Handicap your Opponent - Disable Discussion

Move: Disable
Accuracy: 80
Damage: --
Effect: Disable's opponent's last move.

Since RBY, Disable has often been ignored because of it's lousy 55 accuracy and so-so effect. However, with Choice Items running around and an increased accuracy to 80, could this move finally see competititve use?

Pokemon that Learn Disable:
Wigglytuff
Venomoth
Golduck
Alakazam
Slobro
Muk
Hypno
Mewtwo
Slowking
Lickilicky
Dusknoir
Darkrai

Pokemon that Learn Disable through Breeding:
Arbok
Nidoqueen
Nidoking
Ninetails
Dewgong
Kangaskhan
Ariados
Kingdra
Stantler
Gardevoir
Spinda
Castfrom
Keckleon
Banette
Chimecho
Glalie
Driflim
Gallade
Frostlass

Wow, alot of pokes there. Good for variety's sake, but lets see what we can come up with:

Dusknoir*Leftovers
Protect/Pain Split/Rest
Disable
Subsitute
Focus Punch/Pursuit

Strategy: Industrial level staller right here, though the moveset is kinda hard to work out. Disable your opponent, Sub, FP, or Pursuit on the switch. Protect, Pain Split, or Rest to either waste some PP/leftovers recovery or heal depending on your strat (I personally recommend Pain Split but Protect is viable).

Alakazam*Magnifying Glasses
Disable
Protect
Knock Off
Psychic

Strategy: Speedy disabler. Protect first, Disable second, Knock Off incoming poke. If they choose to stay in the move is still disabled and they also lose their choice item and you can switch out next turn (watch out for Pursuit though). Magnifying Glasses because with it's frail nature, you can't afford to miss with Disable. Also can be used to dent Blissey (Protect/Disable T-Wave, Knock Off lefties).

Discuss Disable.
 
Dusknoir isn't going to scare anything with only one kind of attack and no Will-o-Wisp. Everything else is too fragile, UU, both, or uber. I think Torment is better than Disable since it's 100% accurate, scares Choice Banders enough to get out of there, and it can work with Protect and/or Encore as well.
 
I thought Will-o-wisp was no good because of Heracross anyway?

Torment only prevents choice banders from attacking every other turn and doesn't stop Blissey from T-Waving and STossing Zam to oblivion (as long as it swithces to Ice Beam every other turn). That 100% accuracy is nice though, but the effect isn't as good IMO. As for the Dusknoir MS, yeah I can agree but it in my defense it was just an example moveset.
 
I don't see the logic in using this against a CBer. Here's what happens:
CBer uses super-effective move
Disabler dies
CBer used NVE move
CBer switches out against disable user
For Disable to work you need to let the opponent use its move first, which will either just kill you or won't do much, in which case it will switch out anyway.
 
If you Torment, say, a Salamence, he won't stay in to take 25% damage before he gets to attack again. A smart player switches his Choice Bander out both after it's been Tormented and been Disabled, therefore I would pick Torment since it works 100% of the time.

Blissey will still beat Disable Alakazam...it helps, but I think Disable hurts its versatility way too much to be useful. I'd rather use Taunt there, since Taunt + Recover Alakazam not only beats Blissey as long as Blissey doesn't get lucky with Ice Beam freeze or something, but also prevents non-Pursuit Umbreon from doing anything, in addition to screwing over Celebi that rely on Psychic for attacking (as opposed to Energy Ball).

Heracross was in Advance and it never stopped me from using Will-o-Wisp. I don't see that changing for DP.
 
Who would keep in a disabler against an opponent with a Super Effective attack?

Here's an example:

Foe sends out Aerodactyl.
You send out Dusknoir.

Dusknoir uses Protect.
Foe's Aerodactyl uses Crunch/Stone Edge.

*Now here you can make a decision. If it uses Crunch, switch out to something that resists and setup. If it uses Stone Edge, Disable.

Foe's Aerodactlyl uses Stone Edge.
Dusknoir uses Disable.
Foe's Stone Edge is Disable.
Dusknoir's Leftover's restored a little HP.

*if the foe switches out, you can Sub and Pain Split/Focus Punch.

EDIT: Another option is to just take the Protect anyway. Dusknoir will survive Crunch and it opens up a moveslot so you can Disable/Sub/FP/Pain Split.
 
If you Torment, say, a Salamence, he won't stay in to take 25% damage before he gets to attack again. A smart player switches his Choice Bander out both after it's been Tormented and been Disabled, therefore I would pick Torment since it works 100% of the time.

Blissey will still beat Disable Alakazam...it helps, but I think Disable hurts its versatility way too much to be useful. I'd rather use Taunt there, since Taunt + Recover Alakazam not only beats Blissey as long as Blissey doesn't get lucky with Ice Beam freeze or something, but also prevents non-Pursuit Umbreon from doing anything, in addition to screwing over Celebi that rely on Psychic for attacking (as opposed to Energy Ball).

Heracross was in Advance and it never stopped me from using Will-o-Wisp. I don't see that changing for DP.

Taunt? D'oh, forgot about that for Zam. I'll definitely agree on that one that Taunt > Disable if not only for Accuracy (thus more reliable). Would you recommend WoW in the current metagame though? I've heard some nasty things about it failing badly against Sandstorm teams (which have risen in popularity).
 
If you Torment, say, a Salamence, he won't stay in to take 25% damage before he gets to attack again. A smart player switches his Choice Bander out both after it's been Tormented and been Disabled, therefore I would pick Torment since it works 100% of the time.

However, Torment also gets you smacked the turn you use it. Disable just gets you "that attack was DISABLED!" or something along those lines. Tormenting a Salamence and then getting one-shot by Draco Meteor before forcing him to make that switch doesn't work. Torment needs to be used proactively to screw with only-one-good-attack-against-me pokemon.

That said, I think it'd only be viable on a fast pokemon and both it and Torment are only really usable with Protect. :/ The 'Zam example wouldn't actually be too bad, aside the fact T-Tar makes it cry.
 
Well another option is to use Zam with Protect/Disable/Knock Off/T-Wave. With Synchronize to status back opponents his only purpose it to disable your opponent's team so you can get a sweeper to come in and set up. I wouldn't recommend it all though, but it could be a novelty surprise at best.
 
Hm... Would it be worth it to put a Magnifying lense on? I'm not sure how much accuracy it raises, but I think its 10%, so'd you hit with it 77% of the time. Or is it not enough to warrant the use of Magnifying lense?
 
Disable's accuracy is 80, so it would be boosted to 88%. I don't think it would be a good item because it seems a bit overspecialized to me.
 
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