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  #4376    
Old June 6th, 2011, 07:45 AM
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deoxys121
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I currently have an Eelektrik at level 41, and want to ask if it would be better off knowing Thunderbolt or Wild Charge for a damaging Electric-type move. It currently has 84 Atk and 78 Sp. Atk. It has a Serious nature. (I know NOTHING about natures). I just want to know, given the situation, which would be more damaging.
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  #4377    
Old June 6th, 2011, 10:09 AM
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Quote:
Originally Posted by deoxys121 View Post
I currently have an Eelektrik at level 41, and want to ask if it would be better off knowing Thunderbolt or Wild Charge for a damaging Electric-type move. It currently has 84 Atk and 78 Sp. Atk. It has a Serious nature. (I know NOTHING about natures). I just want to know, given the situation, which would be more damaging.
Its nature is Serious, which has no stat alterations at all. Basically it comes down to IVs and Base Power; since I don't know your IVs but they look similar-ish? (correct me plz if i'm wrong) but I think you should go for Thunderbolt since it doesn't do recoil damage and has a higher Base Power.
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  #4378    
Old June 6th, 2011, 12:38 PM
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firebolt12
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Quote:
Originally Posted by dragonomega View Post


Wait the first part makes no sense, Leftovers cannot heal Life orb recoil? D: Because they're both hold items, unless you meant move recoil.

Yes it does make sense.It is either or.
1 Leftovers to recover move recoil, got it?
2Life orb to add damage.
You can go to ways with this.
Life orb and have morning sun, or
Leftovers and more damage recoil moves.
2 choices. It does make sense.
The person knows a pokemon can't hold two items. I was just giving two options and reasoning. Read carefully, my friend!

Anyway a good Arcanine set would be this;

Arcanine @Choice Band/Choice Scarf
EVs: 6 HP / 252 Atk / 252 Spd
Adamant/Jolly Nature
Ability: Intimidate/Flash Fire
-Flare Blitz
-Close Combat
-Wild Charge
-Extremespeed

That's his Choice item set, or there's this one;

Arcanine @Life Orb
EVs: 148 Atk / 124 SAtk / 252 Spd
Rash/Naive Nature
Ability: Intimidate/Flash Fire
-Fire Blast
-Close Combat
-Extremespeed/Wild Charge/Hidden Power [Ice]
-Morning Sun

Enjoy. :3
Extreme speed is very weak, and unless you sacrifice FIRE STAB, you will have too many weaknesses in the sets
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  #4379    
Old June 6th, 2011, 12:41 PM
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Umm, that kinda doesn't make sense, elaborate ?
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  #4380    
Old June 6th, 2011, 12:53 PM
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I bred some Calm munna with baton pass. I don't know what to give it! Leftovers? Sitrus Berry? Or Quick Claw?
Here's the movesets:
Calm mind- This will be passed on, and add to its survivability
Baton Pass- main passing role.
Substitute- High defenses, and Hp, so I thought this would be good. Also prevents some damage due to terrible speed
psychic
- to prevent total shut down from taunt sets. If I'm faced with a dark type with taunt, I'm in big trouble.

I will evolve into musharna

Is this worth it? Is this okay? Which ability?

I'm not sure what to max out for the EV Sets
Possible: 252Hp 159 or something in DF and SPDf. or I could max out DF and SPD.

Thanks
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  #4381    
Old June 6th, 2011, 01:07 PM
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Does anyone know if Haze / Aromatherapy / Heal Bell will affect inactive members of a rotation battle? I want to make a rotation team and I'm debating putting Haze on Cofagrigus.

If it does affect inactive members, then Haze would definitely be an important move since inactive members don't lose their stat boosts when rotated out... And I don't want Aromatherapy missing on two of my Pokemon when I use it.

Quote:
Originally Posted by firebolt12 View Post
I bred some Calm munna with baton pass. I don't know what to give it! Leftovers? Sitrus Berry? Or Quick Claw?
Here's the movesets:
Calm mind- This will be passed on, and add to its survivability
Baton Pass- main passing role.
Substitute- High defenses, and Hp, so I thought this would be good. Also prevents some damage due to terrible speed
psychic
- to prevent total shut down from taunt sets. If I'm faced with a dark type with taunt, I'm in big trouble.

I will evolve into musharna

Is this worth it? Is this okay? Which ability?

I'm not sure what to max out for the EV Sets
Possible: 252Hp 159 or something in DF and SPDf. or I could max out DF and SPD.

Thanks:)
Synchronize for singles, Telepathy maybe for doubles / triples (but Synchronize is still good there too). It wants a Leftovers. Sitrus Berry will heal too little and will often be skipped over if you take too much damage at once. Quick Claw does little for that set.

Um, also consider Psyshock over Psychic if you find a problem with dealing with SpDEF-heavy foes on your team.

Max out HP and DEF so that it's optimal. Put the remaining 6 in SpATK or SpDEF (preferably SpDEF). You're going to be boosting your SpDEF anyway, so you want to boost your DEF as much as possible. HP is to make your Subs bigger. Also, SPE EVs for Musharna are pointless since it's so ridiculously slow anyway.
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  #4382    
Old June 6th, 2011, 01:11 PM
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for musharna i would max out the EVs for special def and def and put 4 into HP becuase musharna has naturally high hp
hold item: mental herb ( to counter act the efect of taunt)
ability: telepathy or synchronize to pass status to the enemy.

calm mind
baton pass
trick room
psychic/substitute

musharna are good trick room users. since you hold a mental herb the opponent cant taunt you becuase the taunt will wear off immediatly. this will allow you to set up a trick room which allows the slow pokemon to move first. its very effective if you want to run a trick room team. since you bred it with baton pass you can calm mind to make your spe. defense even higher and you can just baton pass to another poke on your team. psychic is a good STAB move but you can also utilize substitute as well. it depends on if you want to stall and play a highly defensive game or if you would like to infilct some damage.
hope i helped =)

can you all rate my conkeldurr please and give suggestions on moves
nature: adamant
@ big root ( to power up drain punch)
252 attack 252 HP 6 Def

mach punch
drain punch
payback
rock slide

Last edited by dreyko; June 6th, 2011 at 01:18 PM. Reason: Your double post has been automatically merged.
  #4383    
Old June 6th, 2011, 01:29 PM
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Quote:
Originally Posted by dreyko View Post
for musharna i would max out the EVs for special def and def and put 4 into HP becuase musharna has naturally high hp
hold item: mental herb ( to counter act the efect of taunt)
ability: telepathy or synchronize to pass status to the enemy.

calm mind
baton pass
trick room
psychic/substitute

musharna are good trick room users. since you hold a mental herb the opponent cant taunt you becuase the taunt will wear off immediatly. this will allow you to set up a trick room which allows the slow pokemon to move first. its very effective if you want to run a trick room team. since you bred it with baton pass you can calm mind to make your spe. defense even higher and you can just baton pass to another poke on your team. psychic is a good STAB move but you can also utilize substitute as well. it depends on if you want to stall and play a highly defensive game or if you would like to infilct some damage.
hope i helped =)

can you all rate my conkeldurr please and give suggestions on moves
nature: adamant
@ big root ( to power up drain punch)
252 attack 252 HP 6 Def

mach punch
drain punch
payback
rock slide
You quick!
If I were to set up trick room, wouldn't that totally make my batonpassed poke, really slow, since I am going to use quite fast pokemon?

Now, your pokemon
adamant nice
@ big root ( to power up drain punch) nice, should work well... Or you could use sitrus berry, choice, or leftovers.
252 attack 252 HP 6 Def fine

mach punch I guess this is fine, since its speed is quite useless!
drain punch works with big root, but you could use hammer arm, or superpower since attack is insane.
payback you will be dead by the time you can use this! (65 base spDF) I recommend bulk up, or earthquake
rock slide stone edge is better, but if you like accuracy over power, then go ahead. You could also use smack down, which is helpful

Over all
I think this pokemon is good but its power isn't fully unleashed. I mean, this pokemon has massive power moves, and a huge attack stat to boot. So yes. I recommend a higher power set.
Also, what is its nature?

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  #4384    
Old June 6th, 2011, 01:34 PM
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Gymnotide
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Quote:
Originally Posted by dreyko View Post
for musharna i would max out the EVs for special def and def and put 4 into HP becuase musharna has naturally high hp
hold item: mental herb ( to counter act the efect of taunt)
ability: telepathy or synchronize to pass status to the enemy.

calm mind
baton pass
trick room
psychic/substitute

musharna are good trick room users. since you hold a mental herb the opponent cant taunt you becuase the taunt will wear off immediatly. this will allow you to set up a trick room which allows the slow pokemon to move first. its very effective if you want to run a trick room team. since you bred it with baton pass you can calm mind to make your spe. defense even higher and you can just baton pass to another poke on your team. psychic is a good STAB move but you can also utilize substitute as well. it depends on if you want to stall and play a highly defensive game or if you would like to infilct some damage.
hope i helped =)

can you all rate my conkeldurr please and give suggestions on moves
nature: adamant
@ big root ( to power up drain punch)
252 attack 252 HP 6 Def

mach punch
drain punch
payback
rock slide
Mental Herb only benefits Musharna if it's using Trick Room. Otherwise, it's completely useless. If your foe uses Taunt and you use Calm Mind, you get that one Calm Mind off, but nothing is stopping them from using Taunt again next turn to prevent you from using Baton Pass. Substitute can forgo Taunt temporarily, however, but if a Pokemon runs Taunt on this Musharna, it's likely a goner anyway. Furthermore, I still stand that HP is more important than SpDEF to make your Subs bigger.

Anyway, just use Stone Edge over Rock Slide. The power boost + crit boost is better than the flinch (Conkeldurr is too slow to cause a flinch) and the small accuracy boost. Forget Big Root and just go for Leftovers.


Quote:
Originally Posted by firebolt12 View Post
You quick!
If I were to set up trick room, wouldn't that totally make my batonpassed poke, really slow, since I am going to use quite fast pokemon?

Now, your pokemon
adamant nice
@ big root ( to power up drain punch) nice, should work well... Or you could use sitrus berry, choice, or leftovers.
252 attack 252 HP 6 Def fine

mach punch I guess this is fine, since its speed is quite useless!
drain punch works with big root, but you could use hammer arm, or superpower since attack is insane.
payback you will be dead by the time you can use this! (65 base spDF) I recommend bulk up, or earthquake
rock slide stone edge is better, but if you like accuracy over power, then go ahead. You could also use smack down, which is helpful

Over all
I think this pokemon is good but its power isn't fully unleashed. I mean, this pokemon has massive power moves, and a huge attack stat to boot. So yes. I recommend a higher power set.
Also, what is its nature?

Um, Sitrus Berry sucks. Choice Band is what I personally use with my own Conkeldurr, but then you can't use Bulk Up. Payback works fine on Conkeldurr, since most foes will switch in a Ghost-type, expecting Mach Punch. Conkeldurr can also hold his own surprisingly well and fire off Payback at immense strengths. Still, Mach Punch is your main attack--and 70% of what I end up using anyway just because of Conkeldurr's sheer power.
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  #4385    
Old June 6th, 2011, 01:39 PM
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dreyko
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Quote:
Originally Posted by firebolt12 View Post
You quick!
If I were to set up trick room, wouldn't that totally make my batonpassed poke, really slow, since I am going to use quite fast pokemon?

Now, your pokemon
adamant nice
@ big root ( to power up drain punch) nice, should work well... Or you could use sitrus berry, choice, or leftovers.
252 attack 252 HP 6 Def fine

mach punch I guess this is fine, since its speed is quite useless!
drain punch works with big root, but you could use hammer arm, or superpower since attack is insane.
payback you will be dead by the time you can use this! (65 base spDF) I recommend bulk up, or earthquake
rock slide stone edge is better, but if you like accuracy over power, then go ahead. You could also use smack down, which is helpful

Over all
I think this pokemon is good but its power isn't fully unleashed. I mean, this pokemon has massive power moves, and a huge attack stat to boot. So yes. I recommend a higher power set.
Also, what is its nature?
thanks!
youre totally right a trick room would make the rest of yuor team slow i was just unsure if you were going for a slow team or a fast one. id also reccomend spreading pokerus to your munna so that it would gain EV's faster and it will save you time.
  #4386    
Old June 6th, 2011, 01:40 PM
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It baffles me as to why you use Musharna to Baton Pass Calm Minds when Espeon outclasses it in every sense of the word thanks to Magic Bouce to lol at PHazers and Taunters.
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  #4387    
Old June 6th, 2011, 01:41 PM
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Trick Room doesn't make your Pokemon slower. It just reverses the order of moves in priority brackets. The effect is that faster Pokemon will move after slower Pokemon, but not if they used a priority move (or the foe used a decreased priority move).

Reposting my question to make sure it gets seen:
Does Haze work on inactive foes in rotation battles?
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  #4388    
Old June 6th, 2011, 08:19 PM
OneofFour
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Quote:
Originally Posted by Gymnotide View Post
Trick Room doesn't make your Pokemon slower. It just reverses the order of moves in priority brackets. The effect is that faster Pokemon will move after slower Pokemon, but not if they used a priority move (or the foe used a decreased priority move).

Reposting my question to make sure it gets seen:
Does Haze work on inactive foes in rotation battles?
Bulbapedia indicates it works on all pokemon in a double/triple battle. I know that's not your question, but since the pokemon are still considered "on the field" in the sense that they don't lose their boosts, I'm tempted to say it will work in rotation battles on all pokemon.

Best way might be to just test it? Unless someone else here knows definitively.

Edit: And further research, via Serebii, indicates that "The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle." And that it hits every pokemon on the "field." Seems to me it should hit those hidden, or tucked away, pokemon.
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Last edited by OneofFour; June 6th, 2011 at 08:27 PM.
  #4389    
Old June 6th, 2011, 08:46 PM
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Gymnotide
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Quote:
Originally Posted by OneofFour View Post
Bulbapedia indicates it works on all pokemon in a double/triple battle. I know that's not your question, but since the pokemon are still considered "on the field" in the sense that they don't lose their boosts, I'm tempted to say it will work in rotation battles on all pokemon.

Best way might be to just test it? Unless someone else here knows definitively.

Edit: And further research, via Serebii, indicates that "The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle." And that it hits every pokemon on the "field." Seems to me it should hit those hidden, or tucked away, pokemon.
Yeah, I'm just going to test it...
Thing is, the Pokemon rotated out aren't exactly in the field either, though, but they're also not out of it. They're like in a stasis that is unique to rotation battles.
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  #4390    
Old June 7th, 2011, 08:17 AM
csa99
 
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Could this work as a moveset for Dragonite...
Dragonite, Modest Nature (Up Sp Attack, Down Attack)
252 Sp Attack, 252 Speed, 4 HP
Surf
Thunderbolt
Flamethrower
Dragon Pulse

This means that surf, thunderbolt and flamethrower have a base power of 95 and dragon pulse has a base power of 135 (With STAB)
this means that it the moves are super effecitve against 10 of the 17 types and hit Normal Electric Fight Poison Psychic Ghost Dark for neutral?
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  #4391    
Old June 7th, 2011, 08:35 AM
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Joltik :3
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I've been thinking about doing the above, but im not completely sure about it, it's final evo (forgot the name) seems like a good pokemon, what do you think i should do?
  #4392    
Old June 7th, 2011, 08:37 AM
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Quote:
Originally Posted by csa99 View Post
Could this work as a moveset for Dragonite...
Dragonite, Modest Nature (Up Sp Attack, Down Attack)
252 Sp Attack, 252 Speed, 4 HP
Surf
Thunderbolt
Flamethrower
Dragon Pulse

This means that surf, thunderbolt and flamethrower have a base power of 95 and dragon pulse has a base power of 135 (With STAB)
this means that it the moves are super effecitve against 10 of the 17 types and hit Normal Electric Fight Poison Psychic Ghost Dark for neutral?
A similar and arguably better set would be the rain abuser Dragonite, which runs Surf, Thunder, Gale (hurricane, w/e) and Roost iirc. Without rain to boost its attacks, a special variant of Dragonite is outclassed by a physical one, which hits harder and has Dragon + Fire/Ground coverage and gets to use ExtremeSpeed. I mean, I guess it could "work" but Hydreigon would pull it off better and Dragonite's other sets are much better.
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  #4393    
Old June 7th, 2011, 09:57 AM
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what is a good nature, moveset, and ev spread for eelektross?
  #4394    
Old June 7th, 2011, 10:19 AM
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Quote:
Originally Posted by dreyko View Post
what is a good nature, moveset, and ev spread for eelektross?
Eelecktross can do a lot. XD;
Spoiler:

most of these sets are self-explanatory imo, if you have any questions on them don't be afraid to ask~
name: Mixed Attacker
move 1: Wild Charge / Thunderbolt
move 2: Flamethrower
move 3: Dragon Claw / Hidden Power Ice
move 4: Grass Knot / Brick Break
item: Life Orb
nature: Naughty / Rash
evs: 252 Atk / 212 SpA / 44 Spe

name: Acid Spray
move 1: Acid Spray
move 2: Thunderbolt
move 3: Flamethrower
move 4: Grass Knot / Hidden Power Ice
item: Leftovers
nature: Modest
evs: 252 HP / 252 SpA / 4 SpD

name: Physical Coil
move 1: Coil
move 2: Wild Charge
move 3: Substitute / Brick Break
move 4: Dragon Tail / Dragon Claw
item: Leftovers
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

name: Mixed Coil
move 1: Coil
move 2: Thunder / Zap Cannon
move 3: Brick Break
move 4: Hidden Power Ice
item: Life Orb / Leftovers
nature: Quiet
evs: 252 HP / 4 Atk / 252 SpA
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  #4395    
Old June 7th, 2011, 10:21 AM
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Here's an Infernape I want for my team. I need some opinions. This is for a Gen IV OU team, BTW.

Infernape @Expert Belt???
Naive/Blaze
66 Atk/252 SpAtk /192 Spe
-Flamethrower
-Close Combat
-
-

Not sure about the last two slots. Here are the options I'm leaning towards:

A)Thunderpunch + Hidden Power Ice

B)Grass Knot + HP Ice

C)HP Grass + Thunderpunch

I'm leaning most towards option A, as that moveset hits 12/17 types Super-Effectively and gives me grounds to use the Expert Belt. I'd rather not use the Life Orb or Choice items on this Ape, as it has a lot of variety and I'd like to be able to pick my moves and not have to deal with LO's recoil. The Ape is already frail as it is and the recoil does it no favors. Thunderpunch can also OHKO Gyarados and can deal more damage to Vaporeon and Suicune than Grass Knot...

I'd also like opinions on my EV spread. I did use Smogon's EV spread, as that's my main source for competitive battling. But their special-based MixApe uses one physical attack. If I go with TPunch, I'll have two and might need to change it up.
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  #4396    
Old June 7th, 2011, 10:26 AM
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Quote:
Originally Posted by Vrai View Post
Eelecktross can do a lot. XD;
Spoiler:

most of these sets are self-explanatory imo, if you have any questions on them don't be afraid to ask~
name: Mixed Attacker
move 1: Wild Charge / Thunderbolt
move 2: Flamethrower
move 3: Dragon Claw / Hidden Power Ice
move 4: Grass Knot / Brick Break
item: Life Orb
nature: Naughty / Rash
evs: 252 Atk / 212 SpA / 44 Spe

name: Acid Spray
move 1: Acid Spray
move 2: Thunderbolt
move 3: Flamethrower
move 4: Grass Knot / Hidden Power Ice
item: Leftovers
nature: Modest
evs: 252 HP / 252 SpA / 4 SpD

name: Physical Coil
move 1: Coil
move 2: Wild Charge
move 3: Substitute / Brick Break
move 4: Dragon Tail / Dragon Claw
item: Leftovers
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

name: Mixed Coil
move 1: Coil
move 2: Thunder / Zap Cannon
move 3: Brick Break
move 4: Hidden Power Ice
item: Life Orb / Leftovers
nature: Quiet
evs: 252 HP / 4 Atk / 252 SpA
thanks!! i like the acid spray set and i think i will use it. now all i need is a modest tynamo and a thunderstone =)
 
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