Primary effect
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Covet functions as a Normal-type physical move that allows the user to claim an opponent's held item during battle, provided no item is currently held. This distinct effect provides a specialized method for resource disruption. Analyze the mechanics governing physical contact and item acquisition to assess how Covet influences tactical engagement and team utility.
Evaluate Covet through its physical battle category and its specific utility for acquiring a target's held item during active combat. By understanding its reliance on direct contact and the necessary condition of being item-less upon activation, players can integrate this move into broader team utility builds that prioritize resource manipulation alongside traditional physical damage output.
Power
60
Accuracy
100%
Priority
0
Effect rate
—
If the user is not already holding an item it steals the target's held item.
Covet functions as a physical utility move defined by specific interaction flags that govern its performance in battle. Understanding the contact flag helps players anticipate secondary triggers, while acknowledging the lack of restrictive move-type tags clarifies how the move operates against common defensive abilities. These mechanics define essential windows for item theft opportunities.
Examine the complete list of Pokemon capable of executing Covet to better understand its practical reach across the competitive landscape. Cross-referencing move learnsets with individual monster attributes helps identify viable carriers, allowing players to effectively integrate this item-stealing utility into diverse team compositions for improved battlefield coverage.
Covet specializes in tactical item acquisition during standard physical engagement. Evaluating nearby moves helps clarify situational trade-offs between utility-focused attacks and raw offensive pressure. Use these comparisons to determine if an alternative aligns better with specific team needs or if the unique thieving mechanic remains the primary requirement for a given battlefield role.
Primary effect
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Primary effect
The user gains the Recharging status on the turn after this move is used.
Primary effect
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Primary effect
The user takes 1/3 of the damage dealt by this move.
Primary effect
Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Continue investigating various move effects, type advantages, and combat categories available within the competitive meta. Reviewing these mechanical interactions assists in building cohesive teams capable of managing diverse battle scenarios and utility-focused offensive threats.