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ElfinHilon10 October 28th, 2013 5:31 PM

Looking for help with my Pokemon Competitive team!
 
Hey guys. I still got one more slot to fill before I'm set. Here are my current pokemon with EV's and IV's that I have a best guess on.

Talonflame
Item: Leftovers
Ability: Flamebody
Nature Rash (**** I know)
IV: No idea. Honestly do not know. High HP and Sp Def, is my best guess, from what the trainer in the pokecenter told me.
EV: 252 attack, 252 Speed
Moveset:
Fly
Flame charge/Flare Blitz (not sure which one I want to do yet)
Steel wing
Roost

Togekiss
Item: Leftovers
Ability: Serene Grace
Nature: Hasty
IV: Can't tell. Guy in Pokecenter is HP is 31, outside of that I do not know.
EV: 252 Sp A, 252 Speed
Moveset:
Airslash
Roost
Sweet kiss/Ancient power
Thunderwave/Dazzling Gleam

Greninja
Item: Not sure what I want. Debating Leftovers or Choice scarf/band whatever it is that boosts special attack
Ability: Protean
Nature: Rash
IV: Sp Def, is the highest according to the guy. I don't think they are very high.
EV: 252 Sp attack , 252 speed
Moveset:
Surf
Icebeam
Dark Pulse
U-Turn

Garchomp
Item: Megastone
Ability: Sand Veil
Nature: Docile (Neutral, can't be bothered to try and get better nature with such good IV's on this guy)
IV: 31 attack/Sp D/ Speed
EV 252 attack, 252 speed
Moveset:
Dragon Claw (not sure how to get outrage)
Rock Slide
Swords Dance
Earthquake

Malamar
Item: Leftovers
Ability: Contrary
Nature: Quirky
IV: 31 Attack/Sp attack/ Sp Def/ Speed
EV 252 Attack 252 Speed
Moveset:
Topsy-Turvy
Psycho Cut
Night Slash
Super Power


Few notes to add. I'm not sure what I should do for Togekiss move set. I kinda wanna use ancient power, but at the same time, I got Garchomp for rock... That being said, should I use Garchomp for rock? What do you guys think would be a good move set for those too? Roost and Air Slash for Togekiss are obvious, and Dragonclaw and Earthquake are given for Garchomp.

What do you guys think should be my final Pokemon? I debating Umbreon for Wish and some more support, but not sure.. Given how popular Mega Charizard/Blaizeken are, I think I got thise covered, but i still fear Mega Khang and Aegislash.

At this point I'm debating Meinshao and Umbreon, but would like to her imput. Thanks for the help!

PlatinumDude October 28th, 2013 6:48 PM

Use Reset Bags from Super Training to clear away your Pokemon's EVs. Some of their natures don't suit their purposes. You don't need to say the IVs here.

A Rash nature is really pointless on Talonflame because it's NOT using any Special moves. At all. Steel Wing is only good for Rock Pokemon because a STAB neutral Flare Blitz/Brave Bird still outdamages a super effective Steel Wing. Rock Pokemon can be handled by teammates. Fly is too situational because it lets the opponent switch to something else resistant to Flying to take the attack:
-Flare Blitz
-Brave Bird
-Swords Dance/Taunt
-Roost/U-turn
Nature: Adamant
EVs: 4 HP/252 Atk/252 Spe
Item: Life Orb
Ability: Gale Wings (gives priority to Flying moves)

or
-Bulk Up
-Brave Bird
-Will-o-Wisp
-Roost
Nature: Jolly
EVs: 248 HP/196 SDef/64 Spe
Item: Leftovers
Ability: Gale Wings

or
-Swords Dance
-Acrobatics
-Brave Bird/Steel Wing (only for Rock Pokemon. Never use against Fairies since item less neutral STAB Acrobatics still out damages)
-Overheat/Flamethrower
Nature: Lonely
EVs: 252 Atk/248 SAtk/8 Spe
Item: Focus Sash
Ability: Gale Wings

Since Togekiss is currently using a defensive set, there's no need for max Special Attack and max Speed. I mean, what's the point of a Calm nature when you're not even investing in Special Defense at all?:
-Thunder Wave
-Air Slash
-Aura Sphere/Flamethrower/Dazzling Gleam/Nasty Plot
-Roost
Nature: Calm/Bold
EVs: 252 HP/4 Def/252 SDef (Calm) or 252 HP/252 Def/4 SDef (Bold)
Item: Leftovers
Ability: Serene Grace

Choice items are terrible on Greninja. It appreciates the ability to switch between moves so that it can change its type if a new opponent comes in. In that case, use Life Orb as the item. A Hasty nature is also preferred so that Greninja outspends as much things as possible. Consider Grass Knot somewhere on Greninja as well. Also, here's something else you can try out since you don't have entry hazard support:
-Spikes
-Hydro Pump
-Ice Beam
-U-turn
Nature: Hasty/Naive
EVs: 4 Atk/252 SAtk/252 Spe
Item: Focus Sash/Leftovers
Ability: Protean

Garchomp needs a +Attack or +Speed nature to succeed. Mega Garchomp is pointless if you don't have Sandstorm support. The reduced Speed of Mega Garchomp is also a letdown and in this case, you're better off using regular Garchomp. I know this hurts but you need to get a new Gible. Preferably Jolly. To make things easier, use a Jolly Synchronize Pokemon as the lead slot while you search; Synchronize increases the chances of you finding a Pokemon that has the same nature as the Synchronizer:
-Swords Dance
-Outrage/Dragon Claw
-Earthquake
-Fire Fang/Aqua Tail
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
Item: Yache Berry/Lum Berry/Haban Berry

Malamar clearly specializes in physical attacks, so you need an Adamant nature. Its Speed is also rather subpar, so you need to use a 252 HP/252 Atk/4 SDef spread. This should show what I mean; even though it's mostly the same as the one you have, I'm throwing in some other support options you can use, since Topsy Turvy needs you to have good prediction:
-Night Slash
-Psycho Cut
-Superpower
-Topsy Turvy/Hypnosis/Taunt/Toxic
Nature: Adamant
EVs: 252 HP/252 Atk/4 SDef
Item: Leftovers
Ability: Contrary

And as for your last slot, you need something to clear away Stealth Rock because Talonflame is 4x weak to it. Use Scizor because it's bulky, has a good defensive typing and can use Defog to clear away hazards from both sides of the field:
-Defog
-Bullet Punch
-Bug Bite/X-Scissor/Brick Break
-Roost
Nature: Adamant
EVs: 252 HP/40 Atk/216 SDef
Item: Leftovers
Ability: Technician

ElfinHilon10 October 28th, 2013 7:42 PM

Quote:

Originally Posted by PlatinumDude (Post 7907577)
Use Reset Bags from Super Training to clear away your Pokemon's EVs. Some of their natures don't suit their purposes. You don't need to say the IVs here.

A Rash nature is really pointless on Talonflame because it's NOT using any Special moves. At all. Steel Wing is only good for Rock Pokemon because a STAB neutral Flare Blitz/Brave Bird still outdamages a super effective Steel Wing. Rock Pokemon can be handled by teammates. Fly is too situational because it lets the opponent switch to something else resistant to Flying to take the attack:
-Flare Blitz
-Brave Bird
-Swords Dance/Taunt
-Roost/U-turn
Nature: Adamant
EVs: 4 HP/252 Atk/252 Spe
Item: Life Orb
Ability: Gale Wings (gives priority to Flying moves)

or
-Bulk Up
-Brave Bird
-Will-o-Wisp
-Roost
Nature: Jolly
EVs: 248 HP/196 SDef/64 Spe
Item: Leftovers
Ability: Gale Wings

or
-Swords Dance
-Acrobatics
-Brave Bird/Steel Wing (only for Rock Pokemon. Never use against Fairies since item less neutral STAB Acrobatics still out damages)
-Overheat/Flamethrower
Nature: Lonely
EVs: 252 Atk/248 SAtk/8 Spe
Item: Focus Sash
Ability: Gale Wings

Since Togekiss is currently using a defensive set, there's no need for max Special Attack and max Speed. I mean, what's the point of a Calm nature when you're not even investing in Special Defense at all?:
-Thunder Wave
-Air Slash
-Aura Sphere/Flamethrower/Dazzling Gleam/Nasty Plot
-Roost
Nature: Calm/Bold
EVs: 252 HP/4 Def/252 SDef (Calm) or 252 HP/252 Def/4 SDef (Bold)
Item: Leftovers
Ability: Serene Grace

Choice items are terrible on Greninja. It appreciates the ability to switch between moves so that it can change its type if a new opponent comes in. In that case, use Life Orb as the item. A Hasty nature is also preferred so that Greninja outspends as much things as possible. Consider Grass Knot somewhere on Greninja as well. Also, here's something else you can try out since you don't have entry hazard support:
-Spikes
-Hydro Pump
-Ice Beam
-U-turn
Nature: Hasty/Naive
EVs: 4 Atk/252 SAtk/252 Spe
Item: Focus Sash/Leftovers
Ability: Protean

Garchomp needs a +Attack or +Speed nature to succeed. Mega Garchomp is pointless if you don't have Sandstorm support. The reduced Speed of Mega Garchomp is also a letdown and in this case, you're better off using regular Garchomp. I know this hurts but you need to get a new Gible. Preferably Jolly. To make things easier, use a Jolly Synchronize Pokemon as the lead slot while you search; Synchronize increases the chances of you finding a Pokemon that has the same nature as the Synchronizer:
-Swords Dance
-Outrage/Dragon Claw
-Earthquake
-Fire Fang/Aqua Tail
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
Item: Yache Berry/Lum Berry/Haban Berry

Malamar clearly specializes in physical attacks, so you need an Adamant nature. Its Speed is also rather subpar, so you need to use a 252 HP/252 Atk/4 SDef spread. This should show what I mean; even though it's mostly the same as the one you have, I'm throwing in some other support options you can use, since Topsy Turvy needs you to have good prediction:
-Night Slash
-Psycho Cut
-Superpower
-Topsy Turvy/Hypnosis/Taunt/Toxic
Nature: Adamant
EVs: 252 HP/252 Atk/4 SDef
Item: Leftovers
Ability: Contrary

And as for your last slot, you need something to clear away Stealth Rock because Talonflame is 4x weak to it. Use Scizor because it's bulky, has a good defensive typing and can use Defog to clear away hazards from both sides of the field:
-Defog
-Bullet Punch
-Bug Bite/X-Scissor/Brick Break
-Roost
Nature: Adamant
EVs: 252 HP/40 Atk/216 SDef
Item: Leftovers
Ability: Technician

I'll go pokemon by pokemon.

Rash nature on Talonflame simply because I don't care to try and get better. I probably could work to even him out, but he's been with me the entire game, and I'm not giving him up because of his nature. I'll accept the penalty on that one. Second, I don't use Gale wings because Talonflame is already SUPER fast. I have outsped every single pokemon I've seen, including Mega Gengars etc., so that ability is worthless.

Secondly, the combo with Flamebody, Roost, and Fly is absolutely godly with how many pokemon are physical attackers right now. I can't tell you how many games I have won because of that combo. The fact that they get a burn status when they hit me with physical is amazing. What makes it even better is that I can draw this out. They get burned and hit for 1/8th their HP. Not only that, now their attack is half what it should be, which they can't hit me anywhere near as much. I literally just sit there and Roost/Fly until they die, rinse and repeat. It's absolute joke and it's super overpowered right now. Secondly, I'd prefer Leftovers for extra sustain. Talonflame is A LOT tankier than people think. Flare Blitz I am honestly considering, and the only reason why I don't do it, is because it potentially ruins the balance of the HP that is very delicate on him. I MAY replace Steel Wing with Brave Bird, but I like being able to potentially counter rock pokemon.

For Togekiss, I don't have a calm nature. I have hasty, so not sure what you are talking about there.

Yeah Life Orb would be good on Greninja. The only thing with spikes, I don't have anything else with Dark, and with how prevalent Aegislash is, Dark Pulse is going to be pretty much an absolute much. Likewise, with U-turn, it is physical, but I don't have anything to counter Malamar, or even Dark/Psychic types, which is why I need that. Nature for Greninja is likely fine. He already has insane speeds as it is anyway, and unless going against a mega or something, he won't get one shot. Also, why Grass Knot?

As for Garchomp, Yeah I know I do, but I honestly couldn't be assed to try and find it. Neutral will suit me good enough for now. One think you are forgetting here though is a Rock move. I don't have anyway to directly counter Mega Charizard, which will undoubtedly be SUPER common. And the thing I'm debating if I should give Rockslide to Garchomp or Ancient Power to Togekiss. I'm leaning towards Ancient power on Togekiss, because of the added benefit of Serene Grace.

Malamar's current speed at 59 is 146, which is not bad at all. Adamant would be better. You do need some Speed EV's on it to outspeed certain pokemon, otherwise Malamar is worthless.

All in All though, I wasn't looking for nature help, just a 6th Pokemon, and the moves for Togekiss and Garchomp, so if you could address those next, that'd be awesome. Thanks!

P.S. I think I will use scizor.. You don't recommend Megastone with him? Even though he gets faster and bulkier?


EDIT: When I say competitive, I mean the random online battling. Not championships or anything. I want the most bang for my buck out of abilities and moves. IV's and Natures, unless it's a direct hinderence (e.g Timid nature on Garchomp, not Rash on Talon, because even he doesn't use Sp attack, his defense isn't exactly key) no not matter to me.

PlatinumDude October 28th, 2013 7:57 PM

Quote:

Originally Posted by ElfinHilon10 (Post 7907653)
I'll go pokemon by pokemon.

Rash nature on Talonflame simply because I don't care to try and get better. I probably could work to even him out, but he's been with me the entire game, and I'm not giving him up because of his nature. I'll accept the penalty on that one. Second, I don't use Gale wings because Talonflame is already SUPER fast. I have outsped every single pokemon I've seen, including Mega Gengars etc., so that ability is worthless.

Secondly, the combo with Flamebody, Roost, and Fly is absolutely godly with how many pokemon are physical attackers right now. I can't tell you how many games I have won because of that combo. The fact that they get a burn status when they hit me with physical is amazing. What makes it even better is that I can draw this out. They get burned and hit for 1/8th their HP. Not only that, now their attack is half what it should be, which they can't hit me anywhere near as much. I literally just sit there and Roost/Fly until they die, rinse and repeat. It's absolute joke and it's super overpowered right now. Secondly, I'd prefer Leftovers for extra sustain. Talonflame is A LOT tankier than people think. Flare Blitz I am honestly considering, and the only reason why I don't do it, is because it potentially ruins the balance of the HP that is very delicate on him. I MAY replace Steel Wing with Brave Bird, but I like being able to potentially counter rock pokemon.

For Togekiss, I don't have a calm nature. I have hasty, so not sure what you are talking about there.

Yeah Life Orb would be good on Greninja. The only thing with spikes, I don't have anything else with Dark, and with how prevalent Aegislash is, Dark Pulse is going to be pretty much an absolute much. Likewise, with U-turn, it is physical, but I don't have anything to counter Malamar, or even Dark/Psychic types, which is why I need that. Nature for Greninja is likely fine. He already has insane speeds as it is anyway, and unless going against a mega or something, he won't get one shot. Also, why Grass Knot?

As for Garchomp, Yeah I know I do, but I honestly couldn't be assed to try and find it. Neutral will suit me good enough for now. One think you are forgetting here though is a Rock move. I don't have anyway to directly counter Mega Charizard, which will undoubtedly be SUPER common. And the thing I'm debating if I should give Rockslide to Garchomp or Ancient Power to Togekiss. I'm leaning towards Ancient power on Togekiss, because of the added benefit of Serene Grace.

Malamar's current speed at 59 is 146, which is not bad at all. Adamant would be better. You do need some Speed EV's on it to outspeed certain pokemon, otherwise Malamar is worthless.

All in All though, I wasn't looking for nature help, just a 6th Pokemon, and the moves for Togekiss and Garchomp, so if you could address those next, that'd be awesome. Thanks!

P.S. I think I will use scizor.. You don't recommend Megastone with him? Even though he gets faster and bulkier?


EDIT: When I say competitive, I mean the random online battling. Not championships or anything. I want the most bang for my buck out of abilities and moves. IV's and Natures, unless it's a direct hinderence (e.g Timid nature on Garchomp, not Rash on Talon, because even he doesn't use Sp attack, his defense isn't exactly key) no not matter to me.

Gale Wings is still Talonflame's preferred ability because it helps deal with the main Speed Boost users, Ninjask, Scolipede and Blaziken; no matter how many Speed Boosts they accumulate, Talonflame can eliminate them with a +1 priority Brave Bird. Fly is too gimmicky. Never ever use it for the reasons I stated.

A Calm nature is still Togekiss' preferred nature. Go look for a new one and use the set I suggested. It's pointless to invest in Speed and power when you're paraflinching opponents to death. Don't bother using AncientPower with Togekiss; even with Serene Grace, the chance of it boosting your stats is still slim. You're better off paraflinching Charizard Y to death.

Yeah, I kinda forgot about Stone Edge/Rock Slide because Fire Fang lets Garchomp hit Steels not weak to Earthquake.

While 122 Speed is good, using a +Speed nature is still preferred, since Greninja won't like being outsped by things like Dugtrio, Starmie and Alakazam, who always use +Speed natures. Using +Speed natures is the key in Pokemon battling (for sweepers) so you can outspeed as much things as you can. Grass Knot gives Greninja a way to hit opposing bulky Water Pokemon.

Malamar's base Speed is 73. That's VERY mediocre by competitive standards. It's not worth investing in Malamar's Speed at all.

ElfinHilon10 October 28th, 2013 8:13 PM

Quote:

Originally Posted by PlatinumDude (Post 7907674)
Gale Wings is still Talonflame's preferred ability because it helps deal with the main Speed Boost users, Ninjask, Scolipede and Blaziken; no matter how many Speed Boosts they accumulate, Talonflame can eliminate them with a +1 priority Brave Bird. Fly is too gimmicky. Never ever use it for the reasons I stated.

A Calm nature is still Togekiss' preferred nature. Go look for a new one and use the set I suggested. It's pointless to invest in Speed and power when you're paraflinching opponents to death.

While 122 Speed is good, using a +Speed nature is still preferred, since Greninja won't like being outsped by things like Dugtrio, Starmie and Alakazam, who always use +Speed natures. Using +Speed natures is the key in Pokemon battling (for sweepers) so you can outspeed as much things as you can. Grass Knot gives Greninja a way to hit opposing bulky Water Pokemon.

Malamar's base Speed is 73. That's VERY mediocre by competitive standards. It's not worth investing in Malamar's Speed at all.

But Ninja doesn't learn anything... There's no reason for a Ninjask to be out with a double counter rofl. Again, Fly is with Flame body and burn. It doesn't matter if it's gimmicky, because Talonflame has such good survive regardless with Roost with the target being burned. I have other ways to get rid of Scoliopede and Blaziken, namely malamar and/or Greninja.

EDIT: I will grant you that Brave Wings or whatever would be ****ing amazing against Blaziken, but if he's fighting, I'm flying, don't you anticipate the switch anyway, thus further making it null and void? I mean, you'd have to be going up against some.

For Togekiss, if you are slower, they won't get flinched anyway. So no, you are wrong there as well. See here: http://bulbapedia.bulbagarden.net/wiki/Status_ailment#Flinch

For Greninja I understand the point of you saying that, it's still not what I'm asking for though, I don't care to reinvent time into it. Rash is good for enough for me now. If is always causing me to lose, I'll look into it and get that fixed.

Malamar's base speed MAY be that, but again, he needs the speed to outspeed certain opponents.

Again, this addressing the main issue. I'm asking for the Moveset given the nature to Togekiss, as well as Garchomp.

I'm looking at this moveset for Togekiss:
Roost, Air Slash, Thunderwave (teaching it body slam is a waste of time) and Ancient Power.

This is super disruptive, gives me HP back, and has a stat booster AS WELL as a way to stop Mega Charizard.

For Garchomp:
Dragon Claw
Earthquake
Fire Fang (How do I teach that to him?)
Swords Dance (Can he learn Dragon Dance?)

PlatinumDude October 28th, 2013 8:34 PM

Quote:

Originally Posted by ElfinHilon10 (Post 7907705)
But Ninja doesn't learn anything... There's no reason for a Ninjask to be out with a double counter rofl. Again, Fly is with Flame body and burn. It doesn't matter if it's gimmicky, because Talonflame has such good survive regardless with Roost with the target being burned. I have other ways to get rid of Scoliopede and Blaziken, namely malamar and/or Greninja.

EDIT: I will grant you that Brave Wings or whatever would be ****ing amazing against Blaziken, but if he's fighting, I'm flying, don't you anticipate the switch anyway, thus further making it null and void? I mean, you'd have to be going up against some.

For Togekiss, if you are slower, they won't get flinched anyway. So no, you are wrong there as well. See here: http://bulbapedia.bulbagarden.net/wiki/Status_ailment#Flinch

For Greninja I understand the point of you saying that, it's still not what I'm asking for though, I don't care to reinvent time into it. Rash is good for enough for me now. If is always causing me to lose, I'll look into it and get that fixed.

Malamar's base speed MAY be that, but again, he needs the speed to outspeed certain opponents.

Again, this addressing the main issue. I'm asking for the Moveset given the nature to Togekiss, as well as Garchomp.

I'm looking at this moveset for Togekiss:
Roost, Air Slash, Thunderwave (teaching it body slam is a waste of time) and Ancient Power.

This is super disruptive, gives me HP back, and has a stat booster AS WELL as a way to stop Mega Charizard.

For Garchomp:
Dragon Claw
Earthquake
Fire Fang (How do I teach that to him?)
Swords Dance (Can he learn Dragon Dance?)

AncientPower isn't worth it. The odds of it boosting your stats are still low, even with Serene Grace, as I said before. It's also very weak. That slot can be devoted to Dazzling Gleam (for a secondary STAB), Flamethrower, Aura Sphere (to hit Steels) or Nasty Plot (to increase Togekiss' power a bit) I'm well-aware of how flinch works. I'll show you how para-flinch works:
-Togekiss takes a hit, then Thunder Waves a non-Ground/Electric Pokemon. That's easy to do with a bulky spread. Having Speed investment in that case is pointless.
-You spam Air Slash, with Serene Grace doubling its flinch chance to 60%. The 25% chance of full paralysis also aids in this. To quote Smogon's D/P analysis of Togekiss: "A 60% flinch rate combined with paralysis support leaves the opposing Pokemon with only a 30% chance of doing anything at all"
-Recover with Roost when needed

Fire Fang is one of Garchomp's Heart Scale moves. No, it can't learn Dragon Dance.

Then look at the speed tiers on Smogon and put in enough Speed EVs so that Malamar can outspeed a specific threat, with the rest of the EVs going into HP.

ElfinHilon10 October 28th, 2013 8:51 PM

Quote:

Originally Posted by PlatinumDude (Post 7907724)
AncientPower isn't worth it. The odds of it boosting your stats are still low, even with Serene Grace, as I said before. It's also very weak. That slot can be devoted to Dazzling Gleam (for a secondary STAB), Flamethrower, Aura Sphere (to hit Steels) or Nasty Plot (to increase Togekiss' power a bit) I'm well-aware of how flinch works. I'll show you how para-flinch works:
-Togekiss takes a hit, then Thunder Waves a non-Ground/Electric Pokemon. That's easy to do with a bulky spread. Having Speed investment in that case is pointless.
-You spam Air Slash, with Serene Grace doubling its flinch chance to 60%. The 25% chance of full paralysis also aids in this. To quote Smogon's D/P analysis of Togekiss: "A 60% flinch rate combined with paralysis support leaves the opposing Pokemon with only a 30% chance of doing anything at all"
-Recover with Roost when needed

Fire Fang is one of Garchomp's Heart Scale moves. No, it can't learn Dragon Dance.

Then look at the speed tiers on Smogon and put in enough Speed EVs so that Malamar can outspeed a specific threat, with the rest of the EVs going into HP.

But what do you do against Garchomp/Common ground types? How do you stop them?

PlatinumDude October 28th, 2013 8:55 PM

Quote:

Originally Posted by ElfinHilon10 (Post 7907749)
But what do you do against Garchomp/Common ground types? How do you stop them?

Togekiss already handles Garchomp. While it can't paralyze it with Thunder Wave, it's immune to both its STABs (though it won't like taking a Stone Edge).

Mamoswine or Weavile are anti-Dragon Pokemon to consider. They can't switch in directly, but they can come in after Garchomp KOs something:

Mamoswine:
-Icicle Crash
-Ice Shard
-Earthquake
-Superpower/Stealth Rock
Nature: Adamant/Jolly
EVs: 252 Atk/4 Def/252 Spe
Item: Life Orb
Ability: Thick Fat/Oblivious (latter now prevents Taunt; only use Oblivious with Stealth Rock)

Weavile:
-Pursuit
-Ice Shard
-Night Slash/Icicle Crash (latter is a new egg move)
-Low Kick/Brick Break
Nature: Jolly
EVs: 252 Atk/4 SDef/252 Spe
Item: Life Orb
Ability: Pressure

ElfinHilon10 October 28th, 2013 8:55 PM

Quote:

Originally Posted by PlatinumDude (Post 7907724)
AncientPower isn't worth it. The odds of it boosting your stats are still low, even with Serene Grace, as I said before. It's also very weak. That slot can be devoted to Dazzling Gleam (for a secondary STAB), Flamethrower, Aura Sphere (to hit Steels) or Nasty Plot (to increase Togekiss' power a bit) I'm well-aware of how flinch works. I'll show you how para-flinch works:
-Togekiss takes a hit, then Thunder Waves a non-Ground/Electric Pokemon. That's easy to do with a bulky spread. Having Speed investment in that case is pointless.
-You spam Air Slash, with Serene Grace doubling its flinch chance to 60%. The 25% chance of full paralysis also aids in this. To quote Smogon's D/P analysis of Togekiss: "A 60% flinch rate combined with paralysis support leaves the opposing Pokemon with only a 30% chance of doing anything at all"
-Recover with Roost when needed

Fire Fang is one of Garchomp's Heart Scale moves. No, it can't learn Dragon Dance.

Then look at the speed tiers on Smogon and put in enough Speed EVs so that Malamar can outspeed a specific threat, with the rest of the EVs going into HP.

Also, What do you think about Swapping out Malamar for Mega kangaskhan?

PlatinumDude October 28th, 2013 9:23 PM

Quote:

Originally Posted by ElfinHilon10 (Post 7907755)
Also, What do you think about Swapping out Malamar for Mega kangaskhan?

Mega Kangaskhan does give you a bit more raw power. I have no say on if this is a good switch or not, but test it out and see for yourself. Oh and here's a set:
-Fake Out
-Return
-Sucker Punch/Power-up Punch
-Earthquake/Power-up Punch
Nature: Jolly/Adamant
EVs: 4 HP/252 Atk/252 Spe
Item: Kangaskhanite
Ability: Scrappy

ElfinHilon10 October 28th, 2013 9:40 PM

Quote:

Originally Posted by PlatinumDude (Post 7907779)
Mega Kangaskhan does give you a bit more raw power. I have no say on if this is a good switch or not, but test it out and see for yourself. Oh and here's a set:
-Fake Out
-Return
-Sucker Punch/Power-up Punch
-Earthquake/Power-up Punch
Nature: Jolly/Adamant
EVs: 4 HP/252 Atk/252 Spe
Item: Kangaskhanite
Ability: Scrappy


Alright I'm thinking Togekiss like you said, Talonflame like I have, Mamoswine, Kangesh, scizor and something else.

ElfinHilon10 November 1st, 2013 9:19 PM

UPDATE:

I'm looking into these pokemon for my team nature. Can you help recommend EV's, held items, and ability?

Scizor, Kangaskhan, Absol/Umbreon (not sure which), Gliscor, Mamoswine, Togekiss.

I'm thinking Kanga, Scizor, Togekiss and Mamoswine like you said. How should I do Absol/Umbreon, and Gliscor?


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