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Protect and Fake Out
Introduction
In a similiar way to Substitute, the moves analyzed here are often misunderstood by newer players. To the contrary of what some of them think, they do more than "stretching the battle". Fact is, yes, using them lengthens the battle, but there is some strategy in using them.
Everything that can be said about Protect goes for Detect as well, but Protect has a PP advantage and no disadvantages, hence why Protect is the main example.
Fake Out
The mechanics
It's pretty simple: Fake Out has 40 base power, is a Normal-type attack, has a 100% flinch as a side effect and can only be used the very first turn the user is out. If you get fully paralyzed, are asleep and wake up next turn or are in some other way prevented from attacking, you do not get to Fake Out the turn after. The flinching is nullified by Inner Focus: that means that if you would use Fake Out on Dragonite, Crobat or some other Pokemon with Inner Focus, it would do damage, but they would not flinch. Fake Out works like Quick Attack and Mach Punch, and has the same priority modifier (this means that if one uses Quick Attack and the opponent uses Fake Out, their speed would determine who goes first, in the same way it would be in, say, Earthquake versus Thunderbolt).
The competitive uses
Fake Out is not used much, but is not really underrated move by pro battlers. It has a few functions that everyone should be aware of, but beyond these basics, it's not something you really can or should prepare your teams for.
Finishing off
It's already been noted Fake Out works like Quick Attack. This means you can use it on low-HP Pokemon without taking a hit first. Ideal for these Reversal/Flail Pokemon, or that Typhlosion that has Blaze and Petaya Berry kicked in. You should be wary of opponents having Endure though. Endure has a higher priority modifier than Fake Out, so your opponent will be left at 1HP and you won't be able to Fake Out again without switching out and in. However, you're free to try: not everyone sees Fake Out coming. Plus, you can still work around it with a little mind trick!
This log will demonstrate how you can maneuver around someone who knows you have Fake Out. All you require is something that can Fake Out as well as a move that cannot be Endured but does do damage or ruins the opponent (somewhat): Leech Seed, Toxic, Will-o-Wisp, Thunder Wave and Reflect all do fine.
Begin Turn #5
Heracross used Endure!
Heracross braced itself!
---------------------------------
Alakazam used Psychic!
(93% damage)
It's super effective!
---------------------------------
Using Salac Berry, the Speed of Heracross rose!
End of turn #5
Mekkah's Alakazam: 238 HP
c&a's Heracross: 7% HP Heracross' Reversal is powerful enough to sweep Mekkah's entire team. However, Mekkah has a Fake Out Ludicolo in reserve. If Ludicolo is switched in, it will likely be KOed. That's why Mekkah sacrifices something first: in this case, a 50% Metagross.
Begin Turn #6
Mekkah withdrew Alakazam!
Mekkah sent out Metagross (Lv.100 Metagross)!
---------------------------------
Heracross used Reversal!
(161 damage)
Metagross fainted!
Mekkah sent out Ludicolo (Lv.100 Ludicolo)!
---------------------------------
End of turn #6
Mekkah's Ludicolo: 322 HP
c&a's Heracross: 7% HP Now, Ludicolo comes out to Fake Out Heracross. Heracross sees it coming and Endures.
Begin Turn #7
Heracross used Endure!
Heracross braced itself!
---------------------------------
Ludicolo used Fake Out!
(6% damage)
Heracross Endured the hit!
---------------------------------
End of turn #7
Mekkah's Ludicolo: 322 HP
c&a's Heracross: 1% HP Another sacrifice has to be made to kill off Heracross. Alakazam bites the dust.
Begin Turn #8
Mekkah withdrew Ludicolo!
Mekkah sent out Alakazam (Lv.100 Alakazam)!
---------------------------------
Heracross used Reversal!
(238 damage)
It's not very effective...
Alakazam fainted!
Mekkah sent out Ludicolo (Lv.100 Ludicolo)!
---------------------------------
End of turn #8
Mekkah's Ludicolo: 322 HP
c&a's Heracross: 1% HP Now, Heracross expects Ludicolo to try to Fake Out and Endures again.
Begin Turn #9
Heracross used Endure!
Heracross braced itself!
---------------------------------
Ludicolo used Leech Seed!
Heracross was seeded!
---------------------------------
Heracross's health is sapped by Leech Seed!
Heracross fainted! Leech Seed goes past Endure and gets rid of Heracross' last hit point.
This way, you can prevent your team from being swept by that particular threat. It's all a mindgame though - if Heracross caught on, it would have attacked.
Scouting the opponent's item
Early on in the battle, it occurs that you have to take some risk where your chances depend on your opponent's set. In the following example, the opponent leads with a Salamence. Mekkah has a Zapdos and a Metagross in reserve for walling Choice Band Salamence, but also Suicune. Suicune is usually better to be kept in reserve in case it has to switch in, and would prefer coming in on Dragon Dance, while Metagross and Zapdos can wall a Choice Banded Hidden Power Flying or some other move Salamence uses that they resist. In a worst case scenario, ignoring Metagross switching in on Earthquake or a Fire move, or Zapdos on Rock Slide, Suicune will get hurt by a Choice Banded move, or one of the others faces a Dragon Danced Salamence. Both aren't a really big terror early on, but wouldn't it be really convenient to know what Salamence is really carrying for his item?
Begin Turn #1
Medicham used Fake Out!
(16% damage)
---------------------------------
Salamence flinched!
---------------------------------
End of turn #1
c&a's Salamence: 84% HP
Mekkah's Medicham: 282 HP Salamence is not recovering any HP. This means it is most likely using Choice Band, and Metagross or Zapdos can switch in without much to fear. This technique is nice to use on Metagross, Salamence, Dragonite, Tyranitar and Heracross in standard and Gligar, Solrock, Aggron, Nidoking, Grumpig (checking for Trickband) and Kangaskhan among others.
Lingering damage
So, you've found out your opponent uses Leftovers on his Salamence. Will the only use of Fake Out for the rest of the match be limited to finishing off low-HP guys? No, there's more. Leftovers recovery can be negated by the use of burn, poison and Sandstream, to name a few, and combined with some smart switching this can be quite a pain. An example straight from UU. Mekkah leads with Misdreavus, facing a Banette. Expecting a Shadow Ball, he goes to Kangaskhan, but Banette predicts the switch right on and uses Will-o-Wisp.
Begin Turn #1
Mekkah withdrew Misdreavus!
Mekkah sent out Kangaskhan (Lv.100 Kangaskhan)!
---------------------------------
Banette used Will-O-Wisp!
Kangaskhan was burned!
---------------------------------
Kangaskhan is hurt by its burn!
End of turn #1
Mekkah's Kangaskhan: 326 HP (Brn)
c&a's Banette: 100% HP Kangaskhan now tries to Shadow Ball Banette, but Banette is subbed for Persian. More burn damage.
Begin Turn #2
c&a withdrew Banette!
c&a sent out Persian (Lv.100 Persian)!
---------------------------------
Kangaskhan used Shadow Ball!
It doesn't affect Persian...
---------------------------------
Kangaskhan's Leftovers restored its HP a little!
Kangaskhan is hurt by its burn!
End of turn #2
Mekkah's Kangaskhan: 303 HP (Brn)
c&a's Persian: 100% HP Kangaskhan can try to Counter the Persian, or get a Return in, or whatever he wants, it won't help: Fake Out will linger even more.
Begin Turn #3
Persian used Fake Out!
(42 damage)
---------------------------------
Kangaskhan flinched!
---------------------------------
Kangaskhan's Leftovers restored its HP a little!
Kangaskhan is hurt by its burn!
End of turn #3
Mekkah's Kangaskhan: 238 HP (Brn)
c&a's Persian: 100% HP The mind game goes on. Kangaskhan wants to attack Persian but Banette just comes back.
Begin Turn #4
c&a withdrew Persian!
c&a sent out Banette (Lv.100 Banette)!
---------------------------------
Kangaskhan used Return!
It doesn't affect Banette...
---------------------------------
Kangaskhan's Leftovers restored its HP a little!
Kangaskhan is hurt by its burn!
End of turn #4
Mekkah's Kangaskhan: 215 HP (Brn)
c&a's Banette: 100% HP Without being scratched at all, a few smart switches caused over 100HP loss to Kangaskhan.
Now, you need some nerve and prediction to do this. There was not much risk involved here because a burned Kangaskhan doesn't do much damage, but this can be a great help in a pinch. Think for example of a Heracross that has Swords Danced, killed your Weezing who only managed to burn him and damage him a bit. Tyranitar has been in play so Sandstream is running amok. Fake Out is a great savior here: 1/8 damage from burn, 1/16 from Sandstream, some from Fake Out will quickly cause Heracross' demise.
Damaging low-defense Pokemon
This is a dead give-away. If you're not so keen on switching in your defensive Metagross into Alakazam and maybe not KOing it because Meteor Mash might miss or Earthquake may not do enough, just Fake Out it first, then bring in Metagross on the Psychic. Guaranteed in KO range of Earthquake. Tired of waiting for Ninjask to finish Substituting? Fake Out it in the face. Preferably not a Choice Banded Fake Out though, because in that case it gets a free Swords Dance, Substitute or whatever it wants to do. Smeargle's Belly Drum can be completely ruined by a Pokemon with Fake Out. In short, Fake Out can enlarge the KO range of your other attacks.
Other circumstantial cases
Protect
The mechanics
Protect guards the user against anything that's done directly on him. This includes damage and status effects, but for example doesn't stop an opponent from switching or using a set-up move like Substitute or Dragon Dance.
You can use Protect multiple turns in a row, however the chance that it will work in succession is halved every turn. The moves Endure and Detect work on the same modifier. So if you use any of these three once, then any of the three in the next turn as well, the second time it will only have a 50% chance of working. If it works and you use one of them the third turn, it will be a 25% chance, and so on.
The competitive uses
Scouting
Using Protect against any Pokemon without a stat-up move will usually result into your advantage. It can be useful against about any Pokemon, but mostly against Choice Banders. Let's take a similiar case to the first example from the Fake Out part: Salamence comes in on Swampert Earthquake.
Begin Turn #8
c&a withdrew Swampert!
c&a sent out Salamence (Lv.100 Salamence)!
Salamence's Intimidate cuts Swampert's Attack!
---------------------------------
Swampert used Earthquake!
It doesn't affect Salamence...
---------------------------------
Swampert's Leftovers restored its HP a little!
End of turn #8
Mekkah's Swampert: 42% HP
c&a's Salamence: 332 HP Swampert is on rather low health. Salamence might be able to KO him with Hidden Power Flying, and even if he survives with so few HP left he will have a very hard time Resting. It would be better to have a safe switch to go to. He could switch to Zapdos, and risk that the Salamence user sees it coming and uses Rock Slide. He could go to Metagross, but what if Salamence uses Earthquake or Fire Blast? However, if Salamence uses Fire Blast or Rock Slide, Swampert might as well stay in and use Rest, or kill Salamence with Ice Beam.
Begin Turn #9
Swampert used Protect!
Swampert protected itself!
---------------------------------
Salamence used Earthquake!
Swampert protected itself!
---------------------------------
Swampert's Leftovers restored its HP a little!
End of turn #9
Mekkah's Swampert: 48% HP
c&a's Salamence: 332 HP A simple Protect makes the situation much easier to judge. A simple damage calculation shows Swampert will survive, so he could take the hit, Rest, and then switch out. He can also just go to Zapdos and bring Swampert back later, with 42% health it's easy to bring him back on for example Hidden Power Ice Electrics, or Blissey.
Protecting also works to check for moves of your weakness (Forretress using Protect to check for Fire moves, Swampert for Grass moves or Tyranitar for Fighting moves, just to name a few) or just to see how your opponent is reading you.
Lingering damage
Same as with Fake Out, except it does no damage and you can use it more than once without switching (of course, keep in mind the decrease in chance of working in succession more than once in a row).
Begin Turn #6
Mekkah withdrew Raikou!
Mekkah sent out Gyarados (Lv.100 Gyarados)!
Gyarados's Intimidate cuts Swampert's Attack!
---------------------------------
Swampert used Toxic!
Gyarados was badly poisoned!
---------------------------------
Gyarados is hurt by poison!
End of turn #6
Mekkah's Gyarados: 94% HP (Psn)
c&a's Swampert: 404 HP
Begin Turn #7
Swampert used Protect!
Swampert protected itself!
---------------------------------
Gyarados used Taunt!
Swampert protected itself!
---------------------------------
Gyarados's Leftovers restored its HP a little!
Gyarados is hurt by poison!
End of turn #7
Mekkah's Gyarados: 88% HP (Psn)
c&a's Swampert: 404 HP Free 12% damage, Swampert is also able to hold off Gyarados for a while with Protect, while Ice Beaming on Taunts, so it might actually manage to take it down. This technique of course works even better in conjunction with Tyranitar.
Regaining HP
In a similiar way to above, Protect can help Leftovers or other ways to gain health.
Begin Turn #5
Sceptile used Leech Seed!
Snorlax was seeded!
---------------------------------
Snorlax used Return!
(188 damage)
---------------------------------
Sceptile's Leftovers restored its HP a little!
Snorlax's Leftovers restored its HP a little!
Snorlax's health is sapped by Leech Seed!
End of turn #5
c&a's Snorlax: 81% HP
Mekkah's Sceptile: 192 HP
Begin Turn #6
Sceptile used Substitute!
Sceptile made a Substitute!
---------------------------------
Snorlax used Return!
The Substitute took damage for Sceptile!
Sceptile's Substitute faded!
---------------------------------
Sceptile's Leftovers restored its HP a little!
Snorlax's Leftovers restored its HP a little!
Snorlax's health is sapped by Leech Seed!
End of turn #6
c&a's Snorlax: 75% HP
Mekkah's Sceptile: 195 HP
Begin Turn #7
Sceptile used Protect!
Sceptile protected itself!
---------------------------------
Snorlax used Return!
Sceptile protected itself!
---------------------------------
Sceptile's Leftovers restored its HP a little!
Snorlax's Leftovers restored its HP a little!
Snorlax's health is sapped by Leech Seed!
End of turn #7
c&a's Snorlax: 69% HP
Mekkah's Sceptile: 273 HP If Sceptile continues to alternate Substitute and Protect, Snorlax will never, ever get through it and will be forced to Rest or faint.
Protecting against Explosion
Fairly obvious. I think these logs will say enough.
Swampert used Protect!
Swampert protected itself!
---------------------------------
Metagross used Explosion!
Swampert protected itself!
Metagross fainted!
Swampert used Protect!
Swampert protected itself!
---------------------------------
Snorlax used Selfdestruct!
Swampert protected itself!
Snorlax fainted!
Swampert used Protect!
Swampert protected itself!
---------------------------------
Dusclops used Memento!
Swampert protected itself!
Dusclops fainted! Triggering moves that require waiting
The best example to show this with is Doom Desire Jirachi. For more on that, I suggest reading its strategy analysis.
Begin Turn #1
Mekkah withdrew Dodrio!
Mekkah sent out Dugtrio (Lv.100 Dugtrio)!
---------------------------------
Jirachi used Doom Desire!
Jirachi foresaw an attack!
---------------------------------
End of turn #1
c&a's Jirachi: 100% HP
Mekkah's Dugtrio: 211 HP
Begin Turn #2
Dugtrio used Earthquake!
(87% damage)
It's super effective!
---------------------------------
Jirachi used Wish!
Jirachi made a Wish!
---------------------------------
Jirachi's Leftovers restored its HP a little!
End of turn #2
c&a's Jirachi: 19% HP
Mekkah's Dugtrio: 211 HP
Begin Turn #3
Jirachi used Protect!
Jirachi protected itself!
---------------------------------
Dugtrio used Earthquake!
Jirachi protected itself!
---------------------------------
Jirachi's Wish came true!
Jirachi regained health!
Jirachi's Leftovers restored its HP a little!
Dugtrio took Doom Desire's attack!
(211 damage)
Dugtrio fainted! This shows how Protect makes Wish about as good as Recover (except that it can also heal other Pokemon), and how to stall an extra turn to get Doom Desire in.
Another good example is Perish Song. Gengar sometimes needs Protect to actually survive it.
Begin Turn #1
c&a withdrew Snorlax!
c&a sent out Swampert (Lv.100 Swampert)!
---------------------------------
Gengar used Mean Look!
Swampert can't escape now!
---------------------------------
End of turn #1
Mekkah's Gengar: 294 HP
c&a's Swampert: 100% HP
Begin Turn #2
Gengar used Perish Song!
All affected Pok�mon will faint in 3 turns!
---------------------------------
Swampert used Hydro Pump!
(164 damage)
---------------------------------
Gengar's Leftovers restored its HP a little!
Gengar's Perish count fell to 3!
Swampert's Perish count fell to 3!
End of turn #2
Mekkah's Gengar: 148 HP
c&a's Swampert: 100% HP
Begin Turn #3
Gengar used Protect!
Gengar protected itself!
---------------------------------
Swampert used Hydro Pump!
Gengar protected itself!
---------------------------------
Gengar's Leftovers restored its HP a little!
Gengar's Perish count fell to 2!
Swampert's Perish count fell to 2!
End of turn #3
Mekkah's Gengar: 166 HP
c&a's Swampert: 100% HP
Begin Turn #4
Gengar used Protect!
Gengar protected itself!
---------------------------------
Swampert used Hydro Pump!
Gengar protected itself!
---------------------------------
Gengar's Leftovers restored its HP a little!
Gengar's Perish count fell to 1!
Swampert's Perish count fell to 1!
End of turn #4
Mekkah's Gengar: 184 HP
c&a's Swampert: 100% HP
Begin Turn #5
Mekkah withdrew Gengar!
Mekkah sent out Gyarados (Lv.100 Gyarados)!
Gyarados's Intimidate cuts Swampert's Attack!
---------------------------------
Swampert used Hydro Pump!
(59 damage)
It's not very effective...
---------------------------------
Gyarados's Leftovers restored its HP a little!
Swampert's Perish count fell to 0!
Swampert fainted! Other circumstantial uses
Lots of these are similiar to Fake Out's uses.
And this concludes this in-depth guide about Fake Out or Protect. I hope you learned something!
Protect and Fake Out
Introduction
In a similiar way to Substitute, the moves analyzed here are often misunderstood by newer players. To the contrary of what some of them think, they do more than "stretching the battle". Fact is, yes, using them lengthens the battle, but there is some strategy in using them.
Everything that can be said about Protect goes for Detect as well, but Protect has a PP advantage and no disadvantages, hence why Protect is the main example.
Fake Out
The mechanics
It's pretty simple: Fake Out has 40 base power, is a Normal-type attack, has a 100% flinch as a side effect and can only be used the very first turn the user is out. If you get fully paralyzed, are asleep and wake up next turn or are in some other way prevented from attacking, you do not get to Fake Out the turn after. The flinching is nullified by Inner Focus: that means that if you would use Fake Out on Dragonite, Crobat or some other Pokemon with Inner Focus, it would do damage, but they would not flinch. Fake Out works like Quick Attack and Mach Punch, and has the same priority modifier (this means that if one uses Quick Attack and the opponent uses Fake Out, their speed would determine who goes first, in the same way it would be in, say, Earthquake versus Thunderbolt).
The competitive uses
Fake Out is not used much, but is not really underrated move by pro battlers. It has a few functions that everyone should be aware of, but beyond these basics, it's not something you really can or should prepare your teams for.
Finishing off
It's already been noted Fake Out works like Quick Attack. This means you can use it on low-HP Pokemon without taking a hit first. Ideal for these Reversal/Flail Pokemon, or that Typhlosion that has Blaze and Petaya Berry kicked in. You should be wary of opponents having Endure though. Endure has a higher priority modifier than Fake Out, so your opponent will be left at 1HP and you won't be able to Fake Out again without switching out and in. However, you're free to try: not everyone sees Fake Out coming. Plus, you can still work around it with a little mind trick!
This log will demonstrate how you can maneuver around someone who knows you have Fake Out. All you require is something that can Fake Out as well as a move that cannot be Endured but does do damage or ruins the opponent (somewhat): Leech Seed, Toxic, Will-o-Wisp, Thunder Wave and Reflect all do fine.
Begin Turn #5
Heracross used Endure!
Heracross braced itself!
---------------------------------
Alakazam used Psychic!
(93% damage)
It's super effective!
---------------------------------
Using Salac Berry, the Speed of Heracross rose!
End of turn #5
Mekkah's Alakazam: 238 HP
c&a's Heracross: 7% HP Heracross' Reversal is powerful enough to sweep Mekkah's entire team. However, Mekkah has a Fake Out Ludicolo in reserve. If Ludicolo is switched in, it will likely be KOed. That's why Mekkah sacrifices something first: in this case, a 50% Metagross.
Begin Turn #6
Mekkah withdrew Alakazam!
Mekkah sent out Metagross (Lv.100 Metagross)!
---------------------------------
Heracross used Reversal!
(161 damage)
Metagross fainted!
Mekkah sent out Ludicolo (Lv.100 Ludicolo)!
---------------------------------
End of turn #6
Mekkah's Ludicolo: 322 HP
c&a's Heracross: 7% HP Now, Ludicolo comes out to Fake Out Heracross. Heracross sees it coming and Endures.
Begin Turn #7
Heracross used Endure!
Heracross braced itself!
---------------------------------
Ludicolo used Fake Out!
(6% damage)
Heracross Endured the hit!
---------------------------------
End of turn #7
Mekkah's Ludicolo: 322 HP
c&a's Heracross: 1% HP Another sacrifice has to be made to kill off Heracross. Alakazam bites the dust.
Begin Turn #8
Mekkah withdrew Ludicolo!
Mekkah sent out Alakazam (Lv.100 Alakazam)!
---------------------------------
Heracross used Reversal!
(238 damage)
It's not very effective...
Alakazam fainted!
Mekkah sent out Ludicolo (Lv.100 Ludicolo)!
---------------------------------
End of turn #8
Mekkah's Ludicolo: 322 HP
c&a's Heracross: 1% HP Now, Heracross expects Ludicolo to try to Fake Out and Endures again.
Begin Turn #9
Heracross used Endure!
Heracross braced itself!
---------------------------------
Ludicolo used Leech Seed!
Heracross was seeded!
---------------------------------
Heracross's health is sapped by Leech Seed!
Heracross fainted! Leech Seed goes past Endure and gets rid of Heracross' last hit point.
This way, you can prevent your team from being swept by that particular threat. It's all a mindgame though - if Heracross caught on, it would have attacked.
Scouting the opponent's item
Early on in the battle, it occurs that you have to take some risk where your chances depend on your opponent's set. In the following example, the opponent leads with a Salamence. Mekkah has a Zapdos and a Metagross in reserve for walling Choice Band Salamence, but also Suicune. Suicune is usually better to be kept in reserve in case it has to switch in, and would prefer coming in on Dragon Dance, while Metagross and Zapdos can wall a Choice Banded Hidden Power Flying or some other move Salamence uses that they resist. In a worst case scenario, ignoring Metagross switching in on Earthquake or a Fire move, or Zapdos on Rock Slide, Suicune will get hurt by a Choice Banded move, or one of the others faces a Dragon Danced Salamence. Both aren't a really big terror early on, but wouldn't it be really convenient to know what Salamence is really carrying for his item?
Begin Turn #1
Medicham used Fake Out!
(16% damage)
---------------------------------
Salamence flinched!
---------------------------------
End of turn #1
c&a's Salamence: 84% HP
Mekkah's Medicham: 282 HP Salamence is not recovering any HP. This means it is most likely using Choice Band, and Metagross or Zapdos can switch in without much to fear. This technique is nice to use on Metagross, Salamence, Dragonite, Tyranitar and Heracross in standard and Gligar, Solrock, Aggron, Nidoking, Grumpig (checking for Trickband) and Kangaskhan among others.
Lingering damage
So, you've found out your opponent uses Leftovers on his Salamence. Will the only use of Fake Out for the rest of the match be limited to finishing off low-HP guys? No, there's more. Leftovers recovery can be negated by the use of burn, poison and Sandstream, to name a few, and combined with some smart switching this can be quite a pain. An example straight from UU. Mekkah leads with Misdreavus, facing a Banette. Expecting a Shadow Ball, he goes to Kangaskhan, but Banette predicts the switch right on and uses Will-o-Wisp.
Begin Turn #1
Mekkah withdrew Misdreavus!
Mekkah sent out Kangaskhan (Lv.100 Kangaskhan)!
---------------------------------
Banette used Will-O-Wisp!
Kangaskhan was burned!
---------------------------------
Kangaskhan is hurt by its burn!
End of turn #1
Mekkah's Kangaskhan: 326 HP (Brn)
c&a's Banette: 100% HP Kangaskhan now tries to Shadow Ball Banette, but Banette is subbed for Persian. More burn damage.
Begin Turn #2
c&a withdrew Banette!
c&a sent out Persian (Lv.100 Persian)!
---------------------------------
Kangaskhan used Shadow Ball!
It doesn't affect Persian...
---------------------------------
Kangaskhan's Leftovers restored its HP a little!
Kangaskhan is hurt by its burn!
End of turn #2
Mekkah's Kangaskhan: 303 HP (Brn)
c&a's Persian: 100% HP Kangaskhan can try to Counter the Persian, or get a Return in, or whatever he wants, it won't help: Fake Out will linger even more.
Begin Turn #3
Persian used Fake Out!
(42 damage)
---------------------------------
Kangaskhan flinched!
---------------------------------
Kangaskhan's Leftovers restored its HP a little!
Kangaskhan is hurt by its burn!
End of turn #3
Mekkah's Kangaskhan: 238 HP (Brn)
c&a's Persian: 100% HP The mind game goes on. Kangaskhan wants to attack Persian but Banette just comes back.
Begin Turn #4
c&a withdrew Persian!
c&a sent out Banette (Lv.100 Banette)!
---------------------------------
Kangaskhan used Return!
It doesn't affect Banette...
---------------------------------
Kangaskhan's Leftovers restored its HP a little!
Kangaskhan is hurt by its burn!
End of turn #4
Mekkah's Kangaskhan: 215 HP (Brn)
c&a's Banette: 100% HP Without being scratched at all, a few smart switches caused over 100HP loss to Kangaskhan.
Now, you need some nerve and prediction to do this. There was not much risk involved here because a burned Kangaskhan doesn't do much damage, but this can be a great help in a pinch. Think for example of a Heracross that has Swords Danced, killed your Weezing who only managed to burn him and damage him a bit. Tyranitar has been in play so Sandstream is running amok. Fake Out is a great savior here: 1/8 damage from burn, 1/16 from Sandstream, some from Fake Out will quickly cause Heracross' demise.
Damaging low-defense Pokemon
This is a dead give-away. If you're not so keen on switching in your defensive Metagross into Alakazam and maybe not KOing it because Meteor Mash might miss or Earthquake may not do enough, just Fake Out it first, then bring in Metagross on the Psychic. Guaranteed in KO range of Earthquake. Tired of waiting for Ninjask to finish Substituting? Fake Out it in the face. Preferably not a Choice Banded Fake Out though, because in that case it gets a free Swords Dance, Substitute or whatever it wants to do. Smeargle's Belly Drum can be completely ruined by a Pokemon with Fake Out. In short, Fake Out can enlarge the KO range of your other attacks.
Other circumstantial cases
- If you Fake Out a Slaking on the first turn it's out, it will not be able to attack next turn due to Truant
- If your opponent is using a Sunny Day/Rain Dance Pokemon and you're having a hard time walling him, Fake Out basically makes one of these weather-tuned turns useless.
- If you're using Doom Desire or Future Sight (Choice Band Jirachi is the only case you should be considering them), Fake Out makes the wait shorter before it strikes
- If your Wisher died on the turn he used Wish and your Fake Outer is damaged badly, bring him in and use Fake Out. He will heal at the end of his turn.
- In 2v2, Fake Out is invaluable. Obi's feared "Obi Mode" technique involving Endeavor Smeargle can be ruined by using Fake Out Ludicolo, the exact way it works is explained in his guide. Fake Out generally helps in disabling one of the opponents for one turn.
Protect
The mechanics
Protect guards the user against anything that's done directly on him. This includes damage and status effects, but for example doesn't stop an opponent from switching or using a set-up move like Substitute or Dragon Dance.
You can use Protect multiple turns in a row, however the chance that it will work in succession is halved every turn. The moves Endure and Detect work on the same modifier. So if you use any of these three once, then any of the three in the next turn as well, the second time it will only have a 50% chance of working. If it works and you use one of them the third turn, it will be a 25% chance, and so on.
The competitive uses
Scouting
Using Protect against any Pokemon without a stat-up move will usually result into your advantage. It can be useful against about any Pokemon, but mostly against Choice Banders. Let's take a similiar case to the first example from the Fake Out part: Salamence comes in on Swampert Earthquake.
Begin Turn #8
c&a withdrew Swampert!
c&a sent out Salamence (Lv.100 Salamence)!
Salamence's Intimidate cuts Swampert's Attack!
---------------------------------
Swampert used Earthquake!
It doesn't affect Salamence...
---------------------------------
Swampert's Leftovers restored its HP a little!
End of turn #8
Mekkah's Swampert: 42% HP
c&a's Salamence: 332 HP Swampert is on rather low health. Salamence might be able to KO him with Hidden Power Flying, and even if he survives with so few HP left he will have a very hard time Resting. It would be better to have a safe switch to go to. He could switch to Zapdos, and risk that the Salamence user sees it coming and uses Rock Slide. He could go to Metagross, but what if Salamence uses Earthquake or Fire Blast? However, if Salamence uses Fire Blast or Rock Slide, Swampert might as well stay in and use Rest, or kill Salamence with Ice Beam.
Begin Turn #9
Swampert used Protect!
Swampert protected itself!
---------------------------------
Salamence used Earthquake!
Swampert protected itself!
---------------------------------
Swampert's Leftovers restored its HP a little!
End of turn #9
Mekkah's Swampert: 48% HP
c&a's Salamence: 332 HP A simple Protect makes the situation much easier to judge. A simple damage calculation shows Swampert will survive, so he could take the hit, Rest, and then switch out. He can also just go to Zapdos and bring Swampert back later, with 42% health it's easy to bring him back on for example Hidden Power Ice Electrics, or Blissey.
Protecting also works to check for moves of your weakness (Forretress using Protect to check for Fire moves, Swampert for Grass moves or Tyranitar for Fighting moves, just to name a few) or just to see how your opponent is reading you.
Lingering damage
Same as with Fake Out, except it does no damage and you can use it more than once without switching (of course, keep in mind the decrease in chance of working in succession more than once in a row).
Begin Turn #6
Mekkah withdrew Raikou!
Mekkah sent out Gyarados (Lv.100 Gyarados)!
Gyarados's Intimidate cuts Swampert's Attack!
---------------------------------
Swampert used Toxic!
Gyarados was badly poisoned!
---------------------------------
Gyarados is hurt by poison!
End of turn #6
Mekkah's Gyarados: 94% HP (Psn)
c&a's Swampert: 404 HP
Begin Turn #7
Swampert used Protect!
Swampert protected itself!
---------------------------------
Gyarados used Taunt!
Swampert protected itself!
---------------------------------
Gyarados's Leftovers restored its HP a little!
Gyarados is hurt by poison!
End of turn #7
Mekkah's Gyarados: 88% HP (Psn)
c&a's Swampert: 404 HP Free 12% damage, Swampert is also able to hold off Gyarados for a while with Protect, while Ice Beaming on Taunts, so it might actually manage to take it down. This technique of course works even better in conjunction with Tyranitar.
Regaining HP
In a similiar way to above, Protect can help Leftovers or other ways to gain health.
Begin Turn #5
Sceptile used Leech Seed!
Snorlax was seeded!
---------------------------------
Snorlax used Return!
(188 damage)
---------------------------------
Sceptile's Leftovers restored its HP a little!
Snorlax's Leftovers restored its HP a little!
Snorlax's health is sapped by Leech Seed!
End of turn #5
c&a's Snorlax: 81% HP
Mekkah's Sceptile: 192 HP
Begin Turn #6
Sceptile used Substitute!
Sceptile made a Substitute!
---------------------------------
Snorlax used Return!
The Substitute took damage for Sceptile!
Sceptile's Substitute faded!
---------------------------------
Sceptile's Leftovers restored its HP a little!
Snorlax's Leftovers restored its HP a little!
Snorlax's health is sapped by Leech Seed!
End of turn #6
c&a's Snorlax: 75% HP
Mekkah's Sceptile: 195 HP
Begin Turn #7
Sceptile used Protect!
Sceptile protected itself!
---------------------------------
Snorlax used Return!
Sceptile protected itself!
---------------------------------
Sceptile's Leftovers restored its HP a little!
Snorlax's Leftovers restored its HP a little!
Snorlax's health is sapped by Leech Seed!
End of turn #7
c&a's Snorlax: 69% HP
Mekkah's Sceptile: 273 HP If Sceptile continues to alternate Substitute and Protect, Snorlax will never, ever get through it and will be forced to Rest or faint.
Protecting against Explosion
Fairly obvious. I think these logs will say enough.
Swampert used Protect!
Swampert protected itself!
---------------------------------
Metagross used Explosion!
Swampert protected itself!
Metagross fainted!
Swampert used Protect!
Swampert protected itself!
---------------------------------
Snorlax used Selfdestruct!
Swampert protected itself!
Snorlax fainted!
Swampert used Protect!
Swampert protected itself!
---------------------------------
Dusclops used Memento!
Swampert protected itself!
Dusclops fainted! Triggering moves that require waiting
The best example to show this with is Doom Desire Jirachi. For more on that, I suggest reading its strategy analysis.
Begin Turn #1
Mekkah withdrew Dodrio!
Mekkah sent out Dugtrio (Lv.100 Dugtrio)!
---------------------------------
Jirachi used Doom Desire!
Jirachi foresaw an attack!
---------------------------------
End of turn #1
c&a's Jirachi: 100% HP
Mekkah's Dugtrio: 211 HP
Begin Turn #2
Dugtrio used Earthquake!
(87% damage)
It's super effective!
---------------------------------
Jirachi used Wish!
Jirachi made a Wish!
---------------------------------
Jirachi's Leftovers restored its HP a little!
End of turn #2
c&a's Jirachi: 19% HP
Mekkah's Dugtrio: 211 HP
Begin Turn #3
Jirachi used Protect!
Jirachi protected itself!
---------------------------------
Dugtrio used Earthquake!
Jirachi protected itself!
---------------------------------
Jirachi's Wish came true!
Jirachi regained health!
Jirachi's Leftovers restored its HP a little!
Dugtrio took Doom Desire's attack!
(211 damage)
Dugtrio fainted! This shows how Protect makes Wish about as good as Recover (except that it can also heal other Pokemon), and how to stall an extra turn to get Doom Desire in.
Another good example is Perish Song. Gengar sometimes needs Protect to actually survive it.
Begin Turn #1
c&a withdrew Snorlax!
c&a sent out Swampert (Lv.100 Swampert)!
---------------------------------
Gengar used Mean Look!
Swampert can't escape now!
---------------------------------
End of turn #1
Mekkah's Gengar: 294 HP
c&a's Swampert: 100% HP
Begin Turn #2
Gengar used Perish Song!
All affected Pok�mon will faint in 3 turns!
---------------------------------
Swampert used Hydro Pump!
(164 damage)
---------------------------------
Gengar's Leftovers restored its HP a little!
Gengar's Perish count fell to 3!
Swampert's Perish count fell to 3!
End of turn #2
Mekkah's Gengar: 148 HP
c&a's Swampert: 100% HP
Begin Turn #3
Gengar used Protect!
Gengar protected itself!
---------------------------------
Swampert used Hydro Pump!
Gengar protected itself!
---------------------------------
Gengar's Leftovers restored its HP a little!
Gengar's Perish count fell to 2!
Swampert's Perish count fell to 2!
End of turn #3
Mekkah's Gengar: 166 HP
c&a's Swampert: 100% HP
Begin Turn #4
Gengar used Protect!
Gengar protected itself!
---------------------------------
Swampert used Hydro Pump!
Gengar protected itself!
---------------------------------
Gengar's Leftovers restored its HP a little!
Gengar's Perish count fell to 1!
Swampert's Perish count fell to 1!
End of turn #4
Mekkah's Gengar: 184 HP
c&a's Swampert: 100% HP
Begin Turn #5
Mekkah withdrew Gengar!
Mekkah sent out Gyarados (Lv.100 Gyarados)!
Gyarados's Intimidate cuts Swampert's Attack!
---------------------------------
Swampert used Hydro Pump!
(59 damage)
It's not very effective...
---------------------------------
Gyarados's Leftovers restored its HP a little!
Swampert's Perish count fell to 0!
Swampert fainted! Other circumstantial uses
Lots of these are similiar to Fake Out's uses.
- Protect renders Slaking useless if the Protector is already in against Slaking. Protect on attacking turns, attack on turns that Slaking is loafing around.
- In 2v2, Protect is the core of a lot of combo's. Use Earthquake with one and Protect with your other Pokemon to damage both opponents while staying intact yourself, or do the same with Explosion.
- Protect can also work to guard you against weather users. By Protecting, you effectively nullify one of the 5 turns that Exeggutor or Kingdra has to use the rain or the sun.
- Protect can waste the PP of opponents pretty quickly. Zapdos, Dusclops or Raikou can survive long enough using Protect in combination with Substitute or Rest to actually completely deplete someone's attacking or status moves.
And this concludes this in-depth guide about Fake Out or Protect. I hope you learned something!