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need movesets for forretress and skarmony
i need movesets, natures and ev spreads for those pokes:D
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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. |
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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. |
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. |
hmmm, i dont know who to go for
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well, im going for skarm, but i dont have a rapid spinner
i could always turn my starmie into a RSer |
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.
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And starmie is fine to spin... |
Starmie is always supposed to have Rapid Spin unless you aim for the Choice Specs set :D
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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. |
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You kinda just summarized that for me. Thanks, Anti. :D |
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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 |
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i don't get why people are so invested in rapid spinners. it's not the most important thing. |
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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.
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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.
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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..... |
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.
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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.
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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 |
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