PoGo Quick moves Guides and Analysis, correct me if i'm wrong.
Intro:
So there's 3 different type of quick attacks, the perfect example is Psychic type such as Psycho Cut (Light), Zen Headbutt (Medium), Confusion (Heavy).
Let me try to explain how those moves fit in the categories. If i'm wrong or misleading, please correct me in the comment section.
->(Light) Quick Moves:
They are is comparably weak other than 2 classes but it's the most powerful moves of them all if spammed.
Pros:
- Best DPS when spammed.
- Quicker energy building for charge moves.
- Fastest cooldown
- Dodging and attacking is fairly easy
Cons:
- The worst defending moves, even losing to medium quick move without STAB.
- DPS is controlled by how much you tapped. (Which is not a con if you're not lazy :D)
- STABless moves is punished by not having 25% bonus damage. Which is vital for quick moves.
->(Medium) Quick Moves
These moves have medium to high damage below Heavy quick moves. And also can be used to attack and defending gyms.
Pros:
- Second High DPS
- Tends to have higher damage for every tap. So spamming taps for dps isn't a must.
- Medium Cooldown
- Can be used for both attacking and defending gyms
- Filling energy bars can be quick if spammed
Cons:
- It's mediocrity it the worst con of them all, either using (Light) for attacking gyms or (Heavy) for defending gyms for maximum results.
- Dodging is possible but hard with this moves if used correctly.
- If STABless, it becomes notably worse.
->(Heavy) Quick Moves
These moves are the beast of defending and dishing out damage per tap. Even STABless moves can dish out damage without worry.
Pros:
- The best moves for defending gyms because of this high damage per tap
- Even without STAB, the damage is still a beast to be considered.
- Most pokemon if using stand and fight tactics for attacking will be severely punished, and the ones who loves to dodge will spent more time dodging and have a possible results of Time's Up if the defender has a high bulk and the attackers is too weak.
Cons:
- Lowest DPS of all three even with STAB, so attacking gyms is redundant and better off using (Light) or (Medium) moves.
- Long cooldown
- Slow energy building
- Dodging is impossible, one tap mistake can cost your pokemon to faint early.
So that's my poke quick moves guide and analysis. If you guys love it, maybe i'm gonna write another guide for the charge moves ( ͡° ͜ʖ ͡°)
Answers
Fire Fang is considered medium quick move. Because of its damage and cooldown. It has good cooldown and good damage. It can defend and attacking gyms fairly good.
Unless you're talking about Bite, bite is good for attacking gyms for it's dps but STABless. But it's still good because of his attack stat and with bite you can easily dodge because of it's cooldown
So that's my poke quick moves guide and analysis. If you guys love it
Honestly, i do not like your analysis very much. Points to criticize:
IMO, there are no real categories, it is fluently. I do not like to see Fury Cutter and Psychic in one category.
Fast:
- Best DPS when spammed.
This is true for all quick moves, somehow trivial.
- Quicker energy building for charge moves.
Not necessairily. It depends on the move. Some slow quick moves generate a great amount of energy too.
- DPS is controlled by how much you tapped. (Which is not a con if you're not lazy :D)
This is true for all moves, and tapping speed is mostly overestimated. Even the fastest quick moves do not require hectic tapping.
- STABless moves is punished by not having 25% bonus damage. Which is vital for quick moves.
This is true for all moves. STAB applies in the same way, (ignoring rounding issues) it does not matter if many light or few heavy hits.
Heavy moves:
Cons:
- Lowest DPS of all three even with STAB, so attacking gyms is redundant and better off using (Light) or (Medium) moves.
No! There are heavy moves with good dps! Wrong information.
- Long cooldown
per definition, somehow trivial...
- Slow energy building
Not neccesairily, depends on the move.
- Dodging is impossible, one tap mistake can cost your pokemon to faint early.
Wrong. Dodging just needs adaption to opponents moves. Let's say: sometimes, spontanious dodging fails.
Insted of making categories, i would explain how each parameter (strength, cooldown, energy generation, stab) works.
The only generalizations i would agree is
(1) slow moves make dodging harder
(2) fast moves are week on defense
That's all.
It's okay not everyone have to like it, it's kinda from my experience from battling and defending i guess.
Heavy moves with good dps? Can you give me the example? It is most likely from the (Medium) Quick Moves.
Why i said dodging with heavy moves is impossible because of it's long cooldown. It is really hard how to timed their attacks and synchronize the pattern and still make a good dps.
Anyway it is a good critic and i enjoyed it nevertheless. thumbs up :D
I agree with your response - when claiming false information it would have been useful to include an example of why something is fault.
I'll try to provide some here:
- Confusion (heavy) generates more energy per second than Zen Headbutt (medium)
- Bubble (super heavy) has higher DPS than Thunder Shock (light). Even if Thunder Shock has STAB and Bubble doesn't. Although this isn't really a fair comparison since the moves are different types. Bubble has lower EPS and DPS than Water Gun.
- On that note though, Spark (medium) has higher DPS than Thunder Shock (Light).
- Poison sting has higher and lower DPS than Acid and Poison Jab respectively. This is a good example of "it depends on the move". Poison Jab is definitively better than Acid, even though both are medium Poison moves with the same cooldown.
- Shadow Claw (medium) has higher DPS than Lick (light).
etc...
I think your analysis in general terms is accurate. Moves can be generalized as "fast" or "slow" on a spectrum (or your "light" or "heavy"), and you typically want to attack with "faster"/"lighter" moves, while defending with "slower"/"heavier" moves. Should caveat that there are exceptions though.