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Moveset Help & Other Questions (FAQ in first post)

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  • Toxapex Moveset Help

    Here's what I'm thinking.

    Toxapex @ Black Sludge
    Ability: Regenerator
    Nature: Bold
    Moves: Haze, Toxic, Sleep Talk, Recover

    But then I though to myself, "Wait, wouldn't a simple taunt completely shut down my Toxapex?" I could always switch out Sleep Talk with Infestation, and then I'd be good. But I feel like I need Sleep Talk with me just in case, ya know (Naruto reference). Everyone knows Toxapex is a beast so they'd definitely try and put me down so they could have their way with me. Aahhhhhh, I don't know what to do! Hellllpppp!

    So then I thought I'd go with...

    Toxapex @ Black Sludge
    Ability: Rgenerator
    Nature: Bold
    Moves: Haze, Toxic, Scald, Recover

    What do you guys think?
     
    Last edited:

    PlatinumDude

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  • The second Toxapex set is the best set because it's not complete Taunt bait, which the first set is. Sleep Talk is best used with Rest to avoid being a sitting duck, or on Choice sets (on Pokemon with rather shallow move pools) so the Pokemon can do something while it's asleep.
     
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    Hi I am Creavend

    So I'm trying to get into competitive play but I'm basically and amateur. Today I'm looking for some opinions and advice's.

    It just so happens that I have a Greninja, he is Modest nature and Mischievous. I want to use him in competitive play but I'm kind of stuck deciding his move set. With his current stats, which I will share in a minute, I think he will do great in Singles… but I'm not sure which moves should I teach him for that purpose. When playing online I had some people using some pretty shady moves on me with Greninja, like using moves with high probability of flinch and not letting me move or using one of those berries that let you move first each time. So that got me thinking in what kind of strategies I can come up to use my Greninja. Although I think he would perform best in Singles, the main objective is to come up with a good Doubles strategy, so I can aim to compete in VGC. I do accept suggestions especifically for smogon rules, but I do intendo to go VGC.

    So his stats at level 50

    STAT IV EV

    HP 145 26,27 0
    ATTACK 104 31 4
    DEFENSE 87 30,31 0
    SP. ATTACK 170 31 252
    SP. DEFENSE 88 24,25 0
    SPEED 174 31 252

    NATURE MODEST CHARACTERISTIC MISCHIEVOUS ABILITY PROTEAN


    Right now I have not taught him any TM, and leaved him with the moves he learns just by leveling up. I kept Toxic spikes because I was considering using that move in singles, but with Singles being only 3 pokemon… seems kind of limited in use, so that's why I'm coming here for suggestions.
    Current moves: Toxic spikes, Smack down, Extrasensory, Water pulse.

    As you can see my Greninja is set up to be a special attacker and I am looking for a way to best take advantage of his Sp attack and Speed. Would that be a hit hard strategy? Rain dance and Hydro pump? Or would it be best to be sneaky with a ghost/Dark type move? Also what is the best way to utilize that protean ability?

    I have some ideas of my own but I want to hear some of the ideas or experiences you guy might have on this.
     

    WingedDragon

    Competitive Trainer
    1,288
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  • Hi I am Creavend

    So I'm trying to get into competitive play but I'm basically and amateur. Today I'm looking for some opinions and advice's.

    It just so happens that I have a Greninja, he is Modest nature and Mischievous. I want to use him in competitive play but I'm kind of stuck deciding his move set. With his current stats, which I will share in a minute, I think he will do great in Singles… but I'm not sure which moves should I teach him for that purpose. When playing online I had some people using some pretty shady moves on me with Greninja, like using moves with high probability of flinch and not letting me move or using one of those berries that let you move first each time. So that got me thinking in what kind of strategies I can come up to use my Greninja. Although I think he would perform best in Singles, the main objective is to come up with a good Doubles strategy, so I can aim to compete in VGC. I do accept suggestions especifically for smogon rules, but I do intendo to go VGC.

    So his stats at level 50

    STAT IV EV

    HP 145 26,27 0
    ATTACK 104 31 4
    DEFENSE 87 30,31 0
    SP. ATTACK 170 31 252
    SP. DEFENSE 88 24,25 0
    SPEED 174 31 252

    NATURE MODEST CHARACTERISTIC MISCHIEVOUS ABILITY PROTEAN


    Right now I have not taught him any TM, and leaved him with the moves he learns just by leveling up. I kept Toxic spikes because I was considering using that move in singles, but with Singles being only 3 pokemon… seems kind of limited in use, so that's why I'm coming here for suggestions.
    Current moves: Toxic spikes, Smack down, Extrasensory, Water pulse.

    As you can see my Greninja is set up to be a special attacker and I am looking for a way to best take advantage of his Sp attack and Speed. Would that be a hit hard strategy? Rain dance and Hydro pump? Or would it be best to be sneaky with a ghost/Dark type move? Also what is the best way to utilize that protean ability?

    I have some ideas of my own but I want to hear some of the ideas or experiences you guy might have on this.

    Best tip I can give you is. Make sure all the IV stats are 31 excluded the IV stat that will be hindered Such as Modest is -atk +Sp attack. You ideally want to make the that attack a 0 so you dont take excess damage if you are confused. If you are running Trick Room. Make sure your Speed IV 0. Any others it really doesnt matter. One thing that should always be 31 regardless of nature is the HP that should always have an IV 31.
     

    PlatinumDude

    Nyeh?
    12,964
    Posts
    13
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  • Hi I am Creavend

    So I'm trying to get into competitive play but I'm basically and amateur. Today I'm looking for some opinions and advice's.

    It just so happens that I have a Greninja, he is Modest nature and Mischievous. I want to use him in competitive play but I'm kind of stuck deciding his move set. With his current stats, which I will share in a minute, I think he will do great in Singles… but I'm not sure which moves should I teach him for that purpose. When playing online I had some people using some pretty shady moves on me with Greninja, like using moves with high probability of flinch and not letting me move or using one of those berries that let you move first each time. So that got me thinking in what kind of strategies I can come up to use my Greninja. Although I think he would perform best in Singles, the main objective is to come up with a good Doubles strategy, so I can aim to compete in VGC. I do accept suggestions especifically for smogon rules, but I do intendo to go VGC.

    So his stats at level 50

    STAT IV EV

    HP 145 26,27 0
    ATTACK 104 31 4
    DEFENSE 87 30,31 0
    SP. ATTACK 170 31 252
    SP. DEFENSE 88 24,25 0
    SPEED 174 31 252

    NATURE MODEST CHARACTERISTIC MISCHIEVOUS ABILITY PROTEAN


    Right now I have not taught him any TM, and leaved him with the moves he learns just by leveling up. I kept Toxic spikes because I was considering using that move in singles, but with Singles being only 3 pokemon… seems kind of limited in use, so that's why I'm coming here for suggestions.
    Current moves: Toxic spikes, Smack down, Extrasensory, Water pulse.

    As you can see my Greninja is set up to be a special attacker and I am looking for a way to best take advantage of his Sp attack and Speed. Would that be a hit hard strategy? Rain dance and Hydro pump? Or would it be best to be sneaky with a ghost/Dark type move? Also what is the best way to utilize that protean ability?

    I have some ideas of my own but I want to hear some of the ideas or experiences you guy might have on this.
    Greninja should always run a Naive (for mixed sets) or a Timid nature. Without it, it's outsped by Jolly Terrakion, Jolly Mega Metagross, and and Timid Keldeo, which Timid Greninja gets the jump on. Greninja has a wide move pool and your current set doesn't really take advantage of that:
    -Hydro Pump/Low Kick
    -Ice Beam
    -Gunk Shot
    -Dark Pulse/Grass Knot/Extrasensory
    Nature: Naive
    EVs: 40 Atk/216 SAtk/252 Spe
    Item: Life Orb
    Ability: Protean

    Gunk Shot is a necessity on Protean Greninja because without it, it struggles against Fairy Pokemon.
     

    PlatinumDude

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  • Merciless: 100% Critical hit against poisoned pokemon.
    Venoshock: Doubles base damage when target is poisoned.
    Nasty, but the special attack stat seems a bit low.
    Is it worth having Merciless on Toxapex?

    No. Toxapex is too weak to take advantage of Merciless. It should make the most out of its defensive capabilities with Regenerator. Reliance on the opponent being poisoned isn't good either, considering that grounded Poison Pokemon can get rid of Toxic Spikes by switching in.
     

    Angelroid

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  • I need move sets for this pokemon:
    Decidueye
    Muk (Alola)
    Lycanroc (Midday)
    Golisopod
    Clefable

    I'm not sure, what to use for my 6th pokemon.
     

    Dragon

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  • I need move sets for this pokemon:
    Decidueye
    Muk (Alola)
    Lycanroc (Midday)
    Golisopod
    Clefable

    I'm not sure, what to use for my 6th pokemon.

    Here are the movesets that I use for them; now, there many other ways to use those sorts of pokemon, but these are just what I personally use; maybe it can give you some ideas!

    Decidueye @ Leftovers
    Ability: Overgrow
    EVs: 252 HP / 4 Def / 252 SpD
    Careful Nature
    - Roost
    - U-turn
    - Spirit Shackle
    - Defog / Leaf Blade / Toxic

    Special Defensive Natured in order to tank hits, root off damage, and remove things like Stealth Rock from the field with Defog.

    Clefable @ Leftovers
    Ability: Magic Guard
    EVs: 252 HP / 240 Def / 16 SpD
    Bold Nature
    IVs: 0 Atk
    - Calm Mind
    - Soft-Boiled
    - Moonblast
    - Thunder Wave

    This is a CM sweeper who works sort of like a win condition, but can also spread paralysis.

    Muk-Alolan @ Assault Vest
    Ability: Poison Touch
    EVs: 248 HP / 100 Atk / 92 Def / 64 SpD / 4 Spe
    Adamant/Brave Nature
    - Knock Off
    - Pursuit
    - Gunk Shot/Poison Jab
    - Shadow Sneak/Brick Break/Fire Blast

    This spread allows Alolan Muk to be a sponge of sorts, helping out against the Tapus, or other off threats.

    Lycanroc @ Focus Sash
    Ability: Sand Rush
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Stone Edge
    - Accelerock
    - Stealth Rock
    - Taunt

    Usually this can serve as a lead; it's fast to utilize Stealth Rock, and Taunt to prevent opposing leads on using Stealth Rock too.

    Golisopod @ Rocky Helmet / Leftovers
    Ability: Emergency Exit
    EVs: 252 HP / 4 Atk / 252 Def
    Impish Nature
    - Spikes
    - Liquidation
    - Leech Life
    - Aqua Jet

    Something to help against stuff like Scizor. Spikes is also there to rack up hazards.
     

    Nah

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    What coverage moves should Tapu Lele be running? Obviously you want to make use of its STABS, but what about the other two slots? Hidden Power Fire is obviously great, but are Shadow Ball or Focus Blast of any use? Are there other beneficial moves it could be running?

    Tapu Koko. Is Naive + Brave Bird/HP Ice a viable combo?

    (I've already got a Timid HP Ice, wondering whether Naive is worth it.
    Gut reaction is not really. Not much use I would think for Brave Bird outside of Mega Venusaur and Amoonguss (which is good):

    252 Atk Life Orb Tapu Koko Brave Bird vs. 248 HP / 96+ Def Venusaur-Mega: 221-260 (60.8 - 71.6%) -- guaranteed 2HKO
    252 Atk Life Orb Tapu Koko Brave Bird vs. 248 HP / 168+ Def Amoonguss: 309-364 (71.6 - 84.4%) -- guaranteed 2HKO after Black Sludge recovery

    But that's assuming full Atk EVs and LO, not to mention all that recoil damage and them carrying Poison STAB. Idk what EV spread you were thinking of either. HP Ice could use some SpA investment anyway, and ripping chunks out of Grounds sounds more important to me than hitting a pair of pokes that could be covered via other means harder, not to mention that Tapu Koko's only physical Electric STAB is Wild Charge. Killing yourself too fast imo.

    But I could be missing something here
     

    Frozocrone

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  • Gut reaction is not really. Not much use I would think for Brave Bird outside of Mega Venusaur and Amoonguss (which is good):

    252 Atk Life Orb Tapu Koko Brave Bird vs. 248 HP / 96+ Def Venusaur-Mega: 221-260 (60.8 - 71.6%) -- guaranteed 2HKO
    252 Atk Life Orb Tapu Koko Brave Bird vs. 248 HP / 168+ Def Amoonguss: 309-364 (71.6 - 84.4%) -- guaranteed 2HKO after Black Sludge recovery

    But that's assuming full Atk EVs and LO, not to mention all that recoil damage and them carrying Poison STAB. Idk what EV spread you were thinking of either. HP Ice could use some SpA investment anyway, and ripping chunks out of Grounds sounds more important to me than hitting a pair of pokes that could be covered via other means harder, not to mention that Tapu Koko's only physical Electric STAB is Wild Charge. Killing yourself too fast imo.

    But I could be missing something here

    Brave Bird is exactly what I was thinking xD

    Tbh I was going to run 4 Atk / 252 SpA / 252 Spe since Thunderbolt would still be the main move. Recoil from Wild Charge/Brave Bird would force me to run Roost or Wish and I'd rather just KO something than attempt to heal.
     

    Nah

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    Brave Bird is exactly what I was thinking xD

    Tbh I was going to run 4 Atk / 252 SpA / 252 Spe since Thunderbolt would still be the main move. Recoil from Wild Charge/Brave Bird would force me to run Roost or Wish and I'd rather just KO something than attempt to heal.
    yeah Brave Bird's not really worth it then imo:

    4 Atk Tapu Koko Brave Bird vs. 248 HP / 96+ Def Venusaur-Mega: 138-164 (38 - 45.1%) -- guaranteed 3HKO
     

    Frozocrone

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  • yeah Brave Bird's not really worth it then imo:

    4 Atk Tapu Koko Brave Bird vs. 248 HP / 96+ Def Venusaur-Mega: 138-164 (38 - 45.1%) -- guaranteed 3HKO

    I ran the calc with Life Orb and it comes to 49.3 - 58.6%, I guess with the omni-present Stealth Rocks it's a 2HKO.

    Offensive variants are 2HKOd with Rocks without needing a Life Orb.

    So I guess I need to decide who to set up SR (hooray for bank!) and whether Magnet or Life Orb is better for the team.
     
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