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.
Fake Out operates as a tactical Normal-type physical maneuver that forces a target to flinch upon a successful hit. Understanding that activation relies strictly on the first turn after entering battle helps players plan opening sequences. Review these specific move attributes to determine how to integrate this priority-like effect into competitive team compositions.
Fake Out operates as a high-precision physical maneuver designed specifically to disrupt opponents upon entry into combat. Evaluators must account for its strict requirement to be the first action taken after switching, as this dependency dictates the window of opportunity for landing a flinch. This profile helps players isolate exactly how this Normal-type tool alters turn economy when timed correctly in active engagements.
Power
40
Accuracy
100%
Priority
3
Effect rate
100%
Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Understanding essential mechanical traits like contact flags helps determine how Fake Out interacts with common held items, defensive abilities, and field obstacles. Recognizing these specific behavior markers provides clarity on why execution fails outside of the initial turn, ensuring accurate evaluation of timing requirements and impact within complex battle scenarios.
Identifying the specific Pokemon that learn Fake Out reveals how this priority flinch move integrates into diverse team archetypes. By reviewing the full list of twenty-two learners, players gain clarity on whether this move aligns with their current roster needs or requires tactical adjustments. Connect move data to individual species performance to refine your strategic preparation.
Analyze common battle characteristics by comparing Fake Out against other priority moves or flinch-inducing techniques. Understanding how these alternatives function allows players to assess their specific impact on early-turn momentum and board control, ensuring every move choice aligns with the unique synergy requirements of a competitive team composition.
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.
Investigate additional move mechanics and type interactions to optimize your battle strategies. Build comprehensive knowledge of offensive and defensive options by comparing diverse move profiles and their unique effects against common combat scenarios.