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  1. Daren

    Keep/Change/Delete

    Keep. Defense Curl
  2. Daren

    Keep/Change/Delete

    I think it's fine as a move on its own, though I do dislike how it seems to affect Wild Charge and by extent most physical electric types. Limber (Edit: Made an error)
  3. Daren

    Keep/Change/Delete

    Delete Dynamax. I can't think of a way to salvage it without turning it into an entirely different mechanic. Slow Start
  4. Daren

    Keep/Change/Delete

    Change. The move is treated like a powerhouse attack, coming in at high levels, but it's pretty awful. Considering the huge downside of losing a turn I think it either needs to lose the recharge time and get a power drop, or get a large power boost. Brick Break
  5. Daren

    Keep/Change/Delete

    Change: remove recoil so it's a bit less bad compared to Thunderbolt. Eviolite
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