Select a Pokémon to compare every Fast Attack and Charged Attack combination in Trainer Battles.
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Each number is the additional Fast Attacks needed before using the same Charged Attack again. The first starts from zero energy; the second and third retain leftover energy, with a 100-energy cap. Time to first charge counts Fast Attack time only. Switching moves, overfarming and battle interruptions change this sequence. A dash means the move cannot be reached with the available data.
Fast Attacks needed | |||||
|---|---|---|---|---|---|
| 12 | 12 | 11 | 6s | ||
| 4 | 4 | 4 | 6s | ||
| 4 | 3 | 4 | 6s | ||
| 12 | 12 | 11 | 6s | ||
| 14 | 13 | 13 | 7s | ||
| 14 | 13 | 13 | 7s | ||
| 15 | 15 | 15 | 7.5s | ||
| 5 | 4 | 5 | 7.5s | ||
| 15 | 15 | 15 | 7.5s | ||
| 6 | 6 | 6 | 9s | ||
| 20 | 20 | 20 | 10s | ||
| 20 | 20 | 20 | 10s | ||
| 7 | 7 | 7 | 10.5s | ||
| 24 | 23 | 23 | 12s | ||
| 24 | 23 | 23 | 12s | ||
* Legacy move: availability may require an event or an Elite TM. Counts do not account for baiting or alternating Charged Attacks.