The PokéCommunity Forums

The PokéCommunity Forums (https://www.pokecommunity.com/index.php)
-   Pokémon Strategies & Movesets (archive) (https://www.pokecommunity.com/forumdisplay.php?f=12)
-   -   need movesets for forretress and skarmony (https://www.pokecommunity.com/showthread.php?t=116182)

˚° ﺎ ﮟ סּ ﻛ °˚ November 18th, 2007 8:37 AM

need movesets for forretress and skarmony
 
i need movesets, natures and ev spreads for those pokes:D

Anti November 18th, 2007 8:47 AM

I should first tell you using both on the same team isn't a good idea...

Skarmory @ Leftovers
Trait: Sturdy
EVs: 252 HP / 16 Atk / 140 Def
Impish Nature (+Def, -SAtk)
- Drill Peck
- Roar / Whirlwind
- Spikes
- Rest / Roost

FTW.

˚° ﺎ ﮟ סּ ﻛ °˚ November 18th, 2007 8:49 AM

Quote:

Originally Posted by Anti-Pop Culture Warrior 13 (Post 3093511)
I should first tell you using both on the same team isn't a good idea...

yeah, i was gonna decide wich 1 to use after

Iceman3k November 18th, 2007 8:49 AM

Skarmory @ Leftovers
Ability: Sturdy
EVs: 208 HP / 84 Atk / 216 Def
Impish Nature (+Def, -SAtk)
- Whirlwind
- Spikes / Stealth Rock
- Roost
- Drill Peck / Brave Bird
Brave Bird if you want more damage while attacking. Works nicely in co-op with Roost.

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 80 Atk / 176 Def
Relaxed Nature (+Def, -Spd) / Impish Nature (+Def, -SAtk)
- Spikes / Stealth Rock
- Rapid Spin
- Earthquake / Explosion / Gyro Ball
- Light Screen / Gyro Ball
Light Screen on Forret works nice, especially if you're anticipating Magnezone or a random Sp. Attacking Switch-in.

Arsibiyez November 18th, 2007 8:53 AM

IMO, not Explosion if you're using SR. Heck, I don't even think it's good to have Explosion on a Spiker at all. That is, after the entry hazards get spun away, you can't spike anymore because you blew your spiker to kingdom come...

Skarm > Forry as Spiker, but Forry >>>> Skarm for dual purpose Spikespinning.

˚° ﺎ ﮟ סּ ﻛ °˚ November 18th, 2007 8:57 AM

hmmm, i dont know who to go for

Anti November 18th, 2007 8:59 AM

Quote:

Originally Posted by reaper121 (Post 3093545)
hmmm, i dont know who to go for

Skamrory has more resistances, Forry can spikespin. Both are killed by magneton :(

˚° ﺎ ﮟ סּ ﻛ °˚ November 18th, 2007 9:03 AM

well, im going for skarm, but i dont have a rapid spinner

i could always turn my starmie into a RSer

Dark Azelf November 18th, 2007 9:07 AM

I highly suggest putting a Shed Shell on Skarmory, its saved me so many times when an an opponent has pulled a Magnezone or to a lesser extent a Probopass on me and lets face it keeping your wall >>> Leftovers recovery.

Anti November 18th, 2007 9:08 AM

Quote:

Originally Posted by Satsusen (Post 3093528)
Skarm > Forry as Spiker, but Forry >>>> Skarm for dual purpose Spikespinning.

Wouldn't that be by default since skarm can't spin?

And starmie is fine to spin...

Azonic November 18th, 2007 9:13 AM

Starmie is always supposed to have Rapid Spin unless you aim for the Choice Specs set :D

Anti November 18th, 2007 9:16 AM

Quote:

Originally Posted by Azonic (Post 3093578)
Starmie is always supposed to have Rapid Spin unless you aim for the Choice Specs set :D

Not if you already have a spinner.

And Shed shell is okay, though if I'm really worried about Magneton, I usually put sub on skarm to allow me to roar it away.

Arsibiyez November 18th, 2007 9:18 AM

Quote:

Originally Posted by Anti-Pop Culture Warrior 13 (Post 3093568)
Wouldn't that be by default since skarm can't spin?

And starmie is fine to spin...

Heheh... My point was that Skarm does better as a simple Spiker since it has more resistances, access to a non-Rest recovery move, more offensiveness potential, and no nasty double weakness to Fire. But Forry is a lot better in general since he opens up an attack slot for a different Pokemon (like Starmie) who could otherwise do the spinning.


You kinda just summarized that for me. Thanks, Anti. :D

Dark Azelf November 18th, 2007 9:20 AM

Quote:

Originally Posted by Anti-Pop Culture Warrior 13 (Post 3093587)
Not if you already have a spinner.

And Shed shell is okay, though if I'm really worried about Magneton, I usually put sub on skarm to allow me to roar it away.

Sub is on 3rd gen standard Skarm isnt it ?

However freely switching with Shed Shell is far better than cutting a quarter of your HP and taking up a move slot that could be used for something else, especially this gen when they gave us an item so we dont have to use sub lol

Arsibiyez November 18th, 2007 9:26 AM

Quote:

Originally Posted by Dark_Azelf (Post 3093595)
Sub is on 3rd gen standard Skarm isnt it ?

However freely switching with out Shed Shell is far better than cutting a quarter of your HP and taking up a move slot that could be used for something else, especially this gen when they gave us an item so we dont have to use sub lol

How do you freely switch without Shed Shell? I thought your point was to have Shed Shell on Skarm so that you didn't use Sub-Roar?

Dark Azelf November 18th, 2007 9:33 AM

Quote:

Originally Posted by Satsusen (Post 3093609)
How do you freely switch without Shed Shell? I thought your point was to have Shed Shell on Skarm so that you didn't use Sub-Roar?

Sorry that was a typo ill change it to WITH Shed Shell XD

Samson November 18th, 2007 10:25 AM

._.

i don't get why people are so invested in rapid spinners. it's not the most important thing.

Dark Azelf November 18th, 2007 10:27 AM

Quote:

Originally Posted by Samson (Post 3093694)
._.

i don't get why people are so invested in rapid spinners. it's not the most important thing.

Well if they set up 3 layers of Spikes one layer of Stealth Rock and two layers of Toxic Spikes, your pretty much screwed when you need to switch lol.

Ooka November 18th, 2007 10:30 AM

Exactly what I was thinking. Not everyone has Skarmory anymore, since Hippowdon is in the picture. Plus I have seen a lot of Tangrowths and Donphans lately. But I see Gliscors more than anything. Seriously, Skarmory is the main spiker you have to look out for and I don't think you should get a pokemon just to counter it.

Dark Azelf November 18th, 2007 10:34 AM

Quote:

Originally Posted by ~Kazaam~ (Post 3093710)
Exactly what I was thinking. Not everyone has Skarmory anymore, since Hippowdon is in the picture. Plus I have seen a lot of Tangrowths and Donphans lately. But I see Gliscors more than anything. Seriously, Skarmory is the main spiker you have to look out for and I don't think you should get a pokemon just to counter it.

Its not just Spikes you need to worry about, lots of thing learn Stealth Rock which chips away at your pokemon and is not fun when you continuously have to keep switching into it.

Ooka November 18th, 2007 10:37 AM

Well, no one said that it isn't a pain in the rear, all I'm saying is a little damage now and then isn't all that bad.

Arcknight316 November 18th, 2007 10:38 AM

I know it's not standard, but I have a very.....unique Forretress set.

Spikes
Toxic Spikes
Rapid Spin
Payback

I know it's weird.....

Samson November 18th, 2007 10:39 AM

that's why you build counters. one taunt makes skarmory completely vulnerable. using rapid spin on something that will obviously use rapid spin is much more dangerous than handicapping a poke.

Ooka November 18th, 2007 10:47 AM

All it takes is for someone to have a Gengar/Dusknoir on the same team as a Spiker and you've completely wasted a slot on your team.

Dark Azelf November 18th, 2007 11:17 AM

Quote:

Originally Posted by ~Kazaam~ (Post 3093762)
All it takes is for someone to have a Gengar/Dusknoir on the same team as a Spiker and you've completely wasted a slot on your team.

Which is why you either

1. Dispose of Ghost by Predict the Ghost switch in which will be obvious, as they know youll rapid spin and you then switch to a counter for the ghost OR this is more for Claydol and Starmie and if they have Gengar. USE PSYCHIC.


Also It doesnt matter if you have a Taunter, your gonna have to withdraw it at one point during the match guaranteed when they bring in something to counter it. Once your Taunter is out the way and not in play they are free to bring in their Spiker, even if you switch in your Taunter once more they will spike you on the switch in and have three layers or spikes up before you know it. Also not every team has a Taunter.


I thought i didnt need a Rapid Spinner either but i soon changed my mind when people were setting up Stealth Rock and 3 Spikes against me and i ran a Taunter which is not in battle all the time like i previously stated.


Bear in mind

3 Layers of Spike = 25 % Damange
Stealth Rock = 12.5% damage (Neutral)

Total = you loose 37.5% of your Hp per pokemon that doesnt resist it and does not fly or levitate.


Super effective Stealth Rock = 25% damage
Spikes = 25 % Damage

Total = You loose 50 % of your health per switch in.


Something tells me that the pokemon wont last long.

You must also consider focus sash users on your team.

Say you come up against something with Dragon Dance, now you have nothing left to take the hit. For instance a Gyarados has just Dragon Danced 3 times just for arguments sake. You switch in Gengar against it after one of your team has just died and it takes damage from Stealth Rock thus ruining focus sash. Now if you removed the Stealth Rock or Spike earlier you can hang on with Focus Sash and thunderbolt the hell out of it and save the rest of your team in the process.

Removing or not removing Spikes and Stealth Rock ultimately will save or cost you the match.

This is why i feel its so important to have a Rapid Spinner on your team, unless your against a n00b who doent know the meaning of switch lol


All times are GMT -8. The time now is 5:59 AM.


Like our Facebook Page Follow us on Twitter © 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.

Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.