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Pokémon Strategies and Movesets Post your team lineups, get your team rated or rate other teams, talk about lineups, talk about moves/movesets, strategies, etc. For general talk about the games, go to the respective Pokémon game forums.

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  #2601    
Old June 19th, 2010, 07:08 AM
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Alternative
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Quote:
Originally Posted by Essence View Post
Anyone want to recommend an original (NOT from Smogon) moveset for a cherrim? I've run out of ideas :3

It could either be competitive or to get me through the game.
There isn't really a lot Cherrim can do. Your best bet from the top of my heal is probably this.


Cherrim @ Life Orb/Heat Rock/Leftovers
Trait: Flower Gift
Nature: Modest
EVs: 252 SpA / 252 Spe / 4 HP
- Solarbeam
- Sunny Day
- Weather Ball
- Hidden Power [Ice]/Grass Knot/Energy Ball
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  #2602    
Old June 19th, 2010, 10:03 AM
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For Registeel, what's a good EV spread for one with a Sassy nature who's job is mostly only to set up rain?

252 HP/???/???
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  #2603    
Old June 19th, 2010, 10:06 AM
RTHookers
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Don't use it to set up rain. Use Ambipom or Electrode. Registeel is a wall.
  #2604    
Old June 19th, 2010, 10:22 AM
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I've seen Electrode most for setting up rain, Taunting the opponent and going BOOM!!!
Rain Dance
Taunt
Thunderbolt
Explosion
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  #2605    
Old June 19th, 2010, 10:24 AM
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Registeel's stat distributions make him perfect to set up rain later in a battle after the original rain runs out.
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  #2606    
Old June 19th, 2010, 10:25 AM
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Quote:
Originally Posted by RTHookers View Post
Don't use it to set up rain. Use Ambipom or Electrode. Registeel is a wall.
*shot* It's actually pretty good to set up Rain. Ambipom is a terrible lead in general, Electrode is a one time thing. You need more than one user that can come in MORE than once easily.

For Registeel, a Careful nature is preferred, but I guess you can use Sassy.

Registeel@Damp Rock
Clear Body
Sassy Nature
252 HP/40 Atk/216 SpD
  • Rain Dance
  • Explosion (If you want to set it up and then explode to get something in safely while leaving a dent)
  • Earthquake/Seismic Toss (Your preference)
  • Shadow Claw/Thunder Wave/Stealth Rock (Shadow Claw for coverage on Ghosts if they predict your Explosion and you can predict THAT, Thunder Wave just to nerf some stuff, Stealth Rock if you still need it)
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  #2607    
Old June 19th, 2010, 10:30 AM
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Yeah, I was going for careful, but after a while became so frustrated; so when I finally caught a Sassy nature one, I didn't really care as it would be slow either way.

I've seen this particular spread on smogon, and I guess I'll use it as the 40 EV's in Attack will help me dent a few more pokemon than if I put 252 in Sp. D.

Thanks.
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Last edited by Human; June 19th, 2010 at 02:15 PM. Reason: Your double post has been automatically merged.
  #2608    
Old June 19th, 2010, 02:23 PM
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Quote:
Originally Posted by zommy08 View Post
I've seen Electrode most for setting up rain, Taunting the opponent and going BOOM!!!
Rain Dance
Taunt
Thunderbolt
Explosion
Uhh.... ;_; Thunderbolt? What for? Lead doesn't need it really, only for Gyarados. + if it's rain dance team you might as well go Thunder...
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  #2609    
Old June 20th, 2010, 03:28 AM
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What is the best ParaFlinch set for Jirachi?
  #2610    
Old June 20th, 2010, 04:00 AM
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Quote:
Originally Posted by Fire Wolf View Post
What is the best ParaFlinch set for Jirachi?
This set is really good imo,

Jirachi
Nature: Jolly
EV's: 164 HP / 168 Atk / 176 Spe
Item: Leftovers
Moves:
Iron Head
Fire Punch
Thunder Wave
Substitute

Comments on the set copied from smogon analysis V

Spoiler:

By utilizing paralysis and Iron Head's boosted flinch rate thanks to Serene Grace, Jirachi can ensure that his opponents will only ever have a 30% chance of successfully attacking with a 100% accurate move. This set takes full advantage of these odds by providing Jirachi with the ability to heal 6.25% of his health for free with Leftovers every time his opponent gets flinched or is fully paralyzed. Substitute allows Jirachi to safely attempt to flinch opponents who would otherwise OHKO him. With Leftovers, Jirachi fully regains all his health lost from Substitute after successfully preventing his opponent from attacking four times. At this point, Jirachi has likely done significant damage, and is now back to full health.
Unlike most other sets, this set should be played with long-term planning in mind. In other words, it often takes two switch-ins from this Jirachi to be as successful as possible. The first time Jirachi comes in, he should paralyze his opponent's counter, and then switch out. The next time Jirachi finds an opening to come in, he should use Substitute while his opponent switches back to the same paralyzed counter, and then begin to wreck havoc. Of course, Jirachi could attempt to keep using Substitute the first time he comes out until his opponent is fully paralyzed, but that is not the most reliable strategy.

176 Speed EVs and a Jolly nature allow Jirachi to outpace all positive nature base 90 Speed Pokemon, most notably Lucario. 168 Attack EVs allow Jirachi to then OHKO Lucario after Life Orb recoil and a Defense drop. Even without max Attack, this spread still allows Jirachi to get the OHKOs and 2HKOs that he would get with 252 EVs. The rest are thrown into HP and give Jirachi a nice amount of bulk to round out the set; however, if you want even more bulk, a 252 HP / 220 Atk / 36 Spe spread works too. The 252 HP EVs give Jirachi 101 HP Substitutes that aren't broken by Seismic Toss. For that spread, a Careful, Impish, or Adamant nature will work, and really depends on what you need. Careful allows Jirachi to take attacks from Starmie and other special attackers more easily. Impish does the same, except for physical attackers like Machamp. Adamant will give Jirachi a nice boost in Attack. Since Jirachi should be paralyzing most switch-ins, max Speed is generally not needed, making this secondary spread just as viable as the original. If you want to maximize Jirachi's offensive power, you may also use 80 HP / 252 Atk / 176 Spe with a Jolly nature.
Body Slam may be considered over Thunder Wave, as it allows Jirachi to paralyze Pokemon immune to Electric-type attacks, such as Swampert, Gliscor, Flygon, Hippowdon, Jolteon, and Electivire. It also provides Jirachi with a form of neutral damage versus Water-type Pokemon, who otherwise resist all of Jirachi's attacks. It is generally an inferior option to Thunder Wave though, as Body Slam only has a 60% chance to paralyze, and does not affect Ghost-type Pokemon.
Although this set is incredibly difficult for people to play around, it does have some hard counters. Pokemon who are immune to Thunder Wave or resist Iron Head and Fire Punch usually fit the bill. Such Pokemon are Hippowdon, Swampert, Gliscor, and Flygon. They each are immune to Thunder Wave, take little from Iron Head, and can hit back with powerful Ground-type attacks. Starmie is also a good counter because he resists Jirachi's attacks, and even though Jirachi can paralyze him, Starmie can easily switch out, ridding himself of paralysis thanks to Natural Cure. Suicune also resists Jirachi's attacks, can set up Calm Minds, and use Rest to rid itself of paralysis. Heatran is a decent counter as well; Jirachi is able to paralyze him, but he still takes very little from Jirachi's attacks, and can hit hard with his STAB Fire-type attacks. Jolteon is also a good check because he is immune to Thunder Wave, resists Iron Head, and can break through Jirachi's Substitutes with STAB Thunderbolt without worrying about being flinched.
Because Jirachi should be behind a Substitute most of the time, the opponent will be eager to break it. That makes any Pokemon who resists Fire- and Ground-type attacks a solid partner with Jirachi. Salamence and Gyarados are both excellent choices. Mixed Salamence can switch in on either of those, and use moves like Draco Meteor to force out bulky Ground- and Water-types. Gyarados loves getting free switch-ins so he can set up with Dragon Dance. His STAB Water-type attacks can also scare off the Ground-types who hinder Jirachi. Jirachi will also appreciate a Heatran with Toxic on his team. Heatran is a great lure for the same Pokemon, like Swampert and Vaporeon, who stop Jirachi. Toxic will make them essentially useless when facing Jirachi. Specially Defensive Skarmory walls Pokemon like Hippowdon and Vaporeon and appreciates the extra turns to set up Spikes. Any Pokemon who benefit from a paralyzed opponent, like Machamp and Salamence, will work great with this set too.

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  #2611    
Old June 20th, 2010, 10:45 AM
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how do moves like night shade work? if my pokemon was level 20, would it do 20 damage or has a base power of 20?
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  #2612    
Old June 20th, 2010, 11:08 AM
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Quote:
Originally Posted by Jerme View Post
how do moves like night shade work? if my pokemon was level 20, would it do 20 damage or has a base power of 20?
It will do damage equal to your level, hence why Blissey and such carries it because it ensures 100 damage every turn it is used.
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  #2613    
Old June 20th, 2010, 03:34 PM
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I've been thinking of a Pseudo-Hazing Crobat set that could work and I need suggestions to make it better.


Crobat @ Focus Sash/Leftovers
Trait: Inner Focus
Nature: Adamant
EVs: 252 Atk / 252 Spe / 4 HP
- Screech
- Pursuit
- Aerial Ace/Cross Poison
- Super Fang/U-Turn

Given EVs means it's HP isn't divisible by 4, and the moveset is for semi Pseudo-Hazing. The choice between Aerial Ace and Cross Poison is preference in STAB, and Super Fang for consistent damage or U-Turn for getting out of a situation.
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  #2614    
Old June 20th, 2010, 08:22 PM
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Quote:
Originally Posted by Alternative View Post
I've been thinking of a Pseudo-Hazing Crobat set that could work and I need suggestions to make it better.


Crobat @ Focus Sash/Leftovers
Trait: Inner Focus
Nature: Adamant
EVs: 252 Atk / 252 Spe / 4 HP
- Screech
- Pursuit
- Aerial Ace/Cross Poison
- Super Fang/U-Turn

Given EVs means it's HP isn't divisible by 4, and the moveset is for semi Pseudo-Hazing. The choice between Aerial Ace and Cross Poison is preference in STAB, and Super Fang for consistent damage or U-Turn for getting out of a situation.

Brave Bird in that third slot plz and Roost would probably be better in that last one too and use Jolly always on Crobat.
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  #2615    
Old June 21st, 2010, 05:41 AM
RTHookers
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So I've been thinking, wacan gyara > LO gyara on my HO team.

Gyarados @ Wacan Berry
Ability: Intimidate
EVs: 252 Atk/252 Spd/4 Def
Nature: Jolly
- Dragon Dance
- Waterfall
- Flail
- ???

I remember DA posted something about it and went crazy "OHKO on vap"
  #2616    
Old June 21st, 2010, 04:40 PM
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I could just use some feedback on this moveset for my Gengar.
Hypnosis
Dream Eater
Destiny Bond
Nightmare

Complete Slp based moveset.
Any help is good yall, thx in advance!
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  #2617    
Old June 21st, 2010, 07:42 PM
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Quote:
Originally Posted by F C View Post
I could just use some feedback on this moveset for my Gengar.
Hypnosis
Dream Eater
Destiny Bond
Nightmare

Complete Slp based moveset.
Any help is good yall, thx in advance!
The opponent can just switch, so won't work competitively. In-game, I guess, otherwise, no.

Click here for competitive movesets for Gengar.
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  #2618    
Old June 21st, 2010, 11:40 PM
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Quote:
Originally Posted by RTHookers View Post
So I've been thinking, wacan gyara > LO gyara on my HO team.

Gyarados @ Wacan Berry
Ability: Intimidate
EVs: 252 Atk/252 Spd/4 Def
Nature: Jolly
- Dragon Dance
- Waterfall
- Flail
- ???

I remember DA posted something about it and went crazy "OHKO on vap"

Leichi Berry and Sub in the last slot.

But yes it does indeed OHKO Vappy. Celebi too and Suicune with SR up. Wants Adamant though.

Magnezone makes a good partner as it absorbs priority. Rain support also helps as SS really messes you up.
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  #2619    
Old June 22nd, 2010, 05:43 AM
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Is Kingler any good in UU?
  #2620    
Old June 22nd, 2010, 06:15 AM
RTHookers
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I'm going for my second attempt in Ubers, the team is like:

Specs Dialga (Modest, Lead)
CM Latias
Sp.Def Forry (SR+spikes)
CM Kyogre
Giratina (normal)
TauntCM Mewtwo

I kinda feel this team is Rayquaza weak, so I'm looking for a good scarfer. Any ideas? I was thinking Garchomp or something. I'm also not sure about the lead but eh.
  #2621    
Old June 22nd, 2010, 06:17 AM
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Fire Wolf
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Get a physical attacker, you have none.
  #2622    
Old June 22nd, 2010, 06:19 AM
RTHookers
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Yeah, I was just wondering about that too. One of the reasons I considered chomp.
  #2623    
Old June 22nd, 2010, 11:24 AM
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I'm wondering which would be more reliable for an Offensive attacking Zapdos.
So far, this is what I've got:
Timid Zapdos Lvl 64 @Life Orb
252 speed, 252 special attack, 6 HP
Hidden Power Ice
Heat Wave
Roost
T-Bolt
I'm debating if a set with a modest nature and hidden power grass would be more reliable in sweeping, Same EV spread, same moves, just debating over Hidden Power types and quite possibly if I should put in leftovers over life orb. Help would be greatly appreciated.
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  #2624    
Old June 22nd, 2010, 10:41 PM
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Fire Wolf
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This is the best offensive Zapdos set. I personally love it:

Zapdos @ Life Orb
Nature: Timid
Ability: Pressure
EVs: 6 HP / 252 SpA / 252 Spe
Moveset:
~ Thunderbolt
~ Heat Wave
~ Hidden Power [Grass]
~ Roost.

HP Ice can be used over HP Grass if you can't get a Zapdos with HP Grass.
  #2625    
Old June 23rd, 2010, 12:29 AM
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HP ice is probably better than HP grass, because of coverage. I don't know though
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