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yfw Muddy Water becomes Water/Ground type > 4x effective against
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yfw Muddy Water becomes Water/Ground type
> 4x effective against pure Fire and Rock right off the bat
> 8x effective against lots of type combinations
> 16x effective against Fire/Rock
> Combined with dual STAB from Water/Ground types
>>
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>>26877667

Why would they ever do something autistic like that? We've never had dual type moves, and there's no reason to suddenly add dual type moves.
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>>26877667
Magcargo really needs this, anon.
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>>26877690
>He didn't play X and Y
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>>26877690

>We've never had dual type moves

Anon...
>>
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>>26877690
>Flying Press
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>>26877667
As long as it hits flying types, yes good. There's no reason why bonemerang, bone rush, precipice blades, eq, and earth power shouldn't hurt flyers. The latter three moves involve ground rising up or stuff falling from the ceiling
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>>26877865
>throw a rock at a bird
>it's super effective!
>throw a bone at a bird
>no effect
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>>26877934
you are doing it wrong, you gotta bone the bird
>>
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>>26877948
>Boning the bird
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>>26878127
DELET
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>>26877667
Honestly, I feel the best way to handle dual type moves is to effectively split their power between the types, and calculate them accordingly, instead of just applying both typings.
>>
>252+ SpA Life Orb Seismitoad Muddy Water vs. 248 HP / 252+ SpD Magcargo: 2090-2464 (689.7 - 813.2%) -- guaranteed OHKO
Dayum.
>>
Ground type was a mistake.
>>
>>26877713
Shit.
>>
>>26880021
>Magcargo
Stop. I'm still recovering from the fact that it'll never be good after facing reality in a recent HeartGold playthrough.
Thread replies: 16
Thread images: 5

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