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Nah July 31st, 2014 1:58 PM

Quote:

Originally Posted by Sven (Post 8378946)
So I guess I cant put it into Daycare and let them level to lvl 100? I want to do that but I dont want it to end up too weak.

Also, can every stats get 255 EVs?

Or should I kill only those that give certain EVs, and if yes, which one should I focus on when it's about Beldum?

Since you're playing on Gen 4, it'd be best to get all the EVs first, then level it to 100 (Though its not a bad idea to get it some levels first so it can defeat the wild pokes on its own and make things go a little faster). The maximum amount of EVs a Pokemon can have is 510, and no more than 255 can go into one stat. So you can't have max (255) EVs in all stats. So kill the Pokemon that give out EVs for the stats you want to boost; which stats and by how much depends on what set you plan to use.

GreenFlame July 31st, 2014 10:22 PM

What would you say is the most effective tank you can come up with? One that is really annoying to be fighting against because it would be difficult to get rid of.

Guardian August 1st, 2014 12:03 AM

Quote:

Originally Posted by Zekrom (Post 8378975)
Since you're playing on Gen 4, it'd be best to get all the EVs first, then level it to 100 (Though its not a bad idea to get it some levels first so it can defeat the wild pokes on its own and make things go a little faster). The maximum amount of EVs a Pokemon can have is 510, and no more than 255 can go into one stat. So you can't have max (255) EVs in all stats. So kill the Pokemon that give out EVs for the stats you want to boost; which stats and by how much depends on what set you plan to use.

My Beldum is lvl 52 but freshly caught, does that mean he has no EVs right now?

If yes, should I simply keep track of what I kill when I train, would that be an accurate way of tracking EVs?

And lastly, what would be a good EVs distribution for him?

Nah August 1st, 2014 4:59 AM

Quote:

Originally Posted by Sven (Post 8379659)
My Beldum is lvl 52 but freshly caught, does that mean he has no EVs right now?

If yes, should I simply keep track of what I kill when I train, would that be an accurate way of tracking EVs?

And lastly, what would be a good EVs distribution for him?

Yeah, if it was caught at level 52, then it should have no EVs. Which is good for you, because then you can eliminate the switching step of the training.

So yeah, keep track of the EVs you gain while training. How you do so is up to you; some methods work better than others for different people. How I personally do it is divide the number of EVs I want by the number of EVs the Pokemon I'll be training against gives, which then gives me the number of that Pokemon I have to kill in order to get the amount of EVs I want. Then I just keep track of how many I've beaten.

As for EV spreads, like I said before, it depends on what set exactly you want it to run. Here are some examples of sets for DPPt Metagross:
https://www.smogon.com/dex/dp/pokemon/metagross

If you plan to bring it up to Gen 6, use this:

-Metagross w/Assault Vest
Nature: Adamant
Ability: Clear Body
EVs: 252 HP, 252 Attack, 4 Sp.Defense
Moves: Meteor Mash, Earthquake, Zen Headbutt, Bullet Punch

Guardian August 1st, 2014 6:38 AM

Quote:

Originally Posted by Zekrom (Post 8379846)
Yeah, if it was caught at level 52, then it should have no EVs. Which is good for you, because then you can eliminate the switching step of the training.

So yeah, keep track of the EVs you gain while training. How you do so is up to you; some methods work better than others for different people. How I personally do it is divide the number of EVs I want by the number of EVs the Pokemon I'll be training against gives, which then gives me the number of that Pokemon I have to kill in order to get the amount of EVs I want. Then I just keep track of how many I've beaten.

As for EV spreads, like I said before, it depends on what set exactly you want it to run. Here are some examples of sets for DPPt Metagross:
https://www.smogon.com/dex/dp/pokemon/metagross

If you plan to bring it up to Gen 6, use this:

-Metagross w/Assault Vest
Nature: Adamant
Ability: Clear Body
EVs: 252 HP, 252 Attack, 4 Sp.Defense
Moves: Meteor Mash, Earthquake, Zen Headbutt, Bullet Punch

So, 151 Kricketunes (+2 Attack), 252 Bidoofs (+1 HP) and 4 whatever gives Sp.Def. WOuld this be a good plan?

Also, does lvl 2 Bidoof give same amount of EVs as a lvl 52 does? Or simply, can I just train at the place with lvl 3 Bidoofs? I would still be getting 1 EF for HP, right?.

Nah August 1st, 2014 6:41 AM

Quote:

Originally Posted by Sven (Post 8379977)
So, 151 Kricketunes (+2 Attack), 252 Bidoofs (+1 HP) and 4 whatever gives Sp.Def. WOuld this be a good plan?

Also, does lvl 2 Bidoof give same amount of EVs as a lvl 52 does? Or simply, can I just train at the place with lvl 3 Bidoofs? I would still be getting 1 EF for HP, right?.

The Pokemon's level does not effect the amount of EVs it gives out. A level 100 Bidoof will give you 1 HP EV. So will a level 2 Bidoof.

Also, if you can a Power item (like the Power Weight or Power Bracer) that'll speed up the process. So instead of 252 Bidoofs, you'll only have to kill 52 with a Power Weight equipped.

Guardian August 1st, 2014 7:01 AM

Quote:

Originally Posted by Zekrom (Post 8379984)
The Pokemon's level does not effect the amount of EVs it gives out. A level 100 Bidoof will give you 1 HP EV. So will a level 2 Bidoof.

Also, if you can a Power item (like the Power Weight or Power Bracer) that'll speed up the process. So instead of 252 Bidoofs, you'll only have to kill 52 with a Power Weight equipped.

I dont have it, but I assume Macho brace would be useful, right? It would half the amounf of Bidoofs to 151 and the Kricketunes to 76, right? It wouldn't affect any other stats I believe.

Also thanks for the moveset, I like it, since Beldum is level 52 already I will just give it a rare candy, evolve to Metang, use heart scales to relearn the moveset I want, do that EV training, it will probably get a few levels, and then off to Daycare with lvl 55-ish Metagross :D

Nah August 1st, 2014 7:27 AM

Quote:

Originally Posted by Sven (Post 8380018)
I dont have it, but I assume Macho brace would be useful, right? It would half the amounf of Bidoofs to 151 and the Kricketunes to 76, right? It wouldn't affect any other stats I believe.

Also thanks for the moveset, I like it, since Beldum is level 52 already I will just give it a rare candy, evolve to Metang, use heart scales to relearn the moveset I want, do that EV training, it will probably get a few levels, and then off to Daycare with lvl 55-ish Metagross :D

Yeah, if getting a Power item isn't feasible, Macho Brace will still be better than nothing. Macho Brace simply doubles the EVs you get from a battle, so it'll cut the time required roughly in half.

Guardian August 1st, 2014 7:56 AM

Quote:

Originally Posted by Zekrom (Post 8380047)
Yeah, if getting a Power item isn't feasible, Macho Brace will still be better than nothing. Macho Brace simply doubles the EVs you get from a battle, so it'll cut the time required roughly in half.

Alright man, thanks a lot!

GreenFlame August 3rd, 2014 10:06 AM

I had a stupid idea that will probably sound completely idiotic, but I just wanted to know what you think.

What if you gave a Pokémon (let's say, Steelix) the lowest Speed stat possible with 0 Speed IV, 0 Speed EVs and a Nature that decreases Speed growth, then gave it Gyro Ball? I know you can't just do all this for one move, but if you did then you have room for a Nature that helps another stat, and plenty of EVs that aren't used at all in Speed to make it an excellent defender.

What do you think? And has this tactic ever been used, or is it stupid?

Dark Azelf August 3rd, 2014 10:55 AM

Quote:

Originally Posted by GreenFlame (Post 8383520)
I had a stupid idea that will probably sound completely idiotic, but I just wanted to know what you think.

What if you gave a Pokémon (let's say, Steelix) the lowest Speed stat possible with 0 Speed IV, 0 Speed EVs and a Nature that decreases Speed growth, then gave it Gyro Ball? I know you can't just do all this for one move, but if you did then you have room for a Nature that helps another stat, and plenty of EVs that aren't used at all in Speed to make it an excellent defender.

What do you think? And has this tactic ever been used, or is it stupid?

Yes. This is standard on Pokemon who use Gyro Ball for example, Bronzong and Steelix. They both use either Relaxed or Sassy 0 speed ivs and 0 speed evs and pour evs into hp and defenses.

GreenFlame August 3rd, 2014 11:37 PM

Quote:

Originally Posted by Dark Azelf (Post 8383586)
Yes. This is standard on Pokemon who use Gyro Ball for example, Bronzong and Steelix. They both use either Relaxed or Sassy 0 speed ivs and 0 speed evs and pour evs into hp and defenses.

What build would typically be used for a Steelix that is centered around being as slow as possible? Would you try to take full potential of its Defense, or try to give it a high Special Defense so it's not left with a weakness?

MoxieInfinite August 4th, 2014 7:34 PM

Usually you would not run Steelix cuz its ass. If youre feeling hipster, run OTR Zong.

lemonhihi August 5th, 2014 6:09 AM

A jolly tyranitar with max speed ev Assume its speed is 300.

Can I know how much its speed is increased after a Dragon Dance compare to holding a Choice Scarf? thanks

PlatinumDude August 5th, 2014 6:14 AM

Quote:

Originally Posted by lemonhihi (Post 8386433)
A jolly tyranitar with max speed ev Assume its speed is 300.

Can I know how much its speed is increased after a Dragon Dance compare to holding a Choice Scarf? thanks

Jolly Tyranitar hits 243 Speed at level 100. It can never hit above 300 unless it's been given Choice Scarf or used Dragon Dance.

Anyway, Dragon Dance and Choice Scarf give Tyranitar the same Speed boost of 1.5x. In that case, either boost will make Tyranitar hit 364 Speed. Even then, Mega Tyranitar is better for Dragon Dancing purposes because it outspeeds Greninja after a Dragon Dance, which regular Tyranitar can't do. It also has more than enough bulk to tank priority while it sweeps.

Choice Scarf Tyranitar, however, is still viable if you want a speedy Tyranitar right off the bat, though it can't outspeed Greninja.

lemonhihi August 5th, 2014 6:20 AM

Quote:

Originally Posted by PlatinumDude (Post 8386441)
Jolly Tyranitar hits 243 Speed at level 100. It can never hit above 300 unless it's been given Choice Scarf or used Dragon Dance.

Anyway, Dragon Dance and Choice Scarf give Tyranitar the same Speed boost of 1.5x. In that case, either boost will make Tyranitar hit 364 Speed. Even then, Mega Tyranitar is better for Dragon Dancing purposes because it outspeeds Greninja after a Dragon Dance, which regular Tyranitar can't do. It also has more than enough bulk to tank priority while it sweeps.

Choice Scarf Tyranitar, however, is still viable if you want a speedy Tyranitar right off the bat, though it can't outspeed Greninja.

Yo! thanks for the clarification! Now I can finally give my tyranitar hold a megastone and give it a DD!
Tired of revenge killer tyranitar with limited attack pool..

tchpokemaster August 5th, 2014 2:25 PM

Granbull Help.
 
1 Attachment(s)
Hi guys

I'm new to competitive pokemon battling and training so I need some help.

I decided I want to breed a competitive Granbull, having never bred pokemon before.

I have a 5 IV Granbull with IV's 31/31/31/x/31/31 and an Adament nature.

I need help deciding what stats to EV train.

Am I right in thinking because Granbull has primarily physical based moves I won't need an IV in Sp. Attack? Which would also mean I won't need to EV train Sp. Attack?

I was thinking of max EV traning HP and Speed, would this be sensible? or would I need to EV train all the different stats to make a balanced pokemon?

Looking at Granbulls base stats in the attachment his lowest stat is speed so that obviously needs to be Ev'd.
He has pretty high attack so I assume I don't need to Ev train that.
I assume I only need to max Ev train Speed and HP and put the remaining Ev's in Attack or Defence?

Like I said, I'm new to competitive training so any help with this question would be great.

Thanks.

MoxieInfinite August 5th, 2014 2:55 PM

max hp max def, checks haxorus in uu. nice cleric on non-stall (bliss obv better on stall). nice option over aromatisse in general, you choose between checking haxorus better and beating sableye.

tchpokemaster August 5th, 2014 3:14 PM

Quote:

Originally Posted by MoxieInfinite (Post 8387127)
max hp max def, checks haxorus in uu. nice cleric on non-stall (bliss obv better on stall). nice option over aromatisse in general, you choose between checking haxorus better and beating sableye.

Cheers for the suggestions.

What do you mean by 'nice cleric on non-stall'? I don't understand why I would have to beat Sableye or Haxous? Are those the best pokemon in UU?

PlatinumDude August 5th, 2014 3:38 PM

Quote:

Originally Posted by tchpokemaster (Post 8387148)
Cheers for the suggestions.

What do you mean by 'nice cleric on non-stall'? I don't understand why I would have to beat Sableye or Haxous? Are those the best pokemon in UU?

Granbull is a good cleric outside of stall teams. A cleric is a Pokemon that knows Aromatherapy or Heal Bell to cure the team of status conditions.

Haxorus is a threat in UU and Sableye is generally annoying if you're unprepared for it.

Here's the regular Granbull set:
-Play Rough
-Earthquake
-Thunder Wave
-Heal Bell/Fire Punch
Nature: Impish
EVs: 252 HP/4 Atk/252 Def
Item: Leftovers
Ability: Intimidate

MoxieInfinite August 5th, 2014 5:15 PM

id consider haxorus the biggest threat in uu atm. sd breaks stall so easily. just some prior damage on the fairy (usually aromatisse, but granbulls coming up), and its gone(aromatisse tends to take knock offs too, and hippo isnt an uncommon mon on stalls). sableye is just a ♥♥♥♥.

GreenFlame August 6th, 2014 4:23 AM

What are good Talonflame and Chesnaught builds? Talonflame seems to be very fast, and by looking at the statistics the preferred Nature is Adamant with Brave Bird being the most commonly known move amongst it. Not sure what Chesnaught's good points are.

MoxieInfinite August 6th, 2014 5:10 AM

bravebird, sd, flare blitz, roost/uturn

wow, brave bird, roost, whatever

brave bird, roost, flare blitz, bulk up

chesnaught should run something like spikes, leech seed, spiky shield, a STAB of your choice

PlatinumDude August 6th, 2014 6:12 AM

Quote:

Originally Posted by GreenFlame (Post 8388094)
What are good Talonflame and Chesnaught builds? Talonflame seems to be very fast, and by looking at the statistics the preferred Nature is Adamant with Brave Bird being the most commonly known move amongst it. Not sure what Chesnaught's good points are.

Quote:

Originally Posted by MoxieInfinite (Post 8388133)
bravebird, sd, flare blitz, roost/uturn

wow, brave bird, roost, whatever

brave bird, roost, flare blitz, bulk up

chesnaught should run something like spikes, leech seed, spiky shield, a STAB of your choice

While I hate to repeat what Moxie said, I'd like to add in natures, EVs items and abilities as well to expand. Other potential Talonflame sets will be included too, as Swords Dance and Bulk Up aren't the only viable sets:

Talonflame:
-Swords Dance
-Flare Blitz
-Brave Bird
-Roost
Nature: Adamant
EVs: 252 Atk/4 Def/252 Spe
Item: Life Orb/Sharp Beak/Sky Plate
Ability: Gale Wings

or
-Flare Blitz
-Brave Bird
-U-turn
-Tailwind/Roost
Nature: Adamant
EVs: 252 Atk/4 Def/252 Spe
Item: Choice Band/Sharp Beak/Sky Plate
Ability: Gale Wings

or
-Bulk Up
-Brave Bird
-Roost
-Taunt/Will-o-Wisp
Nature: Careful
EVs: 248 HP/8 Def/252 SDef
Item: Leftovers
Ability: Gale Wings

or
-Swords Dance
-Flare Blitz
-Brave Bird
-Natural Gift
Nature: Jolly
EVs: 80 HP/252 Atk/176 Spe
Item: Liechi Berry/Salac Berry
Ability: Gale Wings

or
-Brave Bird
-Taunt
-Will-o-Wisp
-Roost
Nature: Careful
EVs: 248 HP/252 SDef/8 Spe
Item: Leftovers
Ability: Gale Wings

Chesnaught:
-Leech Seed
-Spiky Shield
-Hammer Arm
-Spikes/Wood Hammer
Nature: Impish
EVs: 252 HP/252 Def/4 SDef
Item: Leftovers
Ability: Bulletproof

GreenFlame August 6th, 2014 7:15 AM

Quote:

Originally Posted by MoxieInfinite (Post 8388133)
bravebird, sd, flare blitz, roost/uturn

wow, brave bird, roost, whatever

brave bird, roost, flare blitz, bulk up

chesnaught should run something like spikes, leech seed, spiky shield, a STAB of your choice

Quote:

Originally Posted by PlatinumDude (Post 8388207)
While I hate to repeat what Moxie said, I'd like to add in natures, EVs items and abilities as well to expand. Other potential Talonflame sets will be included too, as Swords Dance and Bulk Up aren't the only viable sets.

How do you set up with Swords Dance on an offensive Talonflame? It seems like it would rely on being able to get KOs before the opponent manages to damage it, which means Swords Dance would leave it vulnerable on that turn (depending on the opponent). The only thing I can think of to get around this is Mat Block by a fast ally.

EDIT: If the opponent doesn't use a supereffective move then Talonflame may be able to survive and take them out on the next turn because of the Attack boost, but it seems risky.

EDIT 2: On the Tailwind one, wouldn't you be able to take some EVs out of Speed and into something else, because when you use Tailwind it's gonna put speed up and Gale Wings will make Tailwind go first.

Nah August 6th, 2014 12:46 PM

Quote:

Originally Posted by GreenFlame (Post 8388291)
How do you set up with Swords Dance on an offensive Talonflame? It seems like it would rely on being able to get KOs before the opponent manages to damage it, which means Swords Dance would leave it vulnerable on that turn (depending on the opponent). The only thing I can think of to get around this is Mat Block by a fast ally.

EDIT: If the opponent doesn't use a supereffective move then Talonflame may be able to survive and take them out on the next turn because of the Attack boost, but it seems risky.

EDIT 2: On the Tailwind one, wouldn't you be able to take some EVs out of Speed and into something else, because when you use Tailwind it's gonna put speed up and Gale Wings will make Tailwind go first.

You usually bring in a boosting Talonflame on a predicted resisted hit (particularly Grass or Bug)/ on something deathly afraid of Talonflame (like Ferrothorn, for example), especially after a poke has been KO'd. You then can set up while the opponent switches out.

Tailwind is usually meant to be Talonflame's parting gift to its team before dying; its not meant to give Talon even more Speed (since its already fast as hell with base 123 Speed and Gale Wings).

GreenFlame August 6th, 2014 2:24 PM

Quote:

Originally Posted by Zekrom (Post 8388728)
You usually bring in a boosting Talonflame on a predicted resisted hit (particularly Grass or Bug)/ on something deathly afraid of Talonflame (like Ferrothorn, for example), especially after a poke has been KO'd. You then can set up while the opponent switches out.

Tailwind is usually meant to be Talonflame's parting gift to its team before dying; its not meant to give Talon even more Speed (since its already fast as hell with base 123 Speed and Gale Wings).

I see. I can definitely understand the usefulness of Tailwind, because some of the Pokés I've got (W. Rotom and Clefable) are defensive and therefore usually end up moving second to the opponent.

Howlcall August 6th, 2014 5:18 PM

I am trying to train up a Modest Lucario in my Soul Silver. Can someone tell me if these stats look alright?
lvl 41
ability: steadfast
hp- 115
atk- 97
defense- 73
sp atk- 117
sp def- 69
spd- 90

GreenFlame August 7th, 2014 5:32 AM

What is a good Infernape (my fave Poké) build? Its Attack and Special Attack match exactly, as well as its Defense and Special Defense, though I imagine it to be a good Physical (not sure).

PlatinumDude August 7th, 2014 5:38 AM

Quote:

Originally Posted by GreenFlame (Post 8389841)
What is a good Infernape (my fave Poké) build? Its Attack and Special Attack match exactly, as well as its Defense and Special Defense, though I imagine it to be a good Physical (not sure).

Infernape is better off mixed to set itself apart from Terrakion and Keldeo. It can also pull off a surprise defensive set:
-Fire Blast/Flare Blitz
-Close Combat
-Grass Knot
-Hidden Power (Ice)/Mach Punch/Thunder Punch
Nature: Hasty/Naive
EVs: 168 Atk/88 SAtk/252 Spe
Item: Life Orb

or
-Stealth Rock
-Overheat
-Close Combat
-Endeavor
Nature: Hasty/Naive
EVs: 168 Atk/88 SAtk/252 Spe
Item: Focus Sash
Ability: Blaze

or
-Close Combat
-Taunt
-Will-o-Wisp
-Slack Off
Nature: Impish
EVs: 212 HP/4 Atk/252 Def/40 Spe
Item: Leftovers
Ability: Blaze

MoxieInfinite August 7th, 2014 5:40 AM

SR, Flare Blitz, CC, Mach Punch @Sash I think is the most common version, though a CB set with U-Turn over SR or something is probably great in UU.

oshawottlover13 August 7th, 2014 7:33 PM

ok so i have this ursaring that i iv bred myself. perfect ivs in HP, Atk, Def, Spcl. Def, and Spd. With the moves Earthquake, Play Rough (so it can atleast do some major damage to a fighting type before getting KO'ed) Rest (to regain HP) and Sleep talk (so im not just sitting there doing nothing). Now the reason i did the rest and sleep talk is because the ability is quick feet which should make its speed stat go up 1 stage when it gets inflicted with a status move right? Well using rest doesnt make me increase my speed which doesnt make sense because it has a status condition. can someone help me please?

and if this ability worked like i thought it would, and rest lasts for only 2 turns, i could totally get my speed up and using the choice band (not the one that is only for one move or use or whatever it is) my attack would be amazing. but why wont the ability work?

PlatinumDude August 7th, 2014 9:29 PM

Quote:

Originally Posted by oshawottlover13 (Post 8391015)
ok so i have this ursaring that i iv bred myself. perfect ivs in HP, Atk, Def, Spcl. Def, and Spd. With the moves Earthquake, Play Rough (so it can atleast do some major damage to a fighting type before getting KO'ed) Rest (to regain HP) and Sleep talk (so im not just sitting there doing nothing). Now the reason i did the rest and sleep talk is because the ability is quick feet which should make its speed stat go up 1 stage when it gets inflicted with a status move right? Well using rest doesnt make me increase my speed which doesnt make sense because it has a status condition. can someone help me please?

and if this ability worked like i thought it would, and rest lasts for only 2 turns, i could totally get my speed up and using the choice band (not the one that is only for one move or use or whatever it is) my attack would be amazing. but why wont the ability work?

Ursaring should use Toxic Orb to make use of Quick Feet; RestTalk is simply unreliable. While Play Rough and Earthquake have good coverage together, they lack STAB on Ursaring. Doing so will make it miss out on the raw power that Facade provides; the below set has good neutral coverage:
-Facade
-Earthquake/Close Combat
-Crunch
-Protect/Swords Dance
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
Item: Toxic Orb
Ability: Quick Feet

Play Rough isn't worth it on Ursaring; a STAB neutral statused Facade outdamages a 2x super effective Play Rough:

252 Atk Ursaring Play Rough vs. 252 HP / 0 Def Machamp: 238-280 (61.9 - 72.9%) -- guaranteed 2HKO

252 Atk Ursaring Facade (140 BP) vs. 252 HP / 0 Def Machamp: 276-325 (71.8 - 84.6%) -- guaranteed 2HKO


Quick Feet boosts Speed by 1.5x when the user is afflicted by non-infatuation/confusion status. At level 100, Jolly Ursaring hits 229 Speed (maximum, assuming 31 IVs in Speed), which will be boosted to 343 when it's statused. While this Speed is rather good, Ursaring is still outsped by base 108 Speed Pokemon and above with +Speed natures. Or you just didn't invest in Speed at all. Ursaring needs Speed investment to make the most out of Quick Feet; otherwise, it's still slow even with the Quick Feet boost.

iPika August 8th, 2014 5:07 AM

Hi guys. I realised that my team is as bad as Munchlax's speed. I need some recommendations on what to do. This is my RU team.
Doublade (M) @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
- Sacred Sword
- Gyro Ball

Ambipom (M) @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Knock Off
- Return
- U-turn

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Ice Punch

Moltres @ Life Orb
Ability: Pressure
EVs: 104 HP / 4 Def / 252 SpA / 148 Spe
Modest Nature
- Fire Blast
- Hurricane
- Hidden Power [Grass]
- Roost

Clawitzer @ Leftovers
Ability: Mega Launcher
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Aura Sphere
- Dark Pulse
- U-turn
- Scald

Drapion @ Leftovers
Ability: Sniper
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Taunt
- Swords Dance
- Knock Off
- Poison Jab

What should I remove and what should I add? Thanks!

PlatinumDude August 8th, 2014 6:13 AM

Quote:

Originally Posted by iPika (Post 8391572)
Hi guys. I realised that my team is as bad as Munchlax's speed. I need some recommendations on what to do. This is my RU team.
Doublade (M) @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
- Sacred Sword
- Gyro Ball

Ambipom (M) @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Knock Off
- Return
- U-turn

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Ice Punch

Moltres @ Life Orb
Ability: Pressure
EVs: 104 HP / 4 Def / 252 SpA / 148 Spe
Modest Nature
- Fire Blast
- Hurricane
- Hidden Power [Grass]
- Roost

Clawitzer @ Leftovers
Ability: Mega Launcher
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Aura Sphere
- Dark Pulse
- U-turn
- Scald

Drapion @ Leftovers
Ability: Sniper
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Taunt
- Swords Dance
- Knock Off
- Poison Jab

What should I remove and what should I add? Thanks!

44 Speed EVs let Doublade outspeed 0 Speed Rhyperior. If that's the case, you shouldn't use Gyro Ball:
-Swords Dance
-Iron Head
-Shadow Claw
-Shadow Sneak
Nature: Adamant
EVs: 212 HP/252 Atk/44 Spe
Item: Eviolite

Ambipom likes the freedom of switching moves, so Choice Band is a no-go:
-Fake Out
-Return
-Low Kick
-Knock Off
Nature: Jolly
EVs: 252 Atk/4 SDef/252 Spe
Item; Life Orb
Ability: Technician

More offensive presence would be preferred for Rhyperior:
-Stealth Rock
-Earthquake
-Stone Edge/Rock Blast
-Dragon Tail
Nature: Adamant
EVs: 248 HP/16 Atk/244 SDef
Item: Leftovers
Ability: Solid Rock

or
-Earthquake
-Stone Edge
-Megahorn
-Ice Punch
Nature: Adamant
EVs: 172 HP/252 Atk/84 Spe
Item: Choice Band
Ability: Solid Rock

or
-Rock Polish
-Earthquake
-Stone Edge
-Ice Punch
Nature: Jolly
EVs: 252 Atk/4 Def/252 Spe
Item: Weakness Policy/Life Orb
Ability: Solid Rock

Since Moltres is weak to Stealth Rock, how about replacing Rhyperior with Sandslash to provide Stealth Rock and Rapid Spin support?:
-Stealth Rock
-Earthquake
-Knock Off
-Rapid Spin
Nature: Adamant/Impish
EVs: 252 HP/252 Atk/4 Def (Adamant) or 252 HP/252 Def/4 SDef (Impish)
Item: Leftovers

What does Moltres' EV spread do, really? It could use the extra Speed from Timid and 4 Def/252 SAtk/252 Spe.

Mild doesn't do Clawitzer any favors; that nature compromises its bulk. U-turn is meant for scouting purposes, not for the damage. Try squeezing in Ice Beam somewhere on Clawitzer so it has an easier time with Grass and Dragon Pokemon:
-Scald/Water Pulse
-Dark Pulse
-Ice Beam
-Aura Sphere/U-turn
Nature: Modest
EVs: 252 SAtk/4 SDef/252 Spe
Item: Life Orb

95 Speed is decent in RU, and you're wasting that away with your current Drapion spread. Bulky Swords Dance Drapion should look something like this:
-Swords Dance
-Knock Off
-Earthquake/Aqua Tail
-Taunt
Nature: Jolly
EVs: 160 HP/96 Atk/252 Spe
Item: Black Sludge/Lum Berry
Ability: Sniper

iPika August 8th, 2014 6:50 AM

Quote:

Originally Posted by PlatinumDude (Post 8391680)
44 Speed EVs let Doublade outspeed 0 Speed Rhyperior. If that's the case, you shouldn't use Gyro Ball:
-Swords Dance
-Iron Head
-Shadow Claw
-Shadow Sneak
Nature: Adamant
EVs: 212 HP/252 Atk/44 Spe
Item: Eviolite

Ambipom likes the freedom of switching moves, so Choice Band is a no-go:
-Fake Out
-Return
-Low Kick
-Knock Off
Nature: Jolly
EVs: 252 Atk/4 SDef/252 Spe
Item; Life Orb
Ability: Technician

More offensive presence would be preferred for Rhyperior:
-Stealth Rock
-Earthquake
-Stone Edge/Rock Blast
-Dragon Tail
Nature: Adamant
EVs: 248 HP/16 Atk/244 SDef
Item: Leftovers
Ability: Solid Rock

or
-Earthquake
-Stone Edge
-Megahorn
-Ice Punch
Nature: Adamant
EVs: 172 HP/252 Atk/84 Spe
Item: Choice Band
Ability: Solid Rock

or
-Rock Polish
-Earthquake
-Stone Edge
-Ice Punch
Nature: Jolly
EVs: 252 Atk/4 Def/252 Spe
Item: Weakness Policy/Life Orb
Ability: Solid Rock

Since Moltres is weak to Stealth Rock, how about replacing Rhyperior with Sandslash to provide Stealth Rock and Rapid Spin support?:
-Stealth Rock
-Earthquake
-Knock Off
-Rapid Spin
Nature: Adamant/Impish
EVs: 252 HP/252 Atk/4 Def (Adamant) or 252 HP/252 Def/4 SDef (Impish)
Item: Leftovers

What does Moltres' EV spread do, really? It could use the extra Speed from Timid and 4 Def/252 SAtk/252 Spe.

Mild doesn't do Clawitzer any favors; that nature compromises its bulk. U-turn is meant for scouting purposes, not for the damage. Try squeezing in Ice Beam somewhere on Clawitzer so it has an easier time with Grass and Dragon Pokemon:
-Scald/Water Pulse
-Dark Pulse
-Ice Beam
-Aura Sphere/U-turn
Nature: Modest
EVs: 252 SAtk/4 SDef/252 Spe
Item: Life Orb

95 Speed is decent in RU, and you're wasting that away with your current Drapion spread. Bulky Swords Dance Drapion should look something like this:
-Swords Dance
-Knock Off
-Earthquake/Aqua Tail
-Taunt
Nature: Jolly
EVs: 160 HP/96 Atk/252 Spe
Item: Black Sludge/Lum Berry
Ability: Sniper

Rhyperior isn't the only problem in RU.

Yeah, Ambipom definitely needs more work.

I'm just gonna completely remove Rhyperior cuz he feels like he has no presence at all. Sandslash it is then.

Hmm... I'll try that Moltres spread.

Hmm... Yeah, U-Turn is crap on Clawitzer. No idea why I took Mild.

Hmm... I see.

By the way, should I do something about Moltres and his Hurricane? That 70% accuracy pisses me off.

Thanks a lot, friend!

oshawottlover13 August 8th, 2014 10:34 AM

Quote:

Originally Posted by PlatinumDude (Post 8391169)
Ursaring should use Toxic Orb to make use of Quick Feet; RestTalk is simply unreliable. While Play Rough and Earthquake have good coverage together, they lack STAB on Ursaring. Doing so will make it miss out on the raw power that Facade provides; the below set has good neutral coverage:
-Facade
-Earthquake/Close Combat
-Crunch
-Protect/Swords Dance
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
Item: Toxic Orb
Ability: Quick Feet

Play Rough isn't worth it on Ursaring; a STAB neutral statused Facade outdamages a 2x super effective Play Rough:

252 Atk Ursaring Play Rough vs. 252 HP / 0 Def Machamp: 238-280 (61.9 - 72.9%) -- guaranteed 2HKO

252 Atk Ursaring Facade (140 BP) vs. 252 HP / 0 Def Machamp: 276-325 (71.8 - 84.6%) -- guaranteed 2HKO


Quick Feet boosts Speed by 1.5x when the user is afflicted by non-infatuation/confusion status. At level 100, Jolly Ursaring hits 229 Speed (maximum, assuming 31 IVs in Speed), which will be boosted to 343 when it's statused. While this Speed is rather good, Ursaring is still outsped by base 108 Speed Pokemon and above with +Speed natures. Or you just didn't invest in Speed at all. Ursaring needs Speed investment to make the most out of Quick Feet; otherwise, it's still slow even with the Quick Feet boost.

ok first off, i have no idea what stab means. i just now got into competitive battling so i dont know much terminology. Second, I thought rest would be good because it heals you perfectly and heals your status condition. and if i use rest with toxic orb, would that make my poisoned condition go away, come back and give me another speed boost? or does that not work? and i havent EV trained him at all i came here to see if that was a good enough move set and stuff, but my ursaring has adamant nature to boost his attack, and lower his special attack because ursaring doesnt need special attack.
Anything else i should know?

Nah August 8th, 2014 11:17 AM

Quote:

Originally Posted by oshawottlover13 (Post 8392060)
ok first off, i have no idea what stab means. i just now got into competitive battling so i dont know much terminology. Second, I thought rest would be good because it heals you perfectly and heals your status condition. and if i use rest with toxic orb, would that make my poisoned condition go away, come back and give me another speed boost? or does that not work? and i havent EV trained him at all i came here to see if that was a good enough move set and stuff, but my ursaring has adamant nature to boost his attack, and lower his special attack because ursaring doesnt need special attack.
Anything else i should know?

STAB stands for "Same Type Attack Bonus" (or was it boost?). Moves that are the same type as the Pokemon using them get a 50% boost in base power. For example, Bullet Punch will be 50% stronger on a Scizor because it is part Steel.

The issue with using Rest+Sleep Talk is that it randomly selects a move, so you may end up using something you really don't wanna use, and devoting 2 slots to Rest and Sleep Talk means Ursaring is lacking in important coverage moves.

I don't know for sure if Toxic Orb will re-activate after Ursaring wakes up, but I'd imagine it would.

oshawottlover13 August 8th, 2014 6:19 PM

Quote:

Originally Posted by Zekrom (Post 8392117)
STAB stands for "Same Type Attack Bonus" (or was it boost?). Moves that are the same type as the Pokemon using them get a 50% boost in base power. For example, Bullet Punch will be 50% stronger on a Scizor because it is part Steel.

The issue with using Rest+Sleep Talk is that it randomly selects a move, so you may end up using something you really don't wanna use, and devoting 2 slots to Rest and Sleep Talk means Ursaring is lacking in important coverage moves.

I don't know for sure if Toxic Orb will re-activate after Ursaring wakes up, but I'd imagine it would.

well i dont have a toxic or burn orb yet. im trying to get it in the battle maison. so ill guess we'll see when i get it

GreenFlame August 9th, 2014 6:20 AM

What's a good Raichu build for my friend? Preferably built around Electro Ball, but if there's anything better ones please advise. Also does Electro Ball count mid-battle stat changes and items that might boost speed?

PlatinumDude August 9th, 2014 7:26 AM

Quote:

Originally Posted by GreenFlame (Post 8393377)
What's a good Raichu build for my friend? Preferably built around Electro Ball, but if there's anything better ones please advise. Also does Electro Ball count mid-battle stat changes and items that might boost speed?

Electro Ball is unreliable because while Raichu is fast, Electro Ball will be weak against targets hovering around the 100 Speed range. Thunderbolt is the reliable STAB:
-Nasty Plot
-Thunderbolt
-Grass Knot/Hidden Power (Ice)
-Encore/Focus Blast
Nature: Timid
EVs: 4 Def/252 SAtk/252 Spe
Item: Life Orb
Ability: Lightning Rod

Electro Ball counts mid-battle stat changes in Speed, but not the Speed boost granted by Choice Scarf.

GreenFlame August 9th, 2014 10:14 AM

How's this, and what EVs and Nature?

Charizard @ Charizardite Y
Ability: Blaze (Mega: Drought)
-Flamethrower
-Solar Beam
-Roost
-Unknown, maybe a good Electric counter.

Fire Blast is a bit too unreliable IMO.

My friend said he wanted it to be defensive, but have some good offensive power similarly to the Charizard X build I used earlier from this thread:
-Dragon Dance
-Flare Blitz
-Dragon Claw
-Roost
Nature: Adamant
EVs: 248 HP/152 Atk/108 Spe
Item: Charizardite X
Ability: Blaze (Mega: Tough Claws)

Nah August 9th, 2014 11:23 AM

Quote:

Originally Posted by GreenFlame (Post 8393643)
How's this, and what EVs and Nature?

Charizard @ Charizardite Y
Ability: Blaze (Mega: Drought)
-Flamethrower
-Solar Beam
-Roost
-Unknown, maybe a good Electric counter.

Fire Blast is a bit too unreliable IMO.

My friend said he wanted it to be defensive, but have some good offensive power similarly to the Charizard X build I used earlier from this thread:
-Dragon Dance
-Flare Blitz
-Dragon Claw
-Roost
Nature: Adamant
EVs: 248 HP/152 Atk/108 Spe
Item: Charizardite X
Ability: Blaze (Mega: Tough Claws)

Timid or Modest are the best natures for Mega Zard Y, and the best EV spread is 252 Sp.Attack, 252 Speed, 4 Defense to maximize it's sheer offensive power. In your final slot you'll wanna put in Focus Blast to hammer stuff like Heatran and Tyranitar, since Heatran is immune to Flamethower and Tyranitar can tank a SolarBeam and then render it useless when its sandstorm blows in.

The usual bulky Dragon Dance Mega Zard X is like this:

Charizard @ Charizardite X
Ability: Blaze (Tough Claws)
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Roost

But your EV spread might work too.

Death August 11th, 2014 3:32 PM

I kind of want to train a Luxray and was wondering what's a good move set for it? And if I should use guts over intimidate?

PlatinumDude August 11th, 2014 4:00 PM

Quote:

Originally Posted by Death (Post 8396851)
I kind of want to train a Luxray and was wondering what's a good move set for it? And if I should use guts over intimidate?

Intimidate or Guts is up to personal preference. As for sets (these ones may need moves from past generations):
-Wild Charge
-Superpower
-Ice Fang
-Crunch/Volt Switch
Nature: Jolly/Adamant
EVs: 4 HP/252 Atk/252 Spe
Item: Choice Band/Choice Scarf
Ability: Intimidate/Guts

or
-Wild Charge
-Superpower
-Facade
-Crunch
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
Item: Flame Orb
Ability: Guts

or
-Thunderbolt
-Superpower
-Hidden Power (Grass)
-Signal Beam/Volt Switch
Nature: Rash
EVs: 60 Atk/252 SAtk/196 Spe
Item: Life Orb
Ability: Intimidate

Megan August 13th, 2014 3:25 PM

While I was creating a (somewhat gimmicky) set for a Special Sweeper Phione, I encountered a problem that I already had a couple of times ago (and which I never managed to solve). As a Special Sweeper having a SpA or Spe boosting nature is a given, but since mine also has U-Turn that means a Modest or Timid Nature would cut a little bit of U-Turns power. Since using a neutral Nature isn't desirables, the only other option would be a Nature that gives a drop in one of the defenses. That would mean losing out on bulk in favor for the attack stat, but less bulk seems undesirable, too.

I'm not asking for sets, but rather an explanation on how I should handle with these nature determining processes. ^^

PlatinumDude August 13th, 2014 4:36 PM

Quote:

Originally Posted by R.F. (Post 8399801)
While I was creating a (somewhat gimmicky) set for a Special Sweeper Phione, I encountered a problem that I already had a couple of times ago (and which I never managed to solve). As a Special Sweeper having a SpA or Spe boosting nature is a given, but since mine also has U-Turn that means a Modest or Timid Nature would cut a little bit of U-Turns power. Since using a neutral Nature isn't desirables, the only other option would be a Nature that gives a drop in one of the defenses. That would mean losing out on bulk in favor for the attack stat, but less bulk seems undesirable, too.

I'm not asking for sets, but rather an explanation on how I should handle with these nature determining processes. ^^

Just stick with Modest/Timid. Some people don't use U-turn for the damage, but for the scouting utility it has.

PokeMason August 16th, 2014 10:22 AM

Which Starter Should I Use? PKMN Platinum
 
Should I Use Turtwig, Chimchar, or Piplup?

Please Answer I Need Answers For A Let's Play!

cscof August 16th, 2014 10:33 AM

it doesnt really matter, so pick randomly, i personally would pick piplup though

wolf August 16th, 2014 12:53 PM

Quote:

Originally Posted by PokeMason (Post 8403158)
Should I Use Turtwig, Chimchar, or Piplup?

Please Answer I Need Answers For A Let's Play!

Chimchar is the best out of three. It's very good offensively thanks to its solid mixed attack stats, high Speed, diverse movepool, and gets good dual typing early in the game. Piplup is a reliable Water Pokemon, and gets a useful Steel-typing later on. Turtwig is also nice, but I'd say it's the worst of the three because Grass pales by comparison with Fire and Water's offensive utility. It also has a nasty double weakness to Ice.

Sonata August 16th, 2014 4:14 PM

Making Mantyke work in one of my OU teams.

Mantyke @ Eviolite
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Air Cutter
- Blizzard
- Confuse Ray
- Scald

Trying to decide if it would be better to put some HP EVs into phydef and then don't really know what moves I should use. Hydro Pump or Scald, and then thinking about something different instead of confuse ray.

PlatinumDude August 16th, 2014 4:31 PM

Quote:

Originally Posted by O'aka XXIII (Post 8403529)
Making Mantyke work in one of my OU teams.

Mantyke @ Eviolite
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Air Cutter
- Blizzard
- Confuse Ray
- Scald

Trying to decide if it would be better to put some HP EVs into phydef and then don't really know what moves I should use. Hydro Pump or Scald, and then thinking about something different instead of confuse ray.

Mantyke wouldn't really work in OU, tbh. It lacks offensive presence and reliable recovery. Other bulky Water Pokemon do what Mantyke can do better, like Quagsire and Vaporeon. It's not that physically bulky, even with Eviolite taken in account. Yes, Mantyke can check Charizard Y even without specially defensive investment, but it's still wide open to physical attackers.

Even then, the best, albeit small, niche that Mantyke has to offer is Defog support like its big brother Mantine, but there are plenty of Pokemon that do the Defogging role better, like Mandibuzz and [email protected]

Dark Azelf August 16th, 2014 9:56 PM

Mantines best role is on stall/bulkier teams where it walls Char-Y, Landorus-I, Keldeo and some other stuff (non Stone Edge Gyara etc) and as said Defogs. Its pretty decent tbh just needs some Heal Bell and/or Wish Support cos of Rest.

Just dont use Mantyke if you like winning lol.

[email protected]
248 Hp / 192 Def / 68 Sp.Def
Calm Nature
Trait: Water Absorb
- Scald
- Defog
- Toxic / Sleep Talk
- Rest

machupichu18 August 17th, 2014 5:08 PM

I am currently in the process of building a trick-scarf male meowstic, here is currently what's it at:

M-Meowstic
Ability: Prankster
Moves: Trick, ?, ?, ?
Item: Choice Scarf

What is some other moves I should add to my meowstic to support the trick-scarf strategy as well as the EVs

PlatinumDude August 17th, 2014 5:36 PM

Quote:

Originally Posted by machupichu18 (Post 8404920)
I am currently in the process of building a trick-scarf male meowstic, here is currently what's it at:

M-Meowstic
Ability: Prankster
Moves: Trick, ?, ?, ?
Item: Choice Scarf

What is some other moves I should add to my meowstic to support the trick-scarf strategy as well as the EVs

Meowstic is better with Dual Screens, IMO, since it would rather use Light Clay to extend the duration of Reflect/Light Screen. But TrickScarf is viable if you don't mind:
-Psychic/Psyshock
-Trick
-Thunder Wave/Yawn
-Reflect/Light Screen
Nature: Timid
EVs: 4 Def/252 SAtk/252 Spe or 252 HP/4 Def/252 Spe
Item: Choice Scarf
Ability: Prankster

GreenFlame August 18th, 2014 1:34 PM

What's a good Mega Mawile build? I want to get one for the upcoming Fairy-only competition.

EDIT: And a good Carbink one.

Dark Azelf August 18th, 2014 3:24 PM

Quote:

Originally Posted by GreenFlame (Post 8406071)
What's a good Mega Mawile build? I want to get one for the upcoming Fairy-only competition.

EDIT: And a good Carbink one.

[email protected]
132 HP / 252 Atk / 124 Spe
Adamant Nature
Trait: Intimidate --> Huge Power
- Swords Dance
- Play Rough
- Sucker Punch
- Knock Off / Iron Head / Fire Fang

[email protected]
132 HP / 252 Atk / 124 Spe
Adamant Nature
Trait: Intimidate --> Huge Power
- Substitute
- Play Rough
- Sucker Punch
- Focus Punch


Carbink sucks, its inferior to Diancie.


[email protected]
252 HP / 252 SAtk / 6 Atk
Quiet Nature
- Diamond Storm
- Moonblast
- Stealth Rock
- Hidden Power Fire

[email protected]
252 HP / defensive split
Relaxed/Sassy Nature
- Calm Mind
- Moonblast
- Diamond Storm
- Rest

GreenFlame August 18th, 2014 3:30 PM

Quote:

Originally Posted by Dark Azelf (Post 8406180)
[email protected]
132 HP / 252 Atk / 124 Spe
Adamant Nature
Trait: Intimidate --> Huge Power
- Swords Dance
- Play Rough
- Sucker Punch
- Knock Off / Iron Head / Fire Fang

[email protected]
132 HP / 252 Atk / 124 Spe
Adamant Nature
Trait: Intimidate --> Huge Power
- Substitute
- Play Rough
- Sucker Punch
- Focus Punch


Carbink sucks, its inferior to Diancie.


[email protected]
252 HP / 252 SAtk / 6 Atk
Quiet Nature
- Diamond Storm
- Moonblast
- Stealth Rock
- Hidden Power Fire

[email protected]
252 HP / defensive split
Relaxed/Sassy Nature
- Calm Mind
- Moonblast
- Diamond Storm
- Rest

Does anyone know when the event for Diancie is?

PlatinumDude August 18th, 2014 4:00 PM

Quote:

Originally Posted by GreenFlame (Post 8406189)
Does anyone know when the event for Diancie is?

Currently, the Diancie event is Japan-only. It runs from July 19-September 30. Wait for the official US Pokemon site to announce the English release date of Diancie.

Also, here's a much better Diancie set, as its bad defensive typing makes it hard to set up Calm Mind:
-Stealth Rock
-Diamond Storm
-Moonblast
-Toxic
Nature: Relaxed
EVs: 248 HP/252 Def/8 SDef
Item: Leftovers

Jarachie August 18th, 2014 5:51 PM

EV training advise
 
Ok, so Ive been a fan of pokemon for quite a few years now, and ive been getting better on battling competitively and such, but I still have a few questions, and im gonna ask one of them now,

My Mamoswine has a EV spread in attack 252, and I split the rest of them to its defenses, (more to specail defense because its lower, and I wanted it to have even defenses. But then I found a question, I wanted to make Mamaswine take both specail hits and defensive hits well, and since it had lot of HP, I just guessed it would be better to EV the defenses, but now im wondering, what would be more effiecent for Mamoswine to take hits? 252 Ev in HP, or split it in its defenses?

PlatinumDude August 18th, 2014 5:59 PM

Quote:

Originally Posted by Jarachie (Post 8406361)
Ok, so Ive been a fan of pokemon for quite a few years now, and ive been getting better on battling competitively and such, but I still have a few questions, and im gonna ask one of them now,

My Mamoswine has a EV spread in attack 252, and I split the rest of them to its defenses, (more to specail defense because its lower, and I wanted it to have even defenses. But then I found a question, I wanted to make Mamaswine take both specail hits and defensive hits well, and since it had lot of HP, I just guessed it would be better to EV the defenses, but now im wondering, what would be more effiecent for Mamoswine to take hits? 252 Ev in HP, or split it in its defenses?

Speed is the better option for Mamoswine. Naive/Jolly are preferred.

For pure physical Mamoswine, Jolly with 252 Atk/4 Def/252 Spe is preferred to get the jump ahead of walls.

For Mamoswine with Freeze-Dry, Naive with 244 Atk/12 SAtk/252 Spe is ideal to 2HKO Wash Rotom with said move after Stealth Rock.

Jarachie August 18th, 2014 6:02 PM

Quote:

Originally Posted by PlatinumDude (Post 8406370)
Speed is the better option for Mamoswine. Naive/Jolly are preferred.

For pure physical Mamoswine, Jolly with 252 Atk/4 Def/252 Spe is preferred to get the jump ahead of walls.

For Mamoswine with Freeze-Dry, Naive with 244 Atk/12 SAtk/252 Spe is ideal to 2HKO Wash Rotom with said move after Stealth Rock.

Thanks, I know about how EV speed mamaoswine is recommended but I just want to know if 252HP spread is more effiecient or, halve it between the defenses, for Mamoswine in particular.

PlatinumDude August 18th, 2014 6:12 PM

Quote:

Originally Posted by Jarachie (Post 8406376)
Thanks, I know about how EV speed mamaoswine is recommended but I just want to know if 252HP spread is more effiecient or, halve it between the defenses, for Mamoswine in particular.

Neither is really efficient. While Speed isn't Mamoswine's strong suit, it's necessary to let it get the jump ahead of slower walls.

Jarachie August 18th, 2014 6:18 PM

Quote:

Originally Posted by PlatinumDude (Post 8406395)
Neither is really efficient. While Speed isn't Mamoswine's strong suit, it's necessary to let it get the jump ahead of slower walls.

Im guessing this includes wash rotom as you noted earlier and, a few others, like breloom?

PlatinumDude August 18th, 2014 6:34 PM

Quote:

Originally Posted by Jarachie (Post 8406400)
Im guessing this includes wash rotom as you noted earlier and, a few others, like breloom?

Yeah, even though Breloom isn't really played for walling purposes.

Jarachie August 19th, 2014 4:49 PM

Ok, another question, what does more damage, ice beam or frost breath? For 6th gen of coarse, and I ask this because frost breath got buffed, but I heard that critical hits were nuked to do 33% added power now, so Im wondering with frost breaths new 60 base power what would do more.

Nah August 19th, 2014 4:56 PM

Quote:

Originally Posted by Jarachie (Post 8407508)
Ok, another question, what does more damage, ice beam or frost breath? For 6th gen of coarse, and I ask this because frost breath got buffed, but I heard that critical hits were nuked to do 33% added power now, so Im wondering with frost breaths new 60 base power what would do more.

They do the same amount of damage, actually. Critical hits in Gen 6 do 1.5x the damage instead of 2x the damage like they used to. So:

Frost Breath: 60 base power X 1.5 crit bonus = 90
Ice Beam: 90 base power

Damage is still the same with STAB.

GreenFlame August 19th, 2014 7:06 PM

Quote:

Originally Posted by PlatinumDude (Post 8388207)
Chesnaught:
-Leech Seed
-Spiky Shield
-Hammer Arm
-Spikes/Wood Hammer
Nature: Impish
EVs: 252 HP/252 Def/4 SDef
Item: Leftovers
Ability: Bulletproof

About this...would it be a good idea to move a few of the points from Defense or HP to SpecialDefense? Or do we wanna maximize its Defense potential?

PlatinumDude August 19th, 2014 8:25 PM

Quote:

Originally Posted by GreenFlame (Post 8407635)
About this...would it be a good idea to move a few of the points from Defense or HP to SpecialDefense? Or do we wanna maximize its Defense potential?

Maximizing Chesnaught's physical bulk is best for it. Its special bulk isn't that good, really.

GreenFlame August 19th, 2014 8:39 PM

Quote:

Originally Posted by PlatinumDude (Post 8407705)
Maximizing Chesnaught's physical bulk is best for it. Its special bulk isn't that good, really.

Okay, and also, I was thinking of running Substitute instead of Spikes. Is this gonna work or do I stick with Spikes?

PlatinumDude August 19th, 2014 10:16 PM

Quote:

Originally Posted by GreenFlame (Post 8407716)
Okay, and also, I was thinking of running Substitute instead of Spikes. Is this gonna work or do I stick with Spikes?

No. Chesnaught is too slow for SubSeed. Wood Hammer is also an option for a secondary STAB.

GreenFlame August 20th, 2014 6:06 PM

Quote:

Originally Posted by PlatinumDude (Post 8407705)
Maximizing Chesnaught's physical bulk is best for it. Its special bulk isn't that good, really.

I know its Special Defense is pretty low/average, but it has weakness to both Psychic and Fire moves, both of which have a lot of Special moves. So I was wondering if I put maybe 60 EVs out of HP and into Special Defense to help cover up its Special weakness to bring its EVs to 172HP/252Def/60SpDef if this would be a big help to Chesnaught or if the difference would be barely noticeable and I should just stick with 252HP/252Def/4SpDef.

PlatinumDude August 20th, 2014 6:16 PM

Quote:

Originally Posted by GreenFlame (Post 8408687)
I know its Special Defense is pretty low/average, but it has weakness to both Psychic and Fire moves, both of which have a lot of Special moves. So I was wondering if I put maybe 60 EVs out of HP and into Special Defense to help cover up its Special weakness to bring its EVs to 172HP/252Def/60SpDef if this would be a big help to Chesnaught or if the difference would be barely noticeable and I should just stick with 252HP/252Def/4SpDef.

That still won't help. Even with specially defensive investment, Chesnaught still falls to powerful Fire and Psychic attacks.

GreenFlame August 20th, 2014 6:29 PM

Quote:

Originally Posted by PlatinumDude (Post 8408693)
That still won't help. Even with specially defensive investment, Chesnaught still falls to powerful Fire and Psychic attacks.

Okay. What's the next best item for Chesnaught other than Leftovers? Is Rocky Helmet any good?

PlatinumDude August 20th, 2014 7:07 PM

Quote:

Originally Posted by GreenFlame (Post 8408704)
Okay. What's the next best item for Chesnaught other than Leftovers? Is Rocky Helmet any good?

Theoretically, yes. It won't activate when Chesnaught uses Spiky Shield and succeeds, but it still punishes (contact) physical attackers outside of said move.

machupichu18 August 20th, 2014 7:17 PM

I'm back, good moveset for skill link chinchino? (+IVs)

PlatinumDude August 20th, 2014 10:16 PM

Quote:

Originally Posted by machupichu18 (Post 8408754)
I'm back, good moveset for skill link chinchino? (+IVs)

Here it is. 31 IVs would be preferred in Attack and Speed, though:
-Tail Slap
-Bullet Seed
-Rock Blast
-U-turn/Knock Off
Nature: Jolly
EVs: 252 Atk/4 Def/252 Spe
Item: Choice Band/Life Orb/King's Rock
Ability: Skill Link

DracoLatch August 21st, 2014 12:19 PM

What is a competitive set for Clefairy?

RickyMeister August 21st, 2014 12:19 PM

Anything i should change about this?

Infernape
Item: Life Orb or Expert Belt(or anyting else)
Ability: Iron Fist
Nature:Naive
EVs: 176 Atk 80 SpA 252 Spe

Overheat
Close Combat
Thunder Punch
Mach Punch

PlatinumDude August 21st, 2014 3:29 PM

Quote:

Originally Posted by RickyMeister (Post 8409489)
Anything i should change about this?

Infernape
Item: Life Orb or Expert Belt(or anyting else)
Ability: Iron Fist
Nature:Naive
EVs: 176 Atk 80 SpA 252 Spe

Overheat
Close Combat
Thunder Punch
Mach Punch

168 Attack EVs are enough to guarantee the OHKO on Heatran. The 8 EVs can be moved to Special Attack.

GreenFlame August 21st, 2014 7:52 PM

Can Garchomp still be used effectively without utilising its Mega Evolution? If so, what's a good set for it?

PlatinumDude August 21st, 2014 11:58 PM

Quote:

Originally Posted by GreenFlame (Post 8409998)
Can Garchomp still be used effectively without utilising its Mega Evolution? If so, what's a good set for it?

Outside of sandstorm conditions, Garchomp outclasses its Mega Evolution entirely, as Mega Garchomp's lowered Speed is a hindrance.

Sets:
-Stealth Rock
-Outrage/Dragon Claw
-Earthquake
-Fire Blast/Swords Dance
Nature: Naive/Jolly
EVs: 252 Atk/4 SAtk/252 Spe
Item: Lum Berry/Focus Sash/Rocky Helmet

or
-Swords Dance
-Outrage/Dragon Claw
-Earthquake
-Stone Edge/Fire Fang
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
Item: Life Orb/Lum Berry

or
-Outrage
-Earthquake
-Rock Slide/Stone Edge
-Fire Blast/Dragon Claw
Nature: Naive/Jolly
EVs: 252 Atk/4 SAtk/252 Spe
Item: Choice Scarf

or
-Stealth Rock
-Dragon Tail
-Earthquake
-Fire Blast/Toxic
Nature: Impish
EVs: 252 HP/252 Def/4 SDef
Item: Rocky Helmet
Ability: Rough Skin

Rageon August 22nd, 2014 12:09 AM

Can Snorlax breed with Blastoise?

PlatinumDude August 22nd, 2014 12:40 AM

Quote:

Originally Posted by Rageon (Post 8410197)
Can Snorlax breed with Blastoise?

Yes. Both Pokemon belong to the Monster egg group.

Proteun August 25th, 2014 12:24 AM

Moveset and EVs for Mega Blastoise?
 
I am breeding for a perfect Mega Blastoise at the moment, but I doubt about its best moveset and EVs. A friend said I should have coverage for Grass and Electric too, but that makes this a lot more difficult... Can anybody help?

Right now I'm thinking about:
- Aura Sphere
- Water Pulse
- Rapid Spin
- Ice Beam

Moves that I might want to use as well:
- Scald instead of Water Pulse
- Dragon Pulse
- Dark Pulse
- A Ground-type move?
- Blizzard instead of Ice Beam

PlatinumDude August 25th, 2014 12:31 AM

Quote:

Originally Posted by TeunCornflakes (Post 8413745)
I am breeding for a perfect Mega Blastoise at the moment, but I doubt about its best moveset and EVs. A friend said I should have coverage for Grass and Electric too, but that makes this a lot more difficult... Can anybody help?

Right now I'm thinking about:
- Aura Sphere
- Water Pulse
- Rapid Spin
- Ice Beam

Moves that I might want to use as well:
- Scald instead of Water Pulse
- Dragon Pulse
- Dark Pulse
- A Ground-type move?
- Blizzard instead of Ice Beam

Dark Pulse is mandatory on Mega Blastoise. Not having it wastes away its niche of beating Ghost Pokemon one-on-one before it Rapid Spins:
-Water Pulse/Scald/Hydro Pump (personal preference)
-Dark Pulse
-Aura Sphere/Ice Beam
-Rapid Spin
Nature: Modest
EVs: 252 HP/252 SAtk/4 SDef
Item: Blastoisinite

BadPokemon August 25th, 2014 2:51 AM

Quote:

Originally Posted by TeunCornflakes (Post 8413745)
I am breeding for a perfect Mega Blastoise at the moment, but I doubt about its best moveset and EVs. A friend said I should have coverage for Grass and Electric too, but that makes this a lot more difficult... Can anybody help?

Right now I'm thinking about:
- Aura Sphere
- Water Pulse
- Rapid Spin
- Ice Beam

Moves that I might want to use as well:
- Scald instead of Water Pulse
- Dragon Pulse
- Dark Pulse
- A Ground-type move?
- Blizzard instead of Ice Beam

Dragon pulse is useless when you have ice beam (ice beam covers dragon, flying, and grass instead if just dragon. I would reccomend a ground type to switch into a predicted thunderbolt from an electric type. And ice beam > blizzard. What's the point of a coverage move if it will miss?

tossdaboss40 August 25th, 2014 6:16 PM

pinsir moveset
 
My pinsir currently knows
X scissor...stab and coverage
Close combat...more coverage
Rock slide...coverage
Earthquake. ..coverage

But because when it mega evolves all normal type moves become flying type. I was thinking of teaching it thrash. Is that a good idea? If so what move should I get rid off?

Ephemeral Euphoria August 25th, 2014 6:49 PM

I would get rid of Rock Slide for Return or Quick Attack if you can provided that you bred it first.

PlatinumDude August 25th, 2014 6:53 PM

Quote:

Originally Posted by tossdaboss40 (Post 8414859)
My pinsir currently knows
X scissor...stab and coverage
Close combat...more coverage
Rock slide...coverage
Earthquake. ..coverage

But because when it mega evolves all normal type moves become flying type. I was thinking of teaching it thrash. Is that a good idea? If so what move should I get rid off?

Quote:

Originally Posted by Ephemeral Euphoria (Post 8414901)
I would get rid of Rock Slide for Return or Quick Attack if you can provided that you bred it first.

To condense, Mega Pinsir has little room for deviation, as Swords Dance makes it more threatening, Return provides a strong STAB, Quick Attack provides priority and Earthquake/Close Combat let it deal with Steel Pokemon. X-Scissor doesn't hit anything noteworthy that Return can't:
-Swords Dance
-Return
-Close Combat/Earthquake
-Quick Attack
Nature: Jolly
EVs: 252 Atk/4 Def/252 Spe
Item: Pinsirite
Ability: Hyper Cutter/Mold Breaker

tossdaboss40 August 25th, 2014 7:15 PM

I can't see swords dance working. Pinsir is made to hit hard and fast. While setting up swords dance I'll get ko'ed

Professor_Jared August 25th, 2014 7:35 PM

-You have to choose when would be a good time to send Pinsir out, and have him set up on the opposition, so it's kind of like Charizard and Charizard X in that respect.

For example you wouldn't switch Pinsir in on a rock move, or have Pinsir mega evolve and set-up Swords Dance on a Tyranitar (Which would be incredibly stupid by the way). No with Pinsir and Mega Pinsir you have to choose your battles and switch-ins wisely if you want to set up and sweep with it.

-Then of course there are Pinsir's team mates whom can help eliminate its checks and counters, and help Pinsir wreak havoc on the opposing team in turn.

GreenFlame August 26th, 2014 2:47 PM

What are the good Scrafty builds? I'm looking for a defensive one but I'd also like to know if it can pull off offense.

Polar Spectrum August 26th, 2014 3:16 PM

Quote:

Originally Posted by PlatinumDude (Post 8413749)
Dark Pulse is mandatory on Mega Blastoise. Not having it wastes away its niche of beating Ghost Pokemon one-on-one before it Rapid Spins:
-Water Pulse/Scald/Hydro Pump (personal preference)
-Dark Pulse
-Aura Sphere/Ice Beam
-Rapid Spin
Nature: Modest
EVs: 252 HP/252 SAtk/4 SDef
Item: Blastoisinite

It's not 'mandatory' but it is very helpful in situations where it's up against ghost types.

Quote:

Originally Posted by GreenFlame (Post 8415919)
What are the good Scrafty builds? I'm looking for a defensive one but I'd also like to know if it can pull off offense.


It can do both; here's 2 I use to great effect.

Scrafty (Offensive)

Nature: Jolly
Ability: Moxie
Held Item: Lum Berry
IV's: 31 in all but Sp Atk
EV's: 252 Atk, 252 Speed, 6 HP (or def, or sp def)
Moveset: Protect, Dragon Dance, Drain Punch, Crunch
Notes: Protect to scout, as fairy will destroy it and dazzling gleam is everywhere. Lum Berry because it won't take very well to Burns or Paralysis at all, and of course if it's asleep it's useless. Toxic will also set it up to be out-stalled while it tries to sweep, and with a jolly nature one dragon dance makes it oustpeed a lot quickly. Coverage between dark and fighting is pretty fair, especially once you've eliminated fairies on their team. Grab a single KO after a dragon dance, and this set is horrifying to deal with.

Scrafty: (Defensive)

Nature: Careful / Impish
Ability: Shed Skin
Held Item: Leftovers
IV's: 31 in all but Sp Atk
EV's: 252 HP, 252 Def / Sp Def (depending on nature) 6 in opposite defense of 252.
Moveset: Bulk Up, Drain Punch, Crunch, Toxic / Protect
Notes: Bulk up lets it surpass the lack of attack investment, and covers its defense nicely if you opted for Sp Def EV's, or make it a very imposing physical wall. It still wont' handle fairy well, but toxic or protect can help deal with that as it racks up leftovers recovery. Or switches out, because really - fairies scare scrafty. Shed Skin works wonders for dropping status especially in tandem with Protect and Leftovers. It should never go down due to burn or poison.

PlatinumDude August 26th, 2014 3:30 PM

Quote:

Originally Posted by Polar Spectrum (Post 8415956)
It's not 'mandatory' but it is very helpful in situations where it's up against ghost types.




It can do both; here's 2 I use to great effect.

Scrafty (Offensive)

Nature: Jolly
Ability: Moxie
Held Item: Lum Berry
IV's: 31 in all but Sp Atk
EV's: 252 Atk, 252 Speed, 6 HP (or def, or sp def)
Moveset: Protect, Dragon Dance, Drain Punch, Crunch
Notes: Protect to scout, as fairy will destroy it and dazzling gleam is everywhere. Lum Berry because it won't take very well to Burns or Paralysis at all, and of course if it's asleep it's useless. Toxic will also set it up to be out-stalled while it tries to sweep, and with a jolly nature one dragon dance makes it oustpeed a lot quickly. Coverage between dark and fighting is pretty fair, especially once you've eliminated fairies on their team. Grab a single KO after a dragon dance, and this set is horrifying to deal with.

Scrafty: (Defensive)

Nature: Careful / Impish
Ability: Shed Skin
Held Item: Leftovers
IV's: 31 in all but Sp Atk
EV's: 252 HP, 252 Def / Sp Def (depending on nature) 6 in opposite defense of 252.
Moveset: Bulk Up, Drain Punch, Crunch, Toxic / Protect
Notes: Bulk up lets it surpass the lack of attack investment, and covers its defense nicely if you opted for Sp Def EV's, or make it a very imposing physical wall. It still wont' handle fairy well, but toxic or protect can help deal with that as it racks up leftovers recovery. Or switches out, because really - fairies scare scrafty. Shed Skin works wonders for dropping status especially in tandem with Protect and Leftovers. It should never go down due to burn or poison.

What I mean is that Mega Blastoise is never seen without Dark Pulse because of the reason I mentioned, its niche of beating Ghost Pokemon, aka spin blockers, before it gets a Rapid Spin off.

Why would you use Protect even on Dragon Dance Scrafty? That move is better used in multi battle formats or on Pokemon that need to stall for burn/poison damage (and for some Mega Pokemon, to Mega Evolve safely). That slot is better spent on Iron Head to deal with Fairies or Zen Headbutt for Toxicroak and Heracross; all three of those kinds of Pokemon resists Dark/Fighting. High Jump Kick is also an alternative Fighting STAB for the raw power it provides.

For the Bulk Up set, Careful is the better nature because Bulk Up takes care of Scrafty's Defense already. Impish makes its Special Defense more exposed than before. Rest is the best option in place of Protect because with Shed Skin, Scrafty can spend potentially less than 2 turns asleep.

Tl;dr:
-Dragon Dance
-High Jump Kick/Drain Punch
-Knock Off (Poke Bank)/Crunch (cartridge, Kalos-born)
-Zen Headbutt (egg move)/Iron Head (Poke Bank)
Nature: Jolly
EVs: 252 Atk/4 SDef/252 Spe
Item: Leftovers/Life Orb
Ability: Shed Skin/Moxie

or
-Bulk Up
-Knock Off (Poke Bank)/Crunch (cartridge, Kalos-born)
-Drain Punch
-Rest
Nature: Careful
EVs: 252 HP/4 Def/252 SDef
Item: Leftovers
Ability: Shed Skin

Vixy August 27th, 2014 10:20 AM

Gliscor help
 
Hi, I wanted to breed and train a gliscor that had 6ivs and the move stealth rock to set up entry hazards and have good support, but learned that it may be impossible. Since there is to way to teach a Gliscor stealth rock in X and Y, and there is no way to breed for IVs in B&W, as far as I know. I think there is breeding but i dont think there is an IV judge in that game, is there? Is what I want possible? I don't have B&W so I'm not sure about the specifics in the game but I'm not adverse to getting it. And even if I could breed a 6IV gliscor with stealth rock, would I even be able to transfer it to X and Y?


If what I'm asking isn't possible then what would you suggest as an alternative support and entry hazard setup?

Nah August 27th, 2014 10:33 AM

It is possible to IV breed in Gen 5 (and the IV Judge is in the Battle Subway), but it's a huge pain in the ass compared to X/Y and it doesn't help that WiFi for the DS has been shut down.

So if you don't wanna deal with that hassle, other good hazard setters are Mega Aggron, Tyranitar, Skarmory, and Ferrothorn, to name a few:

-Mega Aggron w/Aggronite
Nature: Impish
Ability: Sturdy---->Filter
EVs: 252 HP, 252 Sp.Defense, 4 Attack
Moves: Iron Head, Stealth Rock, Thunder Wave, Roar/Earthquake

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Crunch
- Ice Beam
- Earthquake

-Skarmory w/Leftovers or Rocky Helmet
Nature: Impish
Ability: Sturdy
EVs: 248 HP, 252 Defense, 8 Sp.Defense
Moves: Stealth Rock/Spikes, Roost, Whirlwind, Brave Bird

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

You might even be able to get something through the GTS, Wonder Trade, or from one of the Trade Shops here on the PokeCommunity.

Btw, you can transfer Pokemon from Black, White, Black 2, and White 2 to X and Y via the PokeBank/PokeTransporter.

Vixy August 27th, 2014 11:09 AM

Oh, then was it just the GTS that got shut down? The poketransporter still works? that's great

Why is it so much more of a hassle? Is it because of the hatch times? No O-powers to use? does flame body still cut hatch time in half in B&W?
How does the wifi shutting down affect breeding?

sorry for all the question lol

Nah August 27th, 2014 11:17 AM

Quote:

Originally Posted by Vixy (Post 8416868)
Oh, then was it just the GTS that got shut down? The poketransporter still works? that's great

Why is it so much more of a hassle? Is it because of the hatch times? No O-powers to use? does flame body still cut hatch time in half in B&W?
How does the wifi shutting down affect breeding?

sorry for all the question lol

Nah it's fine.

It's a hassle to breed in Gen 5 because the Destiny Knot didn't pass down any IVs, only males can pass down egg moves, and only females can pass down Hidden Abilities. Not to mention that good breeding stock is usually difficult to find in B/W and you can't trade for any because Nintendo disabled WiFi support for the DS and Wii (the WiiU and 3DS are fine, you can use the GTS and WT on X/Y). All of that's not a problem in X/Y. The hatch times and Flame Body still work the same in either generation.

Vixy August 27th, 2014 11:55 AM

that does sound like a hassel, i think gliscor is now out of my team lol

Thank you!


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