When it comes to the many battles that comprisePokemongames, there’s a near-endless slew of strategies, thanks to the vast list of monsters, elemental types, and distinct moves. However, there remains one constant, despite the countless titles and evolutions the franchise has seen — status moves are largely overlooked. It makes sense, as many require a long commitment and a heightened awareness of the battle dynamics.
At least when disregarding competitivePokemonmatches, even intermediate-level fighters tend to utilize quick offensives and raw damage first and foremost. It seems to be the case that all but themosteffective status moves are brushed aside, left to the most strategic Pokemon trainers and esports participants seeking a match-up edge. Yet, there are some great overlooked ones that even the more casual player should try out.
Range (Double Or Triple Battle - Gen 3 And On)
5 (max 8)
100%
Move affects a selected adjacent target
On the surface, Encore might seem a bit inconsequential, as it achieves naught but forcing the target to use their previous move. It certainly is one of the more situational status moves. Yet, it can throw some players off their game, especially if they come into the fight with a set strategy or are looking to dominate with a specific set of moves.
Players can strategically hold off on using this untilfaced with a potential sweeping Pokemon— or at least one with a potent attack, and lock them into using one of their weaker moves. Just knowing this move is in the back pocket of an opponent can keep a player off-balance and hesitant to unleash their ultimate weapons. This is definitely one to watch for more competitive fights.
10 (max 16)
N/A
Affects the user
This status move is considered a mixed bag by some, as it requires a decent sacrifice by the user to trigger, but it often pays off convincingly. Belly Drum cuts half of the user’s maximum HP from its current status, but in exchange, it hugely buffs their Attack stat, raising it a whoppingsix stages.
There is another slight catch here — as the user’s HP must be sitting at least half of its maximum. Still, this can quickly turn one’s Pokemon into an offensive powerhouse, and is useful for those with ample HP and/or defense.
20 (max 32)
Affects the entire opponent’s side of the field
Introduced in the fourth Generation, Stealth Rock stands strong as one of the few notable status moves ofthis defensive elemental type. The move drops a disruptive entry hazard around all target Pokemon, bringing a looming sense of anxiety for the opponent. When used, Pokemon on the target’s field inevitably get hit with damage once they’ve switched in.
This could go a long way in shifting momentum and keeping an opponent on their heels. This occurs to any Pokemon in any circumstance, absent the use of the abilitiesMagic Guard, Rapid Spin and Defogby the opponent, and will do even more damage if the target isweak against Rock-types. As an example, a 2x type effectiveness will inflict a solid25% of the target’s max HP.
22 (max 32)
This status move can be subtly effective for those that know the proper circumstances to use it, as it can be coupled with several moves (via Pokemon Contest combination), which grant the user Appeal Points. These complementary moves include Confusion, Dream Eater, Future Sight, Light Screen, Luster Purge, Mist Ball, Meditate, Psychic, Psybeam, Psycho Boost, Psywave, and Reflect.
Even when disregarding these contests, Calm Mind is effective in multiple avenues, raising the user’s Special AttackandSpecial Defense. This can set the stage for a devastating barrage of special moves.
14 (max 24)
85%
May affect anyone adjacent to the user
Damage-over-time status moves (as well as those that paralyze, freeze, or induce sleeping) tend to be the most popular — and this is usually for good reason. This one stands out for being a rare Fire-type status move that helps round out an offensive Fire Pokemon’s arsenal.
Will-O-Wisp is a prime example of a great DoT move, with its ability to inflict burn on any target that isn’t a Fire-type. Players can further exploit this move in Generation Six and beyond, as the user’sAttack statgets bumped one stage ifpowered up by a Firium Z Crystal.
90%
Thunder Wave has been a go-to for players ever since the series' early days, and it remains an effective disruptor. With its solid accuracy and ability to paralyze, the move is a surefire way to hobble a target and throw a wrench into their attack.
It’s been nerfed a tad since the first Generation, no longer boasting guaranteed hits, but it’s still close enough given its paralyzing and slowing effect, which usually lasts a few turns.
15 (max 24)
Spore stands out among a fairly crowded list of great Grass-type status moves. With pitch-perfect accuracy, Spore puts the target immediately to sleep (though in Generation Two it fails at 25%). As players are likely aware, sleep is among the most bothersome and tough effects to deal with, as the Pokemon is rendered useless and vulnerable for at least a couple of turns.
In earlier generations, this agonizing sleep purgatory can stretch for a whoppingsix orseven turns.In recent eras, Spore’s accuracy has been restored at the expense of Grass-type immunity, though this is the case with many status moves going up against their same types.
10 (max 24)
Status moves bringing multiple effects in favor of the user tend to be the best, and Leech Seed is a shining example of this. The move drastically shifts momentum in battles, sapping HP from the target like a parasite for multiple turns, and granting the added HP to its user.
It’s essentially a double whammy; and one unlikely to miss its mark, given its great accuracy. It’s also fairly modest in PP cost given its useful effects.
Some point to this move’s exclusivity, as a relative few Pokemon can learn it, but when judged on its own merits, Dragon Dance is a tough status move to beat. The move allows a (usually) already strong Pokemon to gain evenmoreof an edge in battle, raising both the user’s AttackandSpeed stat by one stage each.
This can quickly allow the Pokemon to overwhelm a slower, weaker foe, so long as it has the Power Points to spare.