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-   -   Review 4.0 (https://www.pokecommunity.com/showthread.php?t=128980)

sims796 March 28th, 2008 10:14 AM

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.

Dark Azelf March 28th, 2008 10:17 AM

Quote:

Originally Posted by sims796 (Post 3442554)
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.

That looks much better, answer, is yes to bold and underlined.

As for evs, seeing as this is your phys wall, try 252 HP / 180 DEF / 76 SP.DEF @IMpish nature ;)

sims796 March 28th, 2008 10:35 AM

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)?

Dark Azelf March 28th, 2008 10:37 AM

Quote:

Originally Posted by sims796 (Post 3442614)
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)?

1. Sceptile
2. Raichu
3. Grumpig
4. Vileplume
5. Dusknoir w/Fire Punch
6. Hitmontop

You dont have 5 slots o_0

sims796 March 28th, 2008 10:38 AM

No, ignore Hitmontop for now. Him excluded, how does my team fare?

Dark Azelf March 28th, 2008 10:39 AM

Quote:

Originally Posted by sims796 (Post 3442621)
No, ignore Hitmontop for now. Him excluded, how does my team fare?

Without hitmontop, your still t-tar weak Crunch dominates Noir =X



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.

sims796 March 28th, 2008 10:43 AM

Ah. Hitmontop it is :P

It'll be a pain to get, though. Both ATK & DEF would have to be the same, right?

Dark Azelf March 28th, 2008 10:47 AM

Quote:

Originally Posted by sims796 (Post 3442630)
Ah. Hitmontop it is :P

It'll be a pain to get, though. Both ATK & DEF would have to be the same, right?

Ill get you one, lol......


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.

Anti March 28th, 2008 10:57 AM

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.

sims796 March 28th, 2008 11:05 AM

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?

Loto March 28th, 2008 11:26 AM

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 %

sims796 March 28th, 2008 11:31 AM

With all three kicks, it's a grand total of 135 base power. But I didn't notice the accuracy.

Loto March 28th, 2008 11:33 AM

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

Dark Azelf March 28th, 2008 11:34 AM

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 =)

Loto March 28th, 2008 11:37 AM

I thought Intimidate was being run for some reason. My bad, lol.

It's usable then but I would still go with CC, ^_~

Dark Azelf March 28th, 2008 11:42 AM

Quote:

Originally Posted by Loto (Post 3442795)
I thought Intimidate was being run for some reason. My bad, lol.

It's usable then but I would still go with CC, ^_~

Usually it would be, but i use Pursuit/Rapid SPin/Close Combat/Toxic W/Technician, it deals with ghosts better, just one of my quirky sets XP

sims796 March 28th, 2008 11:44 AM

Whichever pops out the egg.

Richard Lynch March 29th, 2008 9:25 AM

Quote:

Originally Posted by Dark_Azelf (Post 3442534)
See, your not lacking a wall. Duknoir/Gliscor/Weezing all beat hera


Hitmontop takes ALL versions of T-Tar =)


Slots together nicely IMO.

Yeah, but good luck bringing him in on a T-Tar. That thing can't take a Tackle without loosing about abazillion HP. It's the same with Dugtrio... he can massacre T-Tar, if played well, but he can't switch into anything. I've noticed Claydol does fairly well against him (used to bve the ultimate counter in Emerald), immune to Earthquake and resists Stone Edge. But Crunch and/or Dark Pulse puts a dent in him now.

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.

sims796 March 29th, 2008 9:33 AM

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.

Anti March 29th, 2008 9:38 AM

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

Dark Azelf March 29th, 2008 9:44 AM

Quote:

Originally Posted by Richard Lynch (Post 3446399)
Yeah, but good luck bringing him in on a T-Tar. That thing can't take a Tackle without loosing about abazillion HP. It's the same with Dugtrio... he can massacre T-Tar, if played well, but he can't switch into anything. I've noticed Claydol does fairly well against him (used to bve the ultimate counter in Emerald), immune to Earthquake and resists Stone Edge. But Crunch and/or Dark Pulse puts a dent in him now.

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.


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:

Originally Posted by sims796 (Post 3446413)
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.

Like i said before it beats all versions of t-tar

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

MegaDitto March 29th, 2008 9:45 AM

[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..

sims796 March 29th, 2008 8:28 PM

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?

Anti March 29th, 2008 8:57 PM

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.

sims796 March 29th, 2008 9:05 PM

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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