potential that Water-type can offer by presenting smart, interesting alternatives to Scald, as well as some other neat ideas.
Also, a note: for many of these I ended up being indecisive on a move name. I wrote the alternative names in brackets for those particular moves. There's just a lot of great names that can come from anything that has to do with water, apparently.
- Osmosis (Status)
- Description: The user uses the powers of osmosis to affect the target's PP. This attack changes based on the target. If this move targets an ally, the user will average the PP of their highest attack and the ally's lowest attack, giving the ally more PP for that move. If this move targets a foe, the user will average the PP of their lowest attack and the foe's highest attack, giving the user more PP for that move. Fails if the move that is being restored or sapped is Osmosis.
- Distribution: Pretty much any Water-type
- Rationale: A move that restores PP has yet to exist in Pokemon. While moves like Grudge and Spite remove PP, surprisingly a move that gives it back doesn't exist. I felt this was a good compromise between flat-out giving more PP to powerful moves for no good reason. This move would give certain Water-types in Doubles a bit more "oomph" at supporting their allies. I could see Pokemon like Drizzle Pelipper and Politoed or Mega Slowbro with this move becoming popular allies to Pokemon that run sets with moves that have low PP like Thunder and Hurricane. I could also see Pokemon that know Osmosis running "junk" attacks in one of their slots only for the high PP they can share with allies. It also has that nifty "the effect changes based on the target" kind of thing that Pollen Puff has going for it. Could potentially be a lot of fun.
- Mist Slash (Physical, 60bp, 100% acc)
- Description: Deals damage while ignoring the opponent's resistances.
- Distribution: Suicune, Tapu Fini, a few others (Barbaracle?). Learned by some non-Waters as well.
- Rationale: This would be a Water-type attack that could potentially score many more neutral hits than a typical move, hitting Grass-types, Dragon-types and other Water-types for neutral damage. Unlike the move Freeze-Dry, Mist Slash would NOT deal SE damage if the target's secondary type is weak to Water. My back of the napkin calculations suggest that if it did do this it would end up scoring SE damage on just under 1/4 of all Pokemon. That is obscenely too powerful, considering Water already hits much of the game for neutral damage without this move's secondary effect anyway. This move would just expand the list of those neutral hits without giving too powerful an edge, creating an attractive option in some Pokemon builds.
- Tempest (Special, 100bp, 90%) [Alternative Name: Typhoon]
- Description: The user sprays up a wild storm of wind and water. This move deals damage that is both Water and Flying-type.
- Distribution: All the same Water-types that get Hurricane. I would imagine some others like Tornadus and Castform make sense here too.
- Rationale: A really realiable alternative to Hurricane for rain lovers that actually gets the damage boost from rain in exchange for the loss of rain-boosted accuracy, a confusion chance, and some SE hits. It also has a lower base power than Hurricane outside of rain, but considering it is going to hit a lot more often it's up to the player what they'd prefer. Water + Flying damage hits a lot of things, but in particular this is the breakdown: SE hits on Fire, Fighting, Bug and Ground; NVE hits on Water, Electric, Dragon, and Steel; and neutral on everything else. Looking at that list, the trade off from using a typical Water or Flying move will be that you won't be able to score SE hits on Rock and Grass, but you're saving yourself a moveslot so it's not all terrible. Would certainly see more use than Flying Press, I think.
- Drip Drip (Special, 10bp, 95% acc) [Alternative Name: Leaky Faucet]
- Description: The user drips water onto the target slowly with a 10% chance to cause confusion. Each turn this move is used consecutively by any Pokemon, the power and the chance of causing confusion double. Damage increase resets after 6 consecutive uses or if the sequence of using this move consecutively is broken.
- Distribution: Several Water-types
- Rationale: A silly move that falls into the same realm as moves like Rollout, Round and Echoed Voice. All it takes is 6 consecutive uses by any Pokemon in play for this to become a 320bp move with (technically) over a 100% chance of Confusion. In a Double battle, this could be used on a gimmick team with some hilarious results. You could also theoretically go back and forth with an opponent, constantly using this move against each other until it becomes stupidly strong in a few short turns.
- Fresh Dew (Status) [Alternative Name: Morning Dew]
- Description: The user coats the field in a fine mist of morning dew. Wakes up all sleeping Pokemon, including the user. Can use while sleeping.
- Distribution: Surskit, Dewpider, and a handful of other random Pokemon, not just Waters. I can see Komala and Snorlax getting this. Also some of the "morning" or "dawn" time-based Pokemon, like Ledyba, Oddish, or Hoppip, and maybe weird choices like Spinarak. NEVER Suicune or any other legendary.
- Rationale: A useful move. Albeit there are better ways to cure Sleep, this presents another way for Water-types to offer their support. Being able to self-cure is a cool plus, especially as it doesn't require Sleep Talk. If the user is doing something like a Chesto-Rest set, the berry would obviously activate first. However, this gives you a way to consistently wake yourself up each time you use Rest -- assuming you want to waste a second moveslot on this move. Also, this move would never be learned by legendaries like Suicune or Zapdos, who could abuse it to no end.
- Frog Squash (Physical, 150bp, 95%)
- Description: The user belly flops onto the target. Lower User's HP = Higher Damage.
- Distribution: All the frogs, particularly Seismitoad and Poliwrath
- Rationale: A Water-type Flail would be a lot of fun on Pokemon like Seismitoad and Poliwrath. Being able to deal a ton of physical damage is something they both would appreciate greatly. While physical Water moves like Waterfall and Aqua Tail already exist, both these Pokemon don't learn Aqua Tail and, honestly, Waterfall sometimes just feels weak in comparison to other physical moves. I think allowing the move to deal higher damage at low HP works better with the low Speed of both these Pokemon as well, and could work as a go-to move option on a Trick Room team or a Focus Sash set. Poliwrath also learns Endure and Endeavor, so there's two nice synergistic move options right there.
- Acquifer (Status) [Alternative Names: Ground Well, Life Spring, Enefountain]
- Description: The user produces a spring of fresh, sparkling water for them and their allies. Restores 1/8 max HP for all adjacent allies and 1/4 max HP for the user.
- Distribution: Blastoise, Suicune, Lapras, and a bunch of other "bulky" Waters
- Rationale: It's surprising to me that Water-type doesn't have its own Recover (or that more Water-types don't learn healing moves). This move doesn't restore as much HP as Recover or other healing moves, but in turn it assists in healing allies during Doubles and Triples. Throw this on a bulky Pokemon you know will live through a spread move and start healing your allies while they do the heavy lifting.
- Cleanse (Status) [Alternate Name: Bubble Bath]
- Description: The user cleans the target, removing a volatile status effect. Can self-target.
- Distribution: Immediately Pokemon like Primarina come to mind. Also the Cincino line. Not sure about others, but sure.
- Rationale: This move is similar to Purify, but minus the healing effect. More much needed support, I say. Also, there isn't a move that can heal status on a single target without added gimmicks, to my knowledge (Refresh can only target yourself).
- Bubble Screen (Status) [Alternate Name: Bubbly Cascade]
- Description: Causes a wall of bubbles to veil the user's team. Raises Evasion for 3 turns.
- Distribution: Wailord, Horsea, Skrelp, and other "bubbly" Water-types.
- Rationale: Based on the bubble nets that whales sometimes make. Basically a "Talwind" for Evasion. Would cement some Water-types who lack screens or similar moves but could benefit from something like them. Also, this wouldn't be removed by Brick Break or extended by Light Clay because it isn't a screen. However, it could be removed by Defog. Why? Makes sense to me for some weird reason.
- Spuming Rage (Physical, 75bp, 100%) [Alternate Name: Boil Over]
- Description: The user attacks with seething fury. This attack deals double damage if the previous move missed or failed for whatever reason.
- Distribution: All the crustaceans, definitely. Some other mons that can learn the similar move Stomping Tantrum as well, but only a very few. I can see Primeape getting this, for example, but not Pokemon like Venusaur or Tauros. Oh, and the Crabrawler line, despite not being Water, would get this.
- Rationale: I like the idea of the crab Pokemon being able to rage at the opponent and start attacking them relentlessly, and this move fits the bill. Both names are great for the concept of this move as well. Basically, it is Stomping Tantrum, but a Water-type variant that Pokemon like Kingler and Clawitzer can use for STAB. Like Stomping Tantrum, this is best used as retaliation for when the foe uses Protect or somehow evades your previous attack. Situational, but fantastic if pulled off.
- Foam Barrier (Status) [Alternate Name: Froth Fort]
- Description: The user surrounds themselves in foam, protecting them from damaging attacks but not status moves for that turn. If this move blocks an attack that would have made direct contact with the user, the Pokemon that attacked them will have its Speed decreased -2.
- Distribution: All the crustaceans, once again. A few others that specialize in bubbles or foam like Primarina as well.
- Rationale: Gives the user similar effects to Protect with the ability Gooey thrown in. This would be helpful for Water-types like Crawdaunt (and also Crabominable) who aren't quite fast enough but pack a lot of punch and could maybe spare the moveslot for this move. This could even make sense in conjunction with Swords Dance as part of setting up for a sweep. A great alternative to Protect for any Pokemon that gets this.
- Overflow (Special, 150bp, 90%)
- Description: The user gushes such a powerful torrent of water, they receive a -1 SpAtt drop after attacking.
- Distribution: Most Water-types.
- Rationale: The Overheat/Draco Meteor/Psycho Boost for Water-types. This would benefit a lot of Water-types nicely, as it gives them a powerful option and could work well with Choice users. A lot of Pokemon who use Scald may find this move to be a more rewarding option for offensive power over stall.
- Coral Branch (Physical, 80bp, 95%)
- Description: The user slams down a heavy coral branch, dealing damage and dropping the target's Defense -1 every time.
- Distribution: Corsola, Barbaracle, maybe something I'm missing?
- Rationale: Corsola is crying out for a signature move. Barbaracle would appreciate not having to use Razor Shell all the time too. That's... about the only motive for this attack.
- Riptide (Special, 50bp, 90%)
- Description: The user flushes the opponent off the field with a slipstream of water. Has very low priority.
- Distribution: Any Water-type.
- Rationale: Good for phazing and works like Dragon Tail or Storm Throw. Simple and to the point.
- Undercurrent (Status) [Alternative Name: Reverse Stream]
- Description: The user creates a speedy undertow at the base of the opponent's side of the field. Slows down the opponent's team for 3 turns, cutting their Speed in half like an inverse Tailwind.
- Distribution: Specifically Water-types like Pelipper and Lanturn come to mind, but I could see quite a few getting this. Also, randomly, Dhelmise.
- Rationale: Backwards Tailwind. It could serve a great utility purpose as a way to slow down the opponent's team without needing to set hazards. Consequently, this also speeds you up in comparison, so you could use this rather than Tailwind or boosting moves to get the edge. If anything, more options are always better.
- Aqua Breath (Special, 75bp, 100%)
- Description: Breathes a powerful water vapor onto the opposing team, dealing damage with a 10% chance to cause Paralysis.
- Distribution: TM for most Water-types
- Rationale: I guess this could be best compared to Scald with Paralysis instead of Burn. Once again, this would help Water-types out by impoving their sometimes paltry Speed stat. This puts a focus on offense over defense and, like I said earlier, pulls some focus away from just throwing in bulky waters all the time hoping you score burns with Scald. Also, the name comes from Final Fantasy.
- Rain Flush (Special, 80bp, 100%)
- Description: The user causes a quick downpour that falls onto the field, hitting all Pokemon in play. If a weather effect is currently active, this move will receive the appropriate damage modifier and then end the current weather. If the current weather is Acid Rain, this move transforms into a Poison-type move. Does not change type for any other weather.
- Distribution: Blastoie, Politoed, Pelipper, Ludiculo, Vaporeon, a few others. Also Castform and Zapdos should get this.
- Rationale: For Pokemon that take advantage of the rain, this is a good move for them. It can immediately end the current weather effect to deal damage to all Pokemon in play, including allies, and does receive the double damage buff from rain before doing it. You could feasibly send in a Drizzle Politoed and have a doubles partner use Rain Flush for a big opening hit of 160bp on ALL Pokemon or, in singles, juggle between two Drizzlers using Rain Flush back to back for a stupid gimmick. This also might work well on Doubles teams where allies have abilities like Storm Drain and Water Absorb, maybe even Water Compaction (Pallosand partner with Water Compaction and holding a Weakness Policy? Please!). Or, alternatively, just use this move to consistently shut down other weather teams because that's another good use for it. The issues I already see with this move, however, are that it ends the rain it gets boosted by. This may be the reason why I don't think this move would "break" Zapdos or any other Pokemon. It's not quite a last-ditch move, but it could become something rain teams may use to get in that one big hit to try to regain momentum and nothing more. Also, this is the first mention I've made of another "weather" idea I had: Acid Rain. Will get to explaining that one whenever I cover Poison-types.
- Rust (Special, 30bp, 100%)
- Description: The user sprays a fine mist of water that deals damage. If the target is a Steel-type, this move will lower their Def -2.
- Distribution: Most Water-types
- Rationale: The anti-Steel move that Water types would love to have. Something like Azumarill or Gyarados could combine Rust with Waterfall or Earthquake to clean up Steels quite nicely. Or, if anything, force a switch.
- Slurp (Physical, 60bp, 100%)
- Description: The user uses their tongue to attack the opponent and grab their held berry, consuming it. The effects of the berry occur immediately.
- Distribution: Frogs, once again. Also Pokemon like Lickitung, Kecleon, Lillipup and of course Slurpuff. I don't think the Muchlax, Shellder or Gastly families make sense for this move, however.
- Rationale: A Water-type Bug Bite or Pluck which, essentially, gives a low-powered physical Water move and good secondary effect to Pokemon that could really benefit from it. I'm still kind of surprised a similar move doesn't exist already.
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