Dodging: Cooldown vs Yellow Flash Time
Hello everyone.
Even when talking about dodging we usually use the CD as the main reference. Since im experiencing a big difficult to dodge Hydro Pump im asking myself if the time untill the Yellow Flash is not the most important thing to classify a move as hard or easy to dodge. Examples:
Charge Move: Hydro Pump;
Cooldown: 3.3 seconds;
Yellow Flash: 0.9 seconds after text.
Charge Move: Body Slam;
Cooldown: 1.9 seconds;
Yellow Flash: 1.2 seconds after text.
Charge Move: Hyper Beam;
Cooldown: 3.8 seconds;
Yellow Flash: 3.3 seconds after text.
I guess would be nice select the best defenders and rank it again considering this point cuz this is really painful in battles and decisive to say if its easy or hard to dodge.
Answers
Yes. Even if the trainer dodges only charge moves, this criteria changes a lot the rank and would show us other vision about charge moves.
The defenders tier list wouldnt change since the base stats are more decisive in this classification, so the "Dodge Rank" could be as a second analysis like a important filter for the charge moves.
Not really...
If a trainer has a stockpile of revives, or wants to get rid of them, dodging only charged moves takes out a gym much faster (provided you can still defeat everything in one run by missing dodges etc.)
I usually send in Dragonite/Gyarados/Vaporeon and the first tier mons into the first wave, then after they get wiped out for inefficient dodging, I then send my second tier Gengar/Alakazam etc to wipe out the the gym again, dodging only charged moves for both runs. Much quicker than dodging everything and then using the same mons as the first run dodging again.
For those with limited resources though, yeah, I suppose you can dodge everything.
I disagree on that dodging only charged moves takes less time to take out a gym. Here's why. Sure, each single battle may take less time but taking out a level 10 gym involves switching mons and reviving/portioning which takes time. I take out level 10 gyms with three DB nites in under 45 minutes from start to finish by dodging everything. Sometimes in 30-35 minutes depending on the level 10 gym. I find that switching too many mons can cause unnecessary damage taken due to bad timing during a defender attack move. Also, it takes less time to revive/potion only three dnites each round. By the time the gym is down to level 6 or 7 I use only two nites. This works for me because I have DB nites.
I used to be a dodge-everything player myself until I learned that a pokemon gains 1 energy for every 2 HP that it loses. If I only dodge charge moves then I have higher DPS and EPS with my quick moves and I gain more extra energy from losing HP. This allows me to use my charge moves a lot quicker and can often allow me to beat the defender before it gets off too many charge moves itself.
I adjust my strategy depending on my attacker and the defender. If I am using a short quick move like Water Gun or Vine Whip, then I dodge a lot more. If I am using a very heavy hitting charge move like Solar Beam or Hydro Pump, then I don't worry as much about hitting every dodge because it will allow me to hit my charge move sooner.
I agree with everything you said. On a single battle yes. But we are talking about taking out a gym. We have to take the time needed to switch mons during battles, putting together an attack roster every round, and the time it takes for reviving/pots into consideration. That being said, the time lost on dodging everything is made up from time saved on all the things I mentioned above. The actual time duration of taking out a level 10 gym from start to finish is probably close between the two different styles of attack. But at least I save on revives and pots at the end of the day. There was a video of dnites on YouTube that someone posted showing how much HP is saved from dodging everything compared to dodging only charge moves. It showed that only dodging charge moves saved time but gave up more HP. This shows that dodge everything style WITH the right move sets needs less time to switch out mons, needing fewer mons to send to attack, and also less revive/pots.
Gamepress updated cooldowns, not? if yes, i take the data from here. If not, can you link the updated cooldowns please?. Besides this, if you dont dodge within 0.7 s after the yellow flash, the charge move will full hit you anyway no matter the cooldown unless we consider how many quick attacks you can spam while the animation goes, but is not the point here (but is a very important point too).
The point im analysing is the time between the charge move text and the yellow flash cuz normally are the primary references to dodge safely and as i said, you have 0.7s after the YF to dodge or you will get a full hit no matters the CD.