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PvP Moves explanation...

Hey all, admittedly I haven't done much PvP to this point but I am trying to get into it...

How do you judge good/bad moves for PvP? It seems like from what I have read that Cooldown is the most important stat for Fast Moves and multiple bars is the most important thing with Charge Moves...Is this accurate? Anything else I should be looking for when judging moves for PvP?

Asked by PokeGecko6 years 2 months ago
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Answers

"Is it called Dragon Breath Counter or Mud Shot..."

In all seriousness, some fast moves are almost broken. You want high EPT (keep in mind that a turn is 0.5 seconds), paired with a mix of hard hitting and quick charging fast moves. Some pokemon can do all of this well, some can't. (For example, a DB/DC/SB Latios has great potential.)

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by Mouton 6 years 2 months ago

Quick Beginner Tips:

For maximum efficiency you should use 'Mons' powered up as close as possible to the CP-Cap in the league they are participating in.

One Bar charge moves are regarded less favourable due to the amount of energy required to charge them.

Two-Three bar charge moves will charge faster and be usable faster and may force opponent to use shield more frequently.

Try to balance your team as much as possible, i.e try to avoid having a ground / rock / water typing set up as all three will be wiped away with a single grass type.

Higher energy gaining Fast moves are regarded as more favourable to enable faster charging of charge moves but these will all be situational. E.g Counter / Fury Cutter / Dragon Breath

If your 'Mon' less than quarter health it is more likely worth taking the hit and saving a shield for next pokemon UNLESS you have a powerful charge move charged up and ready to fire after using shield which will take the opponent 'Mon' out.

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I'm confused...If EPS is a key to a good Fast Move, why are you guys referencing Counter instead of say Karate Chop or Low Kick? Both are higher EPS Fighting moves...

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Sorry, I don't have a link, but you can look around or ask at reddit/thesilphroad

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All the info for PvP is available on this site. On the left, near the bottom of the menus, under Moves. PvP fast moves and PvP charged moves. You can sort by various columns. Or copy it over into a spreadsheet, and put your own models together.

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Yes sorry Energy Per TURN for PvP is the stat you require. Energy Per SECOND is used in Raids/Gyms (PvE)

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There are no bars in PvP and cooldown of fast moves is rarely relevant. The relevant metrics are the damage and energy per turn (turns are 0.5s) for fast moves. For charge moves you care about energy cost and damage/energy.

Refer to the pages of PvP charge moves and PvP fast moves to see these properties. For checking an individual pokemon's best movesets, check it on the DPS/TDO sheet with PvP mode enabled, or search for the various tierlists posted on The Silph Arena reddit, which tend to list optimal moveset combinations.

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For a given moveset, a good place to start is calculating average power per turn: fastPPT+fastEPT*chargePPT
Activation time of a moveset is also something to consider, especially on your lead Pokemon, for getting through shields.

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Moves in PVP work differently than they do in raids, though somewhat similar. There is no cooldown for PvP moves.

Good PvP fast moves tend to be ones that have very high energy per turn even with low damage (thundershock, mudshot, psycho cut) (slightly lower energy per turn, but more damage per turn moves also are great, like spark/fury cutter), or have high energy per turn and high damage per turn (counter), or do very high damage per turn with moderate energy per turn (dragon breath)

On the PvP fast moves table EPT and DPT are found by sorting by header PWR/D for DPT and E/D for EPT

charge moves tend to be more interesting. Typically fast you want to go with low energy cost charge moves, often times theres are three bar moves in raids/gyms The big ones you hear a lot are mudbomb, ice/thunder/fire punch, Leaf blade S scizor, and Dragon claw. These are great for doing damage fast and getting your opponent to use up their shields, as their lower cost means you can use them a lot faster than something like hydropump or overheat, which take much longer to get through opponents shields. Number of bar is important, but so is type coverage, something might have a very good charge move in most match ups, but against one/a few particular counters, that move isnt effective, the second charge move slot often it dedicated to giving that pokemon something that can hit those counters (examples being ancient power or shadow sneak on giratina, hits faries or steel types for more damage than dragon claw)

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The fast move is more important than the charged move, a pokemon with a quick fast move such as Groudon and Palkia can easily equip 65 to 80 energy charged moves and use them effectively, but a pokemon with a slow one like Kyogre cannot cycle the big moves enough for them to be used.

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