Top Ten Most Annoying Moves in Pokemon
11 years ago
General
This is a message from your friendly neighborhood Nomcario, so pay attention: You might actually hear something of relative interest!
What's that? I'm doing a top ten list in a journal? Wouldn't this best be saved for something on YouTube? well yes and no. Yes in the sense it'd be a perfect list for YT but sadly, I can't really be arsed to find a way to make that video, and no, there isn't really any good agreed-upon list besides one that I saw that was a guy's personal opinion.
First and foremost, I want to make a few honorable mentions that don't make the list, but I think many will agree are really, REALLY annoying.
Protect and Detect: I'm sorry but when has anyone EVER faced a trainer that had protect on their Pokemon and not groaned, cringed, growled or face palmed? Seriously, one protect? annoying. two protects? more annoying. Three or more? OK now you're just pushing it. Seriously, only the moves Feint, Phantom Force, and Giratina's Shadow Force can safely bypass this annoying defensive measure without wasting power points.
Endure: Much like protect and detect, endure is just another one of those moves that, when you see it, you -hate- whatever just used it because it's basically a guaranteed focus band, leaving them barely alive with 1 HP. I cannot stress how much that irks me. and I've faced a focus sash SHEDINJA. ..Let that sink in for a bit, you'll see why I hate it.
Bind, Wrap, Fire Spin and Clamp: In the current Pokemon meta these moves are utter garbage, same with Whirlpool, but back in the old days of gen 1? they were MONSTROUSLY BROKEN. seriously, 'wrap hax' as its been so fittingly coined, makes you completely immobile, and you can only break it if you KO the pokemon using it, or by swapping out. so stupid, really..
Leech Seed: It's fun if you have this and you suck your opponent's health away, but what happens when you receive it? and what if you can't get away? you're stuck sitting there getting sapped. nobody likes leeches. NOBODY.
and last mention goes to Bide: Those that have seen like the 50th Patrat in black and white use this move, might know what I mean but those that don't? bide deals double the total damage endured back to you, so say you deal 80 damage to a level 50 watchog, you're taking 160 back and possibly getting KO'd because of it. 'nuff said.
So that's all for honorable mentions, but one last thing, this list is also slightly opinionated, at least one or two more moves are on this list because I've had bad, BAD experiences with them, so bear in mind, and be open-minded.
With that I bring you to number 10: Confuse Ray. For those that know their Pokemon, you know damn well why this move starts out here. Confuse Ray does just that - confuses your pokemon and makes it 50/50 that it'll hit your foe, or itself. more often than not though the RNG gods frown on you and make you suffer. not to mention almost every ghost type can learn it, among a few others like Umbreon, which makes for some nasty competitive play.
At the number 9 spot: Double-Edge. Backstory time, and it's very recent. I was playing Pokemon XD: Gale of Darkness earlier this week and last, and I was grinding my team at Realgam Tower's Coliseum or Colosseum, whatever the correct term is for it, I don't care. but I entered the third round and I faced a super trainer that had rest on all her Pokemon. One in particular stood out and is the reason behind my dislike/hatred for how annoying she made this move: Stantler.
Now Stantler's nothing special right? haha WRONG. this thing one-shot my Shiftry with a CRIT. DOUBLE-EDGE. I was annoyed! so I revived my shiftry, brought it back in, and at this point it used rest and was asleep... Aaaand then it used Sleep Talk, got Double-Edge and KO'd my Shiftry AGAIN. At this point I was gritting my teeth in seething anger, so I revived my shiftry once more, and healed it with a super potion.
My thought was after sending shiftry back in, my Vaporeon would KO the stantler with ice beam. during this time a Quagsire had been spamming Mud Shot. so I knock that out, expecting the stantler to fall next. but NOPE! the mud shots made my vappy slow enough it got off yet ANOTHER double-edge, promptly critting and KOing my Shiftry for the third time that match. ...Needless to say I shut my Wii off in anger after that. the next day? I bodied her faster than you can say "Oh shit the Nomcario's pissed!" *sigh* anyways moving on.
In the number 8 slot we have: Sucker Punch. I don't need to go too in-depth as to why this move's annoying. It's got priority, if you use an attack and this move's being used by the foe, they get in some seriously fuckin' cheap damage. It's made worse if it's a Pokemon with high attack like Absol, and moreso if said Absol has the ability Super Luck.
I know for a fact that Sucker Punch can be a serious problem in Nuzlocke runs, ESPECIALLY if you don't want something to faint, but there's a way to avoid it if you know your opponent's running it: just don't attack, use a defensive or support move like stun spore or something, and you're good.
At lucky, or unlucky given the nature of this list, but at number 7: Substitute. Now I know a lot of you might be thinking "Huh? that's not so bad." Uh news flash, it IS. especially in competitive battling. a poison heal breloom with a certain move, substitute, focus punch and leech seed is really irritating.
What basically happens is you use 25% of your max HP to make a substitute doll to take hits. so say you have.. I dunno, 180 HP, you'd use 45 to make the sub, and when that HP runs out, it breaks. But the sub also takes defense boosts into account so if you don't hit hard enough you won't break it, and expert competitive battlers know how to use the sub right so.. Yeah there's that.
At number 6 on this list: Spore. Once the signature move of Paras and Parasect, it has since spread to Shroomish's line, as well as the Foongus line, and of course Smeargle can have it via Sketch. Spore is the only 100% guaranteed sleep-inducing move, and the final move in the aforementioned Breloom moveset in the Substitute affair.
Spore. Is. Monstrously overpowered, guaranteed sleep? good lord that's a recipe for disaster unless you've got a lum or chesto berry... Thankfully it's only on so few pokemon otherwise it'd be more problematic.
In the number 5 spot we have a tie of: Self Destruct and Explosion. Yeah we're getting into the really aggravating shit now. Everyone, and I mean EVERYONE who has played Pokemon knows how frustratingly annoying and rage-inducing it is to see one of these moves pop up in the screen.. My heartfelt sorrows go out to any and all Nuzlockers that have, at one point or another, lost a Pokemon to this accursed pair of suicide-tactic moves.
Most notably dangerous in any generation preceding gen 5 because of a small, unwritten but still well-known detail: in gens 1-4 SD and Explosion halve your current defense before calculating damage. and with them having base 200 and 250 power respectively? the ONLY things living them are rock or steel types, and ghosts avoiding them altogether.
This brings me to another bullshit moment in Gale of Darkness, Cooltrainer Gabsen in zone 58 in area 6 of Mt. Battle. She had a Forretress... and it used, you guessed it, Eeeexplosion. KO'd my shiftry AND my Vaporeon. >_< Hate it so much.. thankfully the defense bit was removed in gen 5 and 6, thank the lord for that.
At number 4 on this list we've got the ever cumbersome and dreaded: Perish Song. You can already guess why this is annoying, not for what it does itself, but what conditions there might be WHEN it's used. Perish Song plays a death-inducing melody that makes all Pokemon on the field faint three turns after it's used. It's the most devastating if you're trapped by mean look or a wrap-esque move. OR if there's a certain Pokemon that'll be mentioned at the top of the list out on the field with its ability, or a dugtrio with arena trap.
If you can't KO whatever's keeping you on the field when that perish count hits 1? you're screwed, there's no way you'll be able to switch out in time. and you have to watch as your massive HP-wielding Pokemon just drops, like that. *finger snap* I remember seeing a Misdreavus use it in Pokemon Chronicles in the battle against Atilla and Hun of Team Rocket while they were trying to capture Raikou. That looks soooo painful..
In the number 3 spot: All recovery moves excluding Rest. We've all been in this situation at some point or another, you're in a competitive battle and you're about to KO that last Pokemon, let's say a pretty irritating flying type.. Wheeen suddenly it uses ROOST. Now take that, and picture that happening with any recovery move ever. THAT'S how annoying these moves can be.
"Why isn't Rest part of this entry though?" I hear you asking a mile away. I'll tell you: Rest is only annoying if your foe's got a chesto or lum berry, otherwise they're asleep for 2 turns, and unless it's a Snorlax (I'm looking at YOUR devil there, Pokemon Trainer Red from G/S/C/HG/SS!) you can probably two-turn KO it before it can get a rest off again.
At Number 2, we come up to: Double Team. And I can hear you screaming right now. "WHY ISN'T THIS MOVE NUMBER ONE?!?" Because this is my opinion and that when I explain #1 it'll make more sense but back to double team. Anyone who knows their Pokemon and moves understand exactly why this move's as high as it is. Double Team raises evasiveness/evasion. Doesn't sound too bad at first, right? Haha, WRONG.
Even just one double team can ruin your day, giving you that chance to miss is the worst insult ever in Pokemon, and if that Pokemon gets 3-4 of them up? You're not hitting it whatsoever, trust me. unless you're extremely lucky, or have guaranteed hitting moves like swift or aerial ace. But there are alternative options, and I'll be going over them, there's at least two viable ones.
First you could use Foresight or Odor Sleuth. You might question why, thinking them only useful to make ghosts vulnerable to normal and fighting moves. But here's something I bet you didn't know: both of these moves, when they connect, NEGATE the evasion boosts. How does that work? Well Foresight identifies what ghost types are right? It seeks out the real image of whatever the Pokemon that used double team is. odor sleuth's the same, except its identified by smell. This knowledge brought to you by Earl's Pokemon Academy in Pokemon Stadium 2, a really great game, and a fine sequel to the original Stadium. *sigh..* I wish they'd made a Stadium 3 though that would have been so awesome. but no, we got Battle Revolution instead.. oh well.
The other strategy you could employ is to use Haze to reset all stat changes back to normal, which is actually worked into a battle scenario in the aforementioned academy in a battle test against what I and many others coin as a 'double team noob'. the haze will force evasion back to normal, dispersing the double team clones and all, very effective.
On a side note, I'd like to mention that Minimize fits into this slot as well, it's essentially the same as double team, but how you deal with countering it remains much the same except you have two more options. You can try using Stomp, which deals double damage against minimized Pokemon, how fitting. Alternatively you can use the move Steamroller which only the Venipede family and Golem can learn, and it too does double damage. and in gen vi, it was changed so it never misses a shrunken target.
It's time for Number 1, this was a thrill to write and get some Pokemon move stress off, I know most expected double team/minimize to be this because of how outright annoying and common it is but when you see my reasoning for the following three-way-tie for moves, you'll understand why I just had to place these moves above all else, so with that said... The 3-way number 1 slot goes to: Counter, Mirror Coat and Destiny Bond! And I shall delve into each for the reasons.
Let's start with Counter. This move's been around since generation one. it's a fighting type move, meaning it has no effect on ghosts. Now it doesn't get STAB or SE or NVE (super-effective/not very effective) checks either. Essentially it does what it says - and counters PHYSICAL attacks. meaning if the move makes contact and is listed physical as gen iv had the physical/special split, but prior gens it was eeveelutions, and dragon as special, the rest physical.
Say you're facing a Swampert with a Sceptile, and you go for Leaf Blade. it has a sash, which makes you tut. "oh well, next turn he's gone." then what should appear but 'The foe's Swampert used Counter!' you internally SCREAM as you see all that damage you cause get whopped back at you, with DOUBLE what you inflicted, and your Sceptile's one-shot. ...Truly one of the most annoying things.
Mirror Coat's next, and it's the same principle, except this time it counters special attacks. so same scenario, let's say you rematched that swampert user, and use Energy Ball. it lives with sash, but you're confident. then once again. 'The foe's Swampert used Mirror Coat!' and you scream aloud along the lines of "ARE YOU FREAKIN' KIDDING ME?!' as you get one-shot yet again.
So yes.. Both of these moves are just devastating, but not uncommon for strategy except for ONE POKEMON LINE. You all know this was coming if you know gen 2 well. it was tournament-banned for the sheer amount of prediction involved. Ladies and Gentlemen? Wynaut and Wobbuffet. the practical COINERS of the counter/mirror coat meta.
These two never gain any attack moves, counter and mirror coat, are the only things they have to attack with, and it's always a guessing game, oh and the best part? Shadow Tag for their Ability. prevents you from switching, save for ghosts in gen vi as they're now unaffected, thankfully.
But then when it's low enough you're cheering yourself mentally, but then..? A Quick Claw activation! and then you see 'The foe's Wobbuffet used Destiny Bond!' and at this point your smile's gone, replaced with pure rage and hatred, nearly ripping your hair out as the message 'The foe's Wobbuffet is trying to take (Pokemon) down with it!' and you KO it.. then your mon's HP drains to zero and just drops.
I've seen only Misdreavus use D-Bond in the anime, and it was pretty brutal.. ugh, and there's been a few times where I've KO'd a d-bond using mon.. *glares at the wild Haunter of Kalos' Victory Road* Fucking my god...
Anyways you guys! Lemme know what you think and feel free to list a move that YOU think is annoying in your opinion in the comments below, but with that? This has been the Furry Shapeshifter. Have a good day.
First and foremost, I want to make a few honorable mentions that don't make the list, but I think many will agree are really, REALLY annoying.
Protect and Detect: I'm sorry but when has anyone EVER faced a trainer that had protect on their Pokemon and not groaned, cringed, growled or face palmed? Seriously, one protect? annoying. two protects? more annoying. Three or more? OK now you're just pushing it. Seriously, only the moves Feint, Phantom Force, and Giratina's Shadow Force can safely bypass this annoying defensive measure without wasting power points.
Endure: Much like protect and detect, endure is just another one of those moves that, when you see it, you -hate- whatever just used it because it's basically a guaranteed focus band, leaving them barely alive with 1 HP. I cannot stress how much that irks me. and I've faced a focus sash SHEDINJA. ..Let that sink in for a bit, you'll see why I hate it.
Bind, Wrap, Fire Spin and Clamp: In the current Pokemon meta these moves are utter garbage, same with Whirlpool, but back in the old days of gen 1? they were MONSTROUSLY BROKEN. seriously, 'wrap hax' as its been so fittingly coined, makes you completely immobile, and you can only break it if you KO the pokemon using it, or by swapping out. so stupid, really..
Leech Seed: It's fun if you have this and you suck your opponent's health away, but what happens when you receive it? and what if you can't get away? you're stuck sitting there getting sapped. nobody likes leeches. NOBODY.
and last mention goes to Bide: Those that have seen like the 50th Patrat in black and white use this move, might know what I mean but those that don't? bide deals double the total damage endured back to you, so say you deal 80 damage to a level 50 watchog, you're taking 160 back and possibly getting KO'd because of it. 'nuff said.
So that's all for honorable mentions, but one last thing, this list is also slightly opinionated, at least one or two more moves are on this list because I've had bad, BAD experiences with them, so bear in mind, and be open-minded.
With that I bring you to number 10: Confuse Ray. For those that know their Pokemon, you know damn well why this move starts out here. Confuse Ray does just that - confuses your pokemon and makes it 50/50 that it'll hit your foe, or itself. more often than not though the RNG gods frown on you and make you suffer. not to mention almost every ghost type can learn it, among a few others like Umbreon, which makes for some nasty competitive play.
At the number 9 spot: Double-Edge. Backstory time, and it's very recent. I was playing Pokemon XD: Gale of Darkness earlier this week and last, and I was grinding my team at Realgam Tower's Coliseum or Colosseum, whatever the correct term is for it, I don't care. but I entered the third round and I faced a super trainer that had rest on all her Pokemon. One in particular stood out and is the reason behind my dislike/hatred for how annoying she made this move: Stantler.
Now Stantler's nothing special right? haha WRONG. this thing one-shot my Shiftry with a CRIT. DOUBLE-EDGE. I was annoyed! so I revived my shiftry, brought it back in, and at this point it used rest and was asleep... Aaaand then it used Sleep Talk, got Double-Edge and KO'd my Shiftry AGAIN. At this point I was gritting my teeth in seething anger, so I revived my shiftry once more, and healed it with a super potion.
My thought was after sending shiftry back in, my Vaporeon would KO the stantler with ice beam. during this time a Quagsire had been spamming Mud Shot. so I knock that out, expecting the stantler to fall next. but NOPE! the mud shots made my vappy slow enough it got off yet ANOTHER double-edge, promptly critting and KOing my Shiftry for the third time that match. ...Needless to say I shut my Wii off in anger after that. the next day? I bodied her faster than you can say "Oh shit the Nomcario's pissed!" *sigh* anyways moving on.
In the number 8 slot we have: Sucker Punch. I don't need to go too in-depth as to why this move's annoying. It's got priority, if you use an attack and this move's being used by the foe, they get in some seriously fuckin' cheap damage. It's made worse if it's a Pokemon with high attack like Absol, and moreso if said Absol has the ability Super Luck.
I know for a fact that Sucker Punch can be a serious problem in Nuzlocke runs, ESPECIALLY if you don't want something to faint, but there's a way to avoid it if you know your opponent's running it: just don't attack, use a defensive or support move like stun spore or something, and you're good.
At lucky, or unlucky given the nature of this list, but at number 7: Substitute. Now I know a lot of you might be thinking "Huh? that's not so bad." Uh news flash, it IS. especially in competitive battling. a poison heal breloom with a certain move, substitute, focus punch and leech seed is really irritating.
What basically happens is you use 25% of your max HP to make a substitute doll to take hits. so say you have.. I dunno, 180 HP, you'd use 45 to make the sub, and when that HP runs out, it breaks. But the sub also takes defense boosts into account so if you don't hit hard enough you won't break it, and expert competitive battlers know how to use the sub right so.. Yeah there's that.
At number 6 on this list: Spore. Once the signature move of Paras and Parasect, it has since spread to Shroomish's line, as well as the Foongus line, and of course Smeargle can have it via Sketch. Spore is the only 100% guaranteed sleep-inducing move, and the final move in the aforementioned Breloom moveset in the Substitute affair.
Spore. Is. Monstrously overpowered, guaranteed sleep? good lord that's a recipe for disaster unless you've got a lum or chesto berry... Thankfully it's only on so few pokemon otherwise it'd be more problematic.
In the number 5 spot we have a tie of: Self Destruct and Explosion. Yeah we're getting into the really aggravating shit now. Everyone, and I mean EVERYONE who has played Pokemon knows how frustratingly annoying and rage-inducing it is to see one of these moves pop up in the screen.. My heartfelt sorrows go out to any and all Nuzlockers that have, at one point or another, lost a Pokemon to this accursed pair of suicide-tactic moves.
Most notably dangerous in any generation preceding gen 5 because of a small, unwritten but still well-known detail: in gens 1-4 SD and Explosion halve your current defense before calculating damage. and with them having base 200 and 250 power respectively? the ONLY things living them are rock or steel types, and ghosts avoiding them altogether.
This brings me to another bullshit moment in Gale of Darkness, Cooltrainer Gabsen in zone 58 in area 6 of Mt. Battle. She had a Forretress... and it used, you guessed it, Eeeexplosion. KO'd my shiftry AND my Vaporeon. >_< Hate it so much.. thankfully the defense bit was removed in gen 5 and 6, thank the lord for that.
At number 4 on this list we've got the ever cumbersome and dreaded: Perish Song. You can already guess why this is annoying, not for what it does itself, but what conditions there might be WHEN it's used. Perish Song plays a death-inducing melody that makes all Pokemon on the field faint three turns after it's used. It's the most devastating if you're trapped by mean look or a wrap-esque move. OR if there's a certain Pokemon that'll be mentioned at the top of the list out on the field with its ability, or a dugtrio with arena trap.
If you can't KO whatever's keeping you on the field when that perish count hits 1? you're screwed, there's no way you'll be able to switch out in time. and you have to watch as your massive HP-wielding Pokemon just drops, like that. *finger snap* I remember seeing a Misdreavus use it in Pokemon Chronicles in the battle against Atilla and Hun of Team Rocket while they were trying to capture Raikou. That looks soooo painful..
In the number 3 spot: All recovery moves excluding Rest. We've all been in this situation at some point or another, you're in a competitive battle and you're about to KO that last Pokemon, let's say a pretty irritating flying type.. Wheeen suddenly it uses ROOST. Now take that, and picture that happening with any recovery move ever. THAT'S how annoying these moves can be.
"Why isn't Rest part of this entry though?" I hear you asking a mile away. I'll tell you: Rest is only annoying if your foe's got a chesto or lum berry, otherwise they're asleep for 2 turns, and unless it's a Snorlax (I'm looking at YOUR devil there, Pokemon Trainer Red from G/S/C/HG/SS!) you can probably two-turn KO it before it can get a rest off again.
At Number 2, we come up to: Double Team. And I can hear you screaming right now. "WHY ISN'T THIS MOVE NUMBER ONE?!?" Because this is my opinion and that when I explain #1 it'll make more sense but back to double team. Anyone who knows their Pokemon and moves understand exactly why this move's as high as it is. Double Team raises evasiveness/evasion. Doesn't sound too bad at first, right? Haha, WRONG.
Even just one double team can ruin your day, giving you that chance to miss is the worst insult ever in Pokemon, and if that Pokemon gets 3-4 of them up? You're not hitting it whatsoever, trust me. unless you're extremely lucky, or have guaranteed hitting moves like swift or aerial ace. But there are alternative options, and I'll be going over them, there's at least two viable ones.
First you could use Foresight or Odor Sleuth. You might question why, thinking them only useful to make ghosts vulnerable to normal and fighting moves. But here's something I bet you didn't know: both of these moves, when they connect, NEGATE the evasion boosts. How does that work? Well Foresight identifies what ghost types are right? It seeks out the real image of whatever the Pokemon that used double team is. odor sleuth's the same, except its identified by smell. This knowledge brought to you by Earl's Pokemon Academy in Pokemon Stadium 2, a really great game, and a fine sequel to the original Stadium. *sigh..* I wish they'd made a Stadium 3 though that would have been so awesome. but no, we got Battle Revolution instead.. oh well.
The other strategy you could employ is to use Haze to reset all stat changes back to normal, which is actually worked into a battle scenario in the aforementioned academy in a battle test against what I and many others coin as a 'double team noob'. the haze will force evasion back to normal, dispersing the double team clones and all, very effective.
On a side note, I'd like to mention that Minimize fits into this slot as well, it's essentially the same as double team, but how you deal with countering it remains much the same except you have two more options. You can try using Stomp, which deals double damage against minimized Pokemon, how fitting. Alternatively you can use the move Steamroller which only the Venipede family and Golem can learn, and it too does double damage. and in gen vi, it was changed so it never misses a shrunken target.
It's time for Number 1, this was a thrill to write and get some Pokemon move stress off, I know most expected double team/minimize to be this because of how outright annoying and common it is but when you see my reasoning for the following three-way-tie for moves, you'll understand why I just had to place these moves above all else, so with that said... The 3-way number 1 slot goes to: Counter, Mirror Coat and Destiny Bond! And I shall delve into each for the reasons.
Let's start with Counter. This move's been around since generation one. it's a fighting type move, meaning it has no effect on ghosts. Now it doesn't get STAB or SE or NVE (super-effective/not very effective) checks either. Essentially it does what it says - and counters PHYSICAL attacks. meaning if the move makes contact and is listed physical as gen iv had the physical/special split, but prior gens it was eeveelutions, and dragon as special, the rest physical.
Say you're facing a Swampert with a Sceptile, and you go for Leaf Blade. it has a sash, which makes you tut. "oh well, next turn he's gone." then what should appear but 'The foe's Swampert used Counter!' you internally SCREAM as you see all that damage you cause get whopped back at you, with DOUBLE what you inflicted, and your Sceptile's one-shot. ...Truly one of the most annoying things.
Mirror Coat's next, and it's the same principle, except this time it counters special attacks. so same scenario, let's say you rematched that swampert user, and use Energy Ball. it lives with sash, but you're confident. then once again. 'The foe's Swampert used Mirror Coat!' and you scream aloud along the lines of "ARE YOU FREAKIN' KIDDING ME?!' as you get one-shot yet again.
So yes.. Both of these moves are just devastating, but not uncommon for strategy except for ONE POKEMON LINE. You all know this was coming if you know gen 2 well. it was tournament-banned for the sheer amount of prediction involved. Ladies and Gentlemen? Wynaut and Wobbuffet. the practical COINERS of the counter/mirror coat meta.
These two never gain any attack moves, counter and mirror coat, are the only things they have to attack with, and it's always a guessing game, oh and the best part? Shadow Tag for their Ability. prevents you from switching, save for ghosts in gen vi as they're now unaffected, thankfully.
But then when it's low enough you're cheering yourself mentally, but then..? A Quick Claw activation! and then you see 'The foe's Wobbuffet used Destiny Bond!' and at this point your smile's gone, replaced with pure rage and hatred, nearly ripping your hair out as the message 'The foe's Wobbuffet is trying to take (Pokemon) down with it!' and you KO it.. then your mon's HP drains to zero and just drops.
I've seen only Misdreavus use D-Bond in the anime, and it was pretty brutal.. ugh, and there's been a few times where I've KO'd a d-bond using mon.. *glares at the wild Haunter of Kalos' Victory Road* Fucking my god...
Anyways you guys! Lemme know what you think and feel free to list a move that YOU think is annoying in your opinion in the comments below, but with that? This has been the Furry Shapeshifter. Have a good day.
FA+

"Hi I'm Palkia the God of Time, and I'm gonna spam it because I'm mentally challenged."
Also, are you referencing PMD Time/Darkness/Sky? If so, I sympathize. I did such under-leveled on my first ever run ;w;
"Oh ho ho ho we KNOW you're gonna have ot restart the Tower several times BECAUSE OF THIS ONE ATTACK, so letsm ake it as OP as possible. I had to throw seeds and stuff at him just so my partner and I could beat the crap out of him.
And you know what else makes zero sense about PMD? HOW do you defeat a GIANT pokemon the size of....something huge, and you're ****ing tiny? The game even says you're "Baby" pokemon. So you'd be squashed like a bug technically.
OH MY GOD I GOT BLOODY RAPED. ONE ROAR OF TIME AND THERE GOES EVERYTHING I KNEW AND LOVED!
It was like a heart attack in a can.
And I know for a FACT, that dialga has 2000 hp. How? I tested it on sky, three focus punches powered by violent and vile seeds, each doing 600 damage each, then like a couple more basic attacks and he was down.
And squashed isn't an understatement, you'd be obliterated.
I had to keep going through there so many times that by the time I "came back" in the game and did the silly "graduation test" (I HAAAAAAAAAAAAAAATED IT), I was so high leveled I could evolve TWICE if I wanted.
And oh lordy. The Grad test. That... That... was a thing.
They bullshit the levels on the pokemon there I swear.
And my god don't get me STARTED ON WIGGLYTUFF'S HP! HHNNNNNGGGGGGGGG!
Articuno from PMD Red/Blue. Powder Snow.
*Many playthrough restarts later due to bad-typing*
PLEASE FUCKING LET ME WIN I HATE YOU ARTICUNO ;3;
and there IS a trade off for that move. Like Blast, Burn, Hydro Cannon, and Frenzy plant, it has a base 150 attack power, 90 accuracy, and the user must rest for one turn. Not to mention you can only use it 5 times without any PP up.
i picked my partner based off my faults. So I was a grass type, and I picked him because he was fighting. So we required team work to survive. It eventually paid off.
Gen 3. Smart Master Contests cause I was bored enough to try them. Got all the way up to the final rank.
*breathes&
THIS ONE FUCKING WOBBUFETT.
IT ALWAYS SHOWED UP!
AND IT ENDED WITH THE MOST BS THING. DESTINY BOND, INSTANT HUGE APPEAL, SEALS IT S A VICTORY EVERYTIME! AND IT ALWAYS USES IT!
*breathes*
FUCK. It's a pet peeve of mine. There is no way around it! And I had a pokemon specifically MADE for smart-contests and shit. Then they throw that shit.
Destiny bond isn't just fucking annoying in combat, its a fucking contest ruiner too.
Right I need to go to bed now, getting too angry at the thoughts.
I also suppose the infamous Mind Reader + Sheer Cold combo would be considered bad as well, except I can't really complain about that one much since I use it myself to deal with the cheap battle maison trainers when they start using legendary pokemon.