For in-gamers and those with Hidden Power Clause, these are applicable replacements for Hidden Power.
Protect - Nothing wrong with being protected from attacks for 1-2 turns, 3 if you're lucky. This can help up against Slakings or something that Skill Swapped a Truant.
Taunt - Use this against a Tank. It'll be funny being that they can only launch an attack from a low attack stat, or against something that uses a stat-up or Substitute.
Rest - It costs you two turns, so I'd only recommend this to people who can time this move right and successfully "coincide" it with three other moves. It heals status and recovers your HP, by the way.
You can also try Recover and Softboiled and such under this as well.
Substitute - It's a new age Protect, basically. Slakings fear this, etc. But you can get a stat-up or two while using this, so there's no harm in using this move. It costs 25% HP per use, which can really bite sometimes.
Toxic - Honestly, this thing will do just as well as HP whatever would've done. *Some* AI will switch when you use this move, though. If you're lucky, this move will wreak some nice havoc to your opponent, but it'll waste the PP of the other moves, so only consider this if you're desperate. Toxic does NOT affect Poison or Steel types, please take note of that. Also Poison Heal will ruin in.
Return - Physical pokes only. It has 102 base power - a ton more than a non-STABbed HP. It just can't cover the types other attacks can, but 102 doesn't really hurt, now does it? You can also use Double-Edge, even though it gives you recoil.
Nature Power - This isn't too useful, being that it'll only use Stun Spore in the average place. You can try it for the Stun Spore, but it only has 55% accuracy and Thunder Wave is better. Speaking of that...
Thunder Wave - PAR isn't bad, especially because of the speed reduction. It has full accuracy and doesn't work against Ground types, sadly. But it's more reliable than Nature Power, and it has a better variety too.
Focus Punch - Not everything learns this. You need to predict very well to fully make use of this move. It should be worth the 150 base power in the end, with full accuracy too.
Stat Boosters - Basically, moves that boost stats. Even if they don't need Speed and learn Agility, use it. Same with Amnesia and SD and such.
Thief - Steal your opponent's item, pretty much. I wouldn't recommend this nor would I recommend against this, mainly because it requires you to have no item equipped to pull it off.
Psych Up - Steal stat boosts from the opponent. It can really mess up your opponents up when you have about the same stats as them.
OHKO Move - Okay, this is supposed to be somewhat funny. You could seriously do this on an idle turn and try it out, then watch as the opponent loses that poke that helps them set-up. Be careful not to use this against something with a higher level than you, though, because then the accuracy will go down the toilet. Be aware that most competitive battles will ban OHKO moves.
Page written by Lord Raven.
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