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So how does this look
Sceptile Raichu Grumpig Vileplume Dusknoir w/Fire Punch Hitmontop/Gya In reality, I wanted to use a Stealth Rock setter-upper, along with a ghost type. Here is my proposed set for this: [email protected] Nature:Impish EV:??? Fire Punch Pain Split WoW Shadow Sneak/Ice Punch Really, I was jus tlooking for a reason to use Ice Punch :P But seriously how would this do? Could it even stand up to Ttar? I might not need to get so overly defensive with this onn my team, so can I afford to use something else that can set up Stealth Rock? With this here, can I afford to keep Gya? EDIT:Azelf beat me to te punch. |
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As for evs, seeing as this is your phys wall, try 252 HP / 180 DEF / 76 SP.DEF @IMpish nature ;) |
Yay! So now I must take the painful task of training a Dusknoir...
Which is better, Ice Punch, for additional coverage, or Shadow Sneak, for priority? And since i have both bulk AND WoW, I can battle Ttar much better. Meaning, who could I use in that last spot? It seems that all bases are covered, so does that mean I can afford to go creative on my spot? Is my team secure enough (with just these five here)? |
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2. Raichu 3. Grumpig 4. Vileplume 5. Dusknoir w/Fire Punch 6. Hitmontop You dont have 5 slots o_0 |
No, ignore Hitmontop for now. Him excluded, how does my team fare?
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Oh and [email protected] / Life Orb / Black Glasses Jolly Nature 252 ATT / 252 SPEED / 6 HP - Taunt - Crunch - Earthquake - Dragon Dance Shuts you down even worse, so Hitmon it pretty much a given and fits perfectly into this team, being that it can spin aswell. |
Ah. Hitmontop it is :P
It'll be a pain to get, though. Both ATK & DEF would have to be the same, right? |
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I have one with the previously mentioned moveset, i can change it to what ever, once ive cloned it. Pm me when joo would like it. |
Nobody brings out DDtar in the early game though. Not denying the weakness, just saying that's how it's used.
But yeah, Hitmontop is cool. |
Sure, I'll use it for breeding, after you've cloned it. You're pokes always has suprising
IVs. It's a shame, though. Only one poke of mine can use Falcon...PAAAWWWNNNCCHH. And that's Dusknoir. Could I use Triple Kick over Close Combat, for Sub breaking? |
Also one more thing, please use Shadow Sneak on Dusknoir, finishing off weakened threats with a stab priority move is good for him and also works on the likes of Gengar and such. ^_~
go with CC imo. Triple kick can hit 1-3 times your not always gonna get 2-3 and a base 10 attack power move just isn't gonna cut it for your main stab option, also I realize it gets stronger each time but still I would go with CC. It might not even kill TTar =/ First Hit Damage: 52 - 61 Damage: 15.25% - 17.89% 2nd Hit Damage: 94 - 111 Damage: 27.57% - 32.55% Damage: 136 - 160 Damage: 39.88% - 46.92% Now this is considering Tyranitar has NO HP Ev's.....there are many sets where it runs HP Ev's and such and even if it runs none at all you won't be killing it most of the time. Actually even if you hit max on all 3 hits it'll live, lolz 97.36 % |
With all three kicks, it's a grand total of 135 base power. But I didn't notice the accuracy.
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Each kick can also miss.
Attacks up to 3 times in one turn. Has 10 power for the first kick, 20 power for the second, and 30 power for the third and final kick. Each kick has its own accuracy check, and the move ends as soon as one of the kicks misses. As it is technically 3 attacks in a single turn, rather than a single attack with up to 3 hits |
Technician ftw lol
1st kick = 10 BP + Technician(5)(Which gives you 15 BP) + STAB (7.5) = 20.5 2nd Kick = 20 BP + Technician(10)(Which gives you 30 BP) + STAB(15) = 45 3rd kick = 30 BP + Technician (15)(Which gives you 45 BP) + STAB(22.5) = 67.5 67.5 + 45 + 20.5 = 133 BP. If you dont want to defense drop of CC, CC is better in most cases though =) |
I thought Intimidate was being run for some reason. My bad, lol.
It's usable then but I would still go with CC, ^_~ |
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Whichever pops out the egg.
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In essence, the only way to beat T-Tar is to predict well, and know what variant it is. I would have to say, though, that the best counter for him these days is a Bronzong. Same as Claydol, but the Zong takes trivial damage from Crunch/Dark Pulse. Gyro Ball is risky against T-Tar, since he's amazingly slow as hell. But Earthquake is good, or if you can get one with HP[Fighting], it's even better. Although, you have to wonder if HP[Fighting] is worth going for ONLY to take on a T-Tar. Other walls that I've seen tend well against T-Tar are Donphan and Swampert. Basically, anything really bulky with a STAB Earthquake makes T-Tar break a sweat. EDIT: Just for reference, this is with more of a stall team mentality. If you want an attacker, by all means use a Heracross or something. But make sure you can play it well, since T-Tar is nothing to fool around with. |
Oh my, I thought with his defenses, It'll be easier to counter Tar. Doesn't he resist both STAB moves, and have te SP.Defenses to take any, um, special moves he can throw? But I forget about his HP.
Ah, I guess all I can do is outprdict his movements, by at least knowing which version it is. |
Honestly I think Hitmontop counters it fine, especially with Intimidate. It resists both STAB moves as you mentioned and has its own STAB fighting move to send tar to its grave. If you're unsure, there's always Machamp lol jk
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ERM, hitmontop is actually VERY bulky 50/95/110 defenses, it resists both of t-tars stab moves survives EQ's and can dominate it back with CC. Heracross also fails to 2hko it with a Choice Scarf Close Combat. Quote:
Hp isnt much of an issue, max it gives you 304, which gives max lefties recovery, and impish, it takes hits like a pro, everyone underestimates it. Its hp is better than noirs |
[email protected]/Lum Berry
Nature:Adamant -Waterfall -Ice Fang -Dragon Dance -Taunt You have 2 Earthquake using pokemon already. Possibly good idea to make Gyarados a bit different.. |
Nah, I'm using Top over Gya, but thanks, Bleach & Richard.
[email protected] Orb***Geico(Switch your Car Insurance, RIGHT NAOW!) Nature:Jolly EV:252 ATK, 252 SPD, 6 SP.DEF/HP/Who Cares? Leaf Blade Thunderpunch Dragon Claw Swords Dance Physical Sweeper. [email protected] Sash***Sparks Nature:Timid EV:MAX SP.ATK, MAX SPD, 6 SP.DEF T-bolt Grass Knot Focus Blast Nasty Plot Special Sweeper. He abuses Focus Sash for powerful moves. Wish he had a bit more speed, but meh. I really hate Focus Blast, missing every two moves or so, but I have no choice. [email protected]***Lumas Nature:Calm EV: MAX HP, 52 SP.ATK, 200 SP.DEF Psychic Calm Mind Rest Magic Coat/Shadow Ball Special Wall. [email protected] Nature:Impish EV: 252 HP, 180 DEF, 76 SP.DEF Fire Punch Pain Split WoW Shadow Sneak Physical Wall. A bit dual. [email protected] Impish nature Trait: Technician EV: 252 HP, 100 ATK, 100 DEF, 56 SP.DEF Pursuit Toxic Close Combat Rapid Spin [email protected] Sludge***Petals EV:244 HP, 90 SP.ATK, 140 SP.DEF, 30 DEF Nature:Calm Energy Ball Hidden Power [ICE] Aromatherapy Sleep Powder Cleric. I'm looking over this. Are there any weaknesses that I would have trouble countering? |
Really watch out for pursuit users, especially Weavile and Tyranitar. Mach Punch would be better for Hitmontop IMO, that way Weavile doesn't get ya.
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Oh yeah, Pursuit ruins both my walls. I might lose Rapid spin, seeing as how I don't need to spin as badly. I am no longer Stealth Rock weak, and I might be able to prevent Spikes.
My other rant: Why the hell do people use Toxic Spikes on me! Right after Vileplume (or at the time, Forry) shows up, they want to set up the Toxic Spikes, just for it to dissapear. My team is awfully resistant to Status. And when I put Magic Coat back on Grumig (just for kicks), I'll be nearly invincible. |
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