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Obscure game mechanics not mentioned literally anywhere math time:
In Pokemon, Water Spout (most well known for letting Kyogre hit like a nuclear missile) and Eruption (the one that lets Primal Groudon hit like a nuclear missile) start at BP150 and have their power reduced by 100-X%, X being how much of your max HP you have remaining. So if you're at half HP it's BP75, if you're at 80% it's BP135, etc. So in gen 6, it becomes weaker than the BP110 Hydro Pump/Fire Blast once your HP drops to 73% of maximum (although the higher accuracy means you're still winning out overall for a bit past that) and drops below the BP90 Surf/Flamethrower once you drop below 60% max HP. So while it obviously gets weaker than the other moves if you've taken a decent chunk of damage, it'll still be beating the other options out until you've dropped below 75% of your max HP.
That's in Pokemon. The puppet equivalents, Water Cannon and Fire Bird Dance, work the same way. With a single critical and crucial difference/nerf. Seriously, this is important if you're running these moves.
If your HP is not at full, the BP of the move DROPS to 100 BEFORE the further reduction from not being at full HP. This means that if you take even just ONE point of damage, Water Cannon's power will drop from 150 to 99, and below 75% max HP it starts to become a complete waste of a move slot. Whereas below 60% was when Water Spout and Eruption became worse than their BP 90 counterparts, below 60% is where Water Cannon and Fire Bird Dance become such wastes of time that even the equivalent SIGN skill would be stronger.
Basically if you take damage, Water Cannon and Fire Bird Dance become bad moves. They're only good if your HP stat is completely untouched.
Pic unrelated, I just wanted to post Raiko in hype of RaikoE.