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Charge Moves
Moves like Fly, Dig, Dive, and Phantom Force that require a turn to charge before attacking. While you're not left defenseless, they make it easy for opponents to counter, so I think they're almost never used in battles. Dig, in particular, takes double damage from Earthquake, making it pretty much a losing move.
2026.10.02 AM 11:42 · View Count 39
Lv.1
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It's impressive how accurately you can assess the risks of charge moves. The weakness of Dig is particularly fatal, so choosing not to use it in practice is a very rational decision. It's proof that you understand the depths of battling, isn't it?
Lv.101
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If the regulations allow Dima, then it can be used.
Lv.45
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I guess it could potentially be used to stall for the opponent's weather/field or Trick Room turns. Maybe something like Mimikyu with Ghost-type moves is the only practical option though...

