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Moveset Help & Other Questions (FAQ in first post)
Moveset Help & Other Questions
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Anyone has a good build and moveset for Seviper. I have an idea, but I don't know how effective it will be.
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Serperior @Life Orb Ability: Contrary EVs: 252 SpA / 252 Spe Timid nature - Leaf Storm - Dragon Pulse - Hidden Power Fire - Knock Off / Taunt The goal is to basically use Leaf Storm to get that +2 special attack boost and then plow through from there. |
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Anyway, Seviper is a very mediocre Pokemon, mainly because its low Speed and bad defenses don't go hand-in-hand, but this you could try this out: -Sludge Bomb -Flamethrower -Giga Drain -Sucker Punch/Knock Off Nature: Naive EVs: 4 Atk/252 SAtk/252 Spe Item: Life Orb |
Does anyone find Telepathy useful on Musharna? I initially bred two (one with synchronize and one with Forewarn) to try out both to see which I wanted, but I've decided to go the Hypnosis+Dream Eater route and because of that, I CAN'T use Synchronize in case someone paralyses or poisons Musharna first, then it passes that condition to the attacker and therefore cannot put them to sleep, so my only options are Forewarn and to rebreed to get Telepathy, and I never bred telepathy in the first place because not only is it only useful in double or triple battles, but it also is only useful on the (relatively) few attacks that attack team mates so now I'm not really sure what to do with Musharna so I'm just curious now that my only options are Forewarn and Telepathy if anyone uses Telepathy on Musharna and what you think of it. And for that matter, if anyone uses Forewarn (not just read the text description on Serebii and decided it was useless) I'd like to hear opinions on that too please. Thank you!
Note: Hypnosis + Dream Eater are NON NEGOTIABLE. I don't care what Smogon says or what people do when their pokemon are put to sleep, I am asking SOLELY about Telepathy and Forewarn on Musharna. Sorry for the note, but I posted this before and people honestly just seem to run Ctrl + F on posts and run copy + Paste answers on key words without reading what is being asked, and I really want people's opinons on Telepathy and/or Forewarn on Musharna, not what the preferred strategy is, not what this or that site suggests, etc, nor do I want "Oh well, you're not going to be competing in the world pokemon championships against the worlds top pokemon players? Then anything will work so it doesn't matter what movesets you use" it's just really frustrating when people answer every question EXCEPT the one you asked. Sorry for the rant! :D |
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Seviper @Shuca Berry Ability: Infiltrator EVs: 252 Def / 252 SpA Modest or Quiet nature - Belch - Flame Thrower - Dark Pulse - Stockpile The idea was to trick someone into hitting it with Earthquake or other Physical ground move which reduces damage and eats berry while setting up with Stockpile. Then retaliating with Belch which hits at 120 power + Stab. Flamethrower and Dark Pulse for coverage, however I am sure there are other moves useful to coverage. Should work great with Trick Room. Not sure this Idea would work though. . . |
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Here's an example on why this Seviper variant isn't really effective: 0 Atk Landorus-T Earthquake vs. 0 HP / 252 Def Shuca Berry Seviper: 160-190 (55.7 - 66.2%) -- guaranteed 2HKO 0 Atk Landorus-T Earthquake vs. +1 0 HP / 252 Def Shuca Berry Seviper: 108-127 (37.6 - 44.2%) -- guaranteed 3HKO In the time it takes for Seviper to use Stockpile, then Belch, Therian Landorus can simply spam Earthquake for the KO. Not only that, it also resists Belch. There are also Pokemon that opt for Earth Power over Earthquake, like (Mega) Diancie and Heatran: 240 SpA Mega Diancie Earth Power vs. 0 HP / 0 SpD Shuca Berry Seviper: 172-203 (59.9 - 70.7%) -- guaranteed 2HKO Even if Seviper gets to use Belch, Mega Diancie can simply survive it and move in and KO Seviper. 252 SpA Heatran Earth Power vs. 0 HP / 0 SpD Shuca Berry Seviper: 148-175 (51.5 - 60.9%) -- guaranteed 2HKO 252+ SpA Seviper Dark Pulse vs. 12 HP / 0 SpD Heatran: 76-90 (23.3 - 27.6%) -- 75.4% chance to 4HKO The same applies to Heatran, but only this time, Dark Pulse is literally the only thing Seviper can do against it. |
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Feraligater comes out and sees Seviper. Knowing Seviper's frail stats, the trainer is tempted to go for an earthquake which he believes that will OHKO or at least survive with Focus Sash. Upon using Earthquake, it did minor damage with defense bulk, and allowed it to eats it's berry. Seviper retaliates with Giga drain which should deal a butt load of damage and restore it's health. Feraligater now is forced to retreat (assuming it's bulk held up to not get KO'd), which is a good time to stockpile. There are more than one way to use your Pokemon than just reading and crunching a bunch of numbers. Think about that. |
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Here's another example: Tyranitar. It doesn't use Earthquake as much, but it's still used on occasion. Not only that, it resists Belch, Dark Pulse and Flamethrower all at once, and takes pathetic damage from Giga Drain, due to the Special Defense buff it gets from sandstorm: 252+ SpA Seviper Giga Drain vs. 0 HP / 0 SpD Tyranitar in Sand: 102-120 (29.9 - 35.1%) -- 15.1% chance to 3HKO 252+ SpA Seviper Giga Drain vs. 248 HP / 224 SpD Tyranitar in Sand: 82-98 (20.3 - 24.3%) -- guaranteed 5HKO Meanwhile, Tyranitar can do whatever it pleases against Seviper: Offensive: 252 Atk Tyranitar Earthquake vs. 0 HP / 252 Def Shuca Berry Seviper: 120-142 (41.8 - 49.4%) -- 21.5% chance to 2HKO after sandstorm damage 252 Atk Tyranitar Earthquake vs. 0 HP / 252 Def Seviper: 240-284 (83.6 - 98.9%) -- guaranteed 2HKO after sandstorm damage 252 Atk Tyranitar Stone Edge vs. 0 HP / 252 Def Seviper: 180-213 (62.7 - 74.2%) -- guaranteed 2HKO after sandstorm damage 252 Atk Tyranitar Crunch vs. 0 HP / 252 Def Seviper: 144-171 (50.1 - 59.5%) -- guaranteed 2HKO after sandstorm damage (same applies to Pursuit hitting a switching Seviper) 252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 252 Def Seviper: 297-349 (103.4 - 121.6%) -- guaranteed OHKO 252+ Atk Choice Band Tyranitar Earthquake vs. 0 HP / 252 Def Shuca Berry Seviper: 198-233 (68.9 - 81.1%) -- guaranteed 2HKO after sandstorm damage 252+ Atk Choice Band Tyranitar Earthquake vs. 0 HP / 252 Def Seviper: 396-466 (137.9 - 162.3%) -- guaranteed OHKO 252+ Atk Choice Band Tyranitar Crunch vs. 0 HP / 252 Def Seviper: 237-280 (82.5 - 97.5%) -- guaranteed 2HKO after sandstorm damage Defensive: 0 Atk Tyranitar Stone Edge vs. 0 HP / 252 Def Seviper: 150-177 (52.2 - 61.6%) -- guaranteed 2HKO after sandstorm damage 0 Atk Tyranitar Earthquake vs. 0 HP / 252 Def Shuca Berry Seviper: 100-118 (34.8 - 41.1%) -- guaranteed 3HKO after sandstorm damage 0 Atk Tyranitar Earthquake vs. 0 HP / 252 Def Seviper: 200-236 (69.6 - 82.2%) -- guaranteed 2HKO after sandstorm damage 0 Atk Tyranitar Crunch vs. 0 HP / 252 Def Seviper: 120-142 (41.8 - 49.4%) -- 23.4% chance to 2HKO after sandstorm damage And if you still insist on using Belch Seviper, SubSalac is a much safer way to do it. You spam Substitute until the Salac Berry activates, letting Seviper actually outspeed things. Of course, priority and special walls have to be taken out first: -Substitute -Belch -Flamethrower -Dark Pulse/Knock Off Nature: Timid/Naive EVs: 4 Def/252 SAtk/252 Spe (level 50) or 20 HP/236 SAtk/252 Spe (level 100) Item: Salac Berry |
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Zeffy, in the FAQ you said Pokémon can have 255 EVs max per stat, but IIRC isn't it 252?
Anyway, I've been finding that once Trick Room wears off, I don't have a reliable way to set it back up again, so it would be nice to have a fast (and preferably at least somewhat bulky) Trick Room user that I can safely switch into before using Trick Room. |
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....I didn't know that |
Here's an interesting question. When a Pokemon gets hit with Knockoff while holding a Colbur berry, what actually happens?
I can assume one of these answers: 1. Knockoff trumps everything and knocks off berry while getting increased damage and no effect from berry. 2. Berry gets eaten and damage is reduced, but knockoff damage is still increased because berry was held when the attack was used. 3. Berry gets eaten, and knockoff damage is reduced and no held item damage bonus. 4. 3DS explodes. |
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Nice. Next question. This one is a build related question.
I just ported in my shiny Gyarados (Nicknamed Livio) from HGSS. It's an Adamant nature, and I want to use it in competative combat. I want to go for a 252 Speed/attack build, but other trainers say that I should go more bulky with 152 defense, 100 special defence, and 252 HP with Gyarados. I understand the need for bulk because you need it for Dragon Dance set-ups. But for the obvious reason of those annoying Prankster/Taunt users, I don't see myself setting up more than 1 Dragon Dance. So if I crank up speed and attack, I should scare off a physical Pokemon using Intimidate, and set up the Dragon Dance while opponent is switching (especially users of Garchomp who fears ice fang). I don't know, what do you think? |
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Substitute + Dragon Dance Gyarados has an easier time against status users, as Substitute blocks status, but you have to predict if the status will come your way or if the opponent switches. Here's a better Sub + Dragon Dance set: -Substitute -Dragon Dance -Waterfall -Bounce Nature: Adamant/Jolly EVs: 88 HP/220 Atk/4 Def/196 Spe Item: Leftovers Ability: Intimidate This spread prevents a burned Ferrothorn's Power Whip from breaking Gyarados' substitute |
Vgc championship points Can you win them year round and what time of year are they erased
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You can and can't win them year round - depending on your region things are a bit different. Check this out- http://nuggetbridge.com/about-vgc/
If you're in North America, you can compete in their spring, summer, fall, or winter seasons to qualify for regional championships, which can in turn should you succeed - qualify you for national championships. Only the top 16 in North America get to go to the VGC World Championships, and contend with the other top players from the rest of the world. |
Why did my Hypnosis "Failed". Usually when Hypnosis misses, the message comes off as "The opposing Pokemon avoided the attack." When using it against a Dark-type Pokemon due to it's immunity to psychic moves, the message comes off as "Does not affect the opposing Pokemon." But this time, when I used Hypnosis, the message read "The attack failed." Why? If it didn't miss, or the opponent was not immune to the attack, why did it just randomly fail?
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Mega-Gardevoir
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Uh....was Safeguard up or something? That's the only thing I can think of really....
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Nope. It just Mega evolved and used 2 calm minds before Hypnosis was used. Then the attack "Failed" for no random reason.
*Edit* Oh wait, never mind, I found out. I paralyzed the Pokemon earlier in the battle. You can't Paralyze and sleep at the same time. I am such a Noob. |
Advice for Mono weather Castform
So I do have 1 castform Rain Dance, sunny Day and Hail with Weatherball, but I decided to also breed 3 more Castforms with singular weather conditions and I'm having trouble getting enough moves that would benefit from the weather condition.
Rainy is the easiest with Rain Dance, Hurricane, Thunder and Weatherball (as Weatherball doubles in strength, gets STAB and the 50% bonus from being a water move in rainy weather) Sunny is a little harder with Sunny Day, SolarBeam and Weatherball (again, as Weatherball doubles in strength, gets STAB and the 50% bonus from being a fire move in Sunny Day) but I'm not sure of what (if any) other move might get a benefit from being in a sunny day weather Icy is much harder as all there is is Hail and Weatherball (weatherball only getting the double strength and Stab, but no bonus from being an ice move used in hail) and even though Blizzard would get 100% accuracy, it's also a second ice move, so I don't know what to do with this weather condition. (and I don't think I'll be bothering with a sandstream moveset as Castform doesn't get a form change and therefore doesn't get STAB from weatherball, even if weatherball gets double the power in sandy weather) Anyway, thanks for any tips! |
Resident Castform here to help!
For an in game team, Castform does okay I guess. You really don't need more than one on your team but if you are determined to use all forms we'll have to make due. Your rain set is fine, you can run Hydro Pump if you want over Weather Ball. It hits harder which Castform needs since it is ridiculously weak. Hurricane and Thunder are fine as the other attacking options. Sunny form you should run Sunny Day, Ice Beam, Solarbeam, and Fire Blast. Again it hits harder than Weather Ball and has a burn chance. Snowy form is easily the worst. You could run something like Hail, Blizzard, Fire Blast, and Hydro Pump. Really not much you can do here other than going for coverage moves. Unlike other weathers, only one attack type really benefits. Good luck though with your castforms!! |
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Anything works in game and that is the only time I would recommend using any of these. Castform is useless in any other type of play. |
So I'm finally finishing up raising my Scarf Rock Head Tyrantrum, but in my laziness I didn't breed Ice Fang or Fire Fang onto it (did get Thunder Fang and Dragon Dance on it tho lol). And since I'm too lazy to breed and raise another one now, does anyone have ideas for moves? It's getting Head Smash and Earthquake obviously, and was kinda thinking about Superpower, but idk what else to do.
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Dragon Claw and Outrage are both viable options. A lot of people run some combination of Head Smash / [Dragon STAB] / Superpower / Earthquake and even Toxic on the choiced sets. The fangs are decent options, but I am sure people prefer other coverage options since they have such low base power.
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Goodra help?
Hey guys. Not sure if this is the wrong forum but I'm trying to breed a Goodra and I was wondering if anyone could give me some advice on how I should train it for competitive battle. Any advice helps! Thanks!
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Goodra is a natural SpD wall so thats most probably how it'll be built. So it would be a Bulky Special Sweeper.
So you'd want 240HP For Bulk. 252 SpA for obvious reasons XD and you'll want 16evs in Speed just so you can outspeed Azumarill and it's playrough which could be beneficial to the game. You want Sap Sipper ability for Grass Immunity on your team. (Amoongus' Spore, Ferrothorn's Leech seed ect..) Now the moveset. Draco Meteor/Dragon Pulse - Draco Meteor is a OHKO on a Bulky Latias whilst Dragon Pulse is just under and is a 2HKO. However Draco Meteor will hit anything he switches in pretty hard aswell aslong as it's not a fairy type! Fire Blast/ Flamethrower- Power vs Accuracy. Fireblast is OHKO on Ferrothorn whilst Flamethrower is again just under. Fire Blast would hit anything that switches in pretty hard too! Sludge Bomb - For those annoying ass fairy types! Muddy Water/Earthquake. For max coverage you got the debate between these 2. 2HKOs Most Heatrans even with Goodra having a modest nature but Muddy water is 97% chance to 3HKO Heatran after leftovers. However this is based on just a few mons. Have a play and see what move sets work for you. And finally the item should be Assault Vest! To add to Goodras already Impressive SpD bulk! |
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Both are 90 BP, but Surf has 100% accuracy, while Muddy Water has 85% Accuracy. Muddy Water does have a 30% chance of lowering accuracy by one stage, but I don't think that's worth the less accuracy. |
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What would be the best ability for this Mega Lucario set?
Lucario @ Lucarionite Ability: ??? EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Close Combat - Bullet Punch - Ice Punch/Stone Edge - Iron Tail I'm thinking either Steadfast or Justified because it will allow Lucario to switch into flinching or Dark attacks respectively and get a boost. |
Well when Lucario mega evolves his ability changes to adaptability anyway. But I'd go with the either Inner Focus or Justified rather than steadfast for definite. As Lucarios fast enough anyway and Steadfast doesn't prevent flinching. So first turn you could just hit away without the worry of Fake out and then the turn after Mega evolve. <- Thats for Inner Focus. Justified could become very handy when your opponent's using Mons' like T-Tar/Bisharp which are both very common in todays metagame. It's more of a personal preference thing but it would depend on what format I was playing to which one I'd use. Inner Focus for doubles, Justified for singles.
Hope this helps Mr_Nelsy |
Disclaimer: I'm not playing on Showdown, and I don't follow Smogon tiers or rules. Just to clear things up.
I've been playing around with a few ideas for Cleric Pokemon. I don't want to use Clefable, as it's stats are slightly underwhelming compared to my other choices, and since many people use it, they'd probably expect me to use it too and therefore know how to counter it. I considered Florges, but it'd hurt my team synergy as I already have a Special Tank in Goodra. So I'm thinking Aromatisse - It's fairly unexpected as nobody really uses it, it has superior stats to Clefable and has a great ability in Aroma Veil. Here's what I'm thinking: Aromatisse @ Leftovers/Light Clay 252 HP, 252 DEF, 4 SP.DEF Ability: Aroma Veil - Wish - Aromatherapy - Protect - Light Screen Because of its ability, Aromatisse doesn't have to worry about Taunt/Encore, so it's free to fill its whole moveset with support moves. Some people recommend giving it Moonblast, but despite its nice SP.ATK stat, that's not really what I'm going for. The defense EVs are for its own survivability, and it makes up for its lower SP.DEF with Light Screen - this also benefits my whole team, especially my already Specially Bulky 'mons like Mismagius and Goodra, and somewhat helps Avalugg with it's low SP.DEF. Aromatisse would hold a Light Clay to extend the Light Screen time. If Light Screen is replaced by Moonblast anyway, I'll sub in the Leftovers. Lastly, the Wish + Protect + Aromatherapy combo is a no-brainer. Standard Cleric Moveset. Any advice would be much obliged. |
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I'm not overly fond of Aromatisse because it's so... underwhelming. Have you considered Altaria/Mega Altaira? Audino/Mega-Audino? Blissey? Chansey? Vileplume? Togekiss? Granbull? Celebi? The list of 'mons that you could use that are potentially better than Aromatisse can go on, really. |
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I'm still not sure about ability for Lucario. I know I won't be using Steadfast, but I don't know if I should use Justified or Inner Focus. I'm leaning towards Justified because it seems more useful than Inner Focus when Lucario will be Mega Evolving anyway.
I'm thinking Inner Focus really can't help much if Lucario is Mega Evolving as soon as it's in battle, but Justified can help it switch into a Dark type attack, take the hit, get the boost and then Mega Evolve. Far more utility, so maybe I should go with that. |
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On the subject of Lucario, anyone ever tried it out with a support set? I created one because I needed Follow Me support on my VGC team and Lucario is the only Steel type that learns it, which appealed to me for team synergy.
Since the support move pool on this mon is top notch, I thought I'd see if anyone else had tried it. Turns out Smogon had a similar set to mine posted in their Gen V Dex: Lucario @ Chople Berry Ability: Inner Focus EVs: 252 HP / 4 Def / 252 SpD Careful Nature - Follow Me - Extreme Speed - Drain Punch - Detect Mine is pretty similar: Lucario @ Chople Berry/Leftovers Ability: Steadfast EVs: 252 HP / 28 SpA / 228 SpD Calm Nature - Follow Me - Vacuum Wave - Helping Hand - Protect It gets walled by Ghost types but I have 3 answers to Aegislash, 2 for Mega Gengar, and 3 for Support Gengar, and Sableye is not at all a problem for my team. What are your thoughts on this mon? It's actually doing surprisingly well on the ladder so far. |
Can someone explain how Bulk works?
Before you give me some dumb answers like: "Defense reduces your physical damage" "Special Defense reduces special damage" "HP allows you to live through strong hits" I will say that I already know all this. My question refers to how does bulk allows some Pokemon to survive 2-3 super effective attacks, while others can't. I ask this because today I was involved in a battle between Conkeldurr and my Crobat. I have battled Conkeldurr many times in the past. One bravebird normally takes his HP down to 0 unless the opponent is using a Focus Sash (which happens a lot!) This time, I was only able to get his HP down to 20% which blew my mind! I checked Conkeldurr's bulk, and at 95 defense and 108 HP rate, this thing is pretty bulky. But why did this thing just take my hit like a champ while other times it diddn't? I did win the battle, considering that Crobat put Conkeldurr to sleep and hit it twice. But why did this thing have so much more bulk than ANY other Conkeldurr that I have ever faced? And why even my bulkiest pokemon cannot take hits like other equally bulky Pokemon? |
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252 Atk Crobat Brave Bird vs. 0 HP / 0 Def Conkeldurr: 320-378 (91.1 - 107.6%) -- 43.8% chance to OHKO But what you ran into is a much less common set that has a lot of HP EVs, maybe something like this: 252 Atk Crobat Brave Bird vs. 252 HP / 0 Def Conkeldurr: 320-378 (77.2 - 91.3%) -- guaranteed 2HKO Damage rolls also kind of factor into things. |
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Could someone please explain to me the limitation of 'infestation'? I ask because I was able to switch out my pokemon during a single battle even though they got hit by this trapping move. I checked my battle video several times and counted only three turns had passed before I switched.
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What's a good EV set for this Calm Prankster Klefki?
-Thunder Wave -Attract -Swagger -Foul Play Yes, I know it's Taunt bait (especially against Special Attackers), but I don't really mind. It's mostly for Battle Maison. |
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I am having a really hard time figuring out what ability to give Chatot. Tangled Feet, Big Pecks and Keen Eye all seem like kind of "meh" abilities, and even competitive sites seem to suggest all of them pretty evenly (which I read as "they're all equally bad") so I'm totally stumped. I've got a 5iv Chatot ready to start breeding (Boomburst, Nasty Plot, Defog and Encore egg moves, although I'll have to give up one of those because you lose 1 move as you level up in daycare) but I have no idea what ability to breed for (the final moveset will likely be Boomburst, Chatter, Heat Wave and Nasty Plot, Enocore or Defog, if that helps the ability suggestion any)
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As for moves, Chatot should use: -Nasty Plot -Boomburst -Chatter -Heat Wave Nature: Timid EVs: 4 Def/252 SAtk/252 Spe Item: Life Orb/Focus Sash Chatot needs Nasty Plot because it's not that strong unboosted. |
Okay, I got m hands on my own Suicune (Nicknamed Izelude), Modest nature. I really hate my opponents when they decide to use one against me, but since I've caught one, I figured I put it to good use and give opponents a taste of their own medicine.
So now need a recommended build for my Suicune. Any help would be greatly appreciated. (Not to mention that with my own Suicune, I can use it against myself and teach me how to handle super buff tanks.) |
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-Suciune w/Leftovers Nature: Modest (since that's what you got) Ability: Pressure EVs: 252 HP, 252 Defense, 4 Sp.Attack Moves: Scald, Calm Mind, Rest, Sleep Talk That's probably the stally Suciune you've run into before. Just watch out for stuff with Water Absorb/Dry Skin/Storm Drain. |
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One thing I keep finding involving Suicune is Toxic Spikes. Toxic Spikes is supposedly a Great counter against Suicune's threats such as special defensive walls. But in my experience with Toxic spikes, things didn't go well. Poison type Pokemon remove toxic spikes, and many special walls can just refresh toxic off (I do it all the time). Any advice on the use of Toxic Spikes? |
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All I can think of is to eliminate opposing Poison types before laying down Toxic Spikes. I don't really get why Toxic Spikes is supposed to be good against special walls when most of them carry some sort of status recovery or a teammate does like you said. Idk maybe someone else can help you out with this one. |
New question: How does anyone use Landorus?
I have one, but Landorus seems to be way too slow, has that annoying yet common 4x weakness to ice, and despite being a Flying/Ground type it learns no Flying moves. Any advice is appreciated. |
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Landorus comes in two flavors: Incarnate and Therian. The Incarnate form utilizes the Sheer Force ability to power up Earth Power (and other coverage moves that benefit from it) to powerful levels. However, cartridge users will have a hard time getting a hold of this kind of Landorus, as it's only obtainable via Pokemon Dream Radar (when the Therian genies captured there are turned to Incarnate form with the Reveal Glass, they'll have their Dream World/Hidden abilities). While it may seem tempting to use Incarnate Landorus with Sand Force, this forces you to run Pokemon that share its weaknesses to make that effective (Tyranitar and Hippowdon). The Therian form of Landorus has the Intimidate ability, which is a major help against physical attackers. It's versatile; it can run offensive or defensive sets. Here are possible move sets for both forms if you're interested: Incarnate: -Rock Polish -Earth Power -Hidden Power (Ice) -Sludge Wave/Knock Off Nature: Modest/Rash EVs: 4 Def/252 SAtk/252 Spe Item: Life Orb Ability: Sheer Force or -Earth Power -Sludge Wave/Knock Off -Hidden Power (Ice) -Stealth Rock/Focus Blast Nature: Timid/Naive EVs: 4 Def/252 SAtk/252 Spe Item: Life Orb Ability: Sheer Force or -Calm Mind -Earth Power -Focus Blast -Psychic/Hidden Power (Ice) Nature: Timid EVs: 4 Def/252 SAtk/252 Spe Item: Life Orb Ability: Sheer Force Therian: -Earthquake -Stone Edge -U-turn -Knock Off/Superpower/Explosion Nature: Jolly EVs: 252 Atk/4 Def/252 Spe Item: Choice Scarf or -Stealth Rock -Earthquake -U-turn -Stone Edge/Knock Off/Rock Slide Nature: Impish EVs: 252 HP/240 Def/8 SDef/8 Spe Item: Leftovers/Rocky Helmet or -Stealth Rock -Earthquake -Stone Edge/Knock Off -U-turn/Explosion Nature: Adamant/Jolly EVs: 72 HP/252 Atk/184 Spe Item: Soft Sand/Earth Plate/Focus Sash or -Swords Dance -Rock Polish -Earthquake -Stone Edge Nature: Adamant EVs: 56 HP/220 Atk/252 Spe Item: Soft Sand/Earth Plate/Leftovers (for the last set, you don't try to set up both boosts at once; you pick the boost based on the team you're up against; Rock Polish for offensive teams, Swords Dance for defensive ones) |
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Besides, Landorus's intimidate can suck on an ice beam. Last time I encountered one, it took a leaf storm to the face, and I lost respect for this so-called Legendary Pokemon. |
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For Choice Scarf variants, you only bring it in after a teammate is KOed or on physical attackers. You don't bring it in on special attackers. Choice Scarf versions use max Attack/max Speed. As for defensive variants, you only bring them in on physical attackers to weaken them. For all Therian Landorus sets, switch as soon as it's up against faster special attackers. A good player never leaves Therian Landorus in against Pokemon that use Water and Ice moves (or powerful special attacks in general). |
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The overview of its revamp should sum up its good points nicely. Sure, it's for its OU analysis, but it should apply to Battle Spot as well: Quote:
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I also forgot to mention that since I do not play in Pokemon Simulators, other players have a much harder time getting a 6IV Landorus of any type legitly. Yeah, you can hack one in, but many legit players find that non breedable pokemon such as Landorus cannot perform at the same level as the ones used in the simulators. You can get a legit 6IV landorus, but it takes weeks of soft resetting to achieve that, and there are way better Pokemon that can be used in it's place such as Garchomp. |
How does Flash Fire and Storm Drain work in doubles in regards to spread moves? Like let's say that I have a Pokemon with Flash Fire/Storm Drain on my side, and the opponent uses Heat Wave/Surf. Obviously the Flash Fire/Storm Drain 'mon will be unaffected and get the boost, but will it also prevent my other Pokemon from taking damage as well?
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Now while I also realize that Battle Spot kind of limits the teammates that Landorus can utilize to cover its flaws, this doesn't automatically make it bad. You're still underestimating its versatility. 6 IV Landorus in-game doesn't really matter, IMO, as some people settle for IVs in the 20-31 range, like me. Special Attack also doesn't matter. Quote:
In the case of Storm Drain, the user will receive the Special Attack boost if its partner uses Surf, but Surf will still hit the opponents. |
Kabutops
My Mega beedrill is suffering a lot from Gale Wings Talonflame so I was thinking of putting a kabutops in my team so I can also get rid of those pesky stealth rocks. just not sure how I should run the Kabutops. all tips welcome :)
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Kabutops @ Life Orb Ability: Swift Swim EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Waterfall - Stone Edge - Rapid Spin - Aqua Jet Hope it helps. |
If someone (i.e. me) wanted to get back into competitive battling, where would be the best place to learn the current meta?
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Essentially just teambuild, experiment, and learn by trial and error. Pick a mega(broken ones are gardy, zards, and meta. other good ones are megados, mega sableye, mega zam, etc) and then build a team around it. Pick good supporting mons and just practice. ORAS is a fun meta but a really unbalanced meta. |
Thanks! I may look into coming back to battling after school is less cray cray.
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Where to begin? First Competitive Team
Which Tier best suits a beginner? What are the basics in making a successful and enjoyable team? How do I select which Pokemon to use? Which pokemon are most common in the meta, that I should be wary of? How do I know when my team is ready? Any and all help required and appreciated. ~_~
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I've just bred a Lucario (non mega) for battle spot in game but i'm curious as to what moves would be recommended, currently she's as follows
Poledra, Jolly, 31/31/31/xx/31/31 Inner focus Wide Lens (for high jump kick and Zen Headbutt/stone edges lower accuracy) High Jump Kick Extreme Speed Zen Headbutt Drain Punch HJK seems nicer to me than close combat and wide lens makes up the deficiency, Extreme speed is good with its +2 priority and beats bullet punch as I'm not using mega. Drain punch was to keep her topped up in health but she's probably a bit weak to need it too much so this can go, Zen headbutt was at the tutor so I picked that up too but that's not a definite keeper. Was thinking Ice punch is nice to replace one of these and maybe earthquake/stone edge from reading some other movesets? |
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-Swords Dance -Close Combat -Extreme Speed -Crunch/Iron Tail/Ice Punch Nature: Adamant/Jolly EVs: 252 Atk/4 Def/252 Spe Item: Life Orb/Lum Berry |
Thanks for the help.
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Help with evolving my shiny eevee
So I finally found the shiny eevee I was looking for after days of searching and over 999 encounters, and now that I have it I'm not sure what I should do with it.
It's a lv.25 male Quirky HA: Anticipation IVs: x/31/x/31/31/x According to an IV calculator I consulted it's Def. is also pretty high (28-30), it's HP is average, but it's Speed is pretty low. It's a newly caught pokemon so it hasn't been trained at all, and its moveset as of now is pretty basic with the exception of one egg move: tickle. What would you do? |
I'd say either Sylveon or Espeon. The Hidden Abilities on the other Eeveelutions are either crap, they have an arguably better normal ability, or their ability requires weather to activate (and it's simpler to not go with a weather related ability so you don't have to make a weather team). Sylveon gets Pixilate, turning it into a big offensive threat, and Espeon gets Magic Bounce, which is a really good ability in general. Sorta leaning towards Sylveon since the IVs you have work a little better for it than Espeon, but it's your choice.
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Is it a bad idea to have analytic Magnezone?
Magnezone @ Choice Specs Ability: Analytic EVs: 248 HP / 252 SpA / 8 SpD Modest Nature - Flash Cannon - Volt Switch - Hidden Power [Fire] - Signal Beam With a special attack stat of 393, boosted by choice specs and analytic together, coupled with it's low speed and good defenses and typing, it can hit extremely hard, but it loses out on magnet pull. Is it really that good off an ability? My team isn't particularly weak to steel types. Actually, is it enough that people think I have magnet pull and don't bother trying to switch out? Also, how are the evs and moves? |
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-Thunderbolt -Volt Switch -Flash Cannon -Hidden Power (Fire) Nature: Modest EVs: 172 HP/252 SAtk/84 Spe Item: Choice Specs Ability: Magnet Pull |
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So I happened to get this yesterday in a trade:
http://img1.wikia.nocookie.net/__cb20141028021036/pokemon/images/e/e2/Garchomp_Mega_XY_Shiny_Sprite.gif Garchomp (M) @ Garchompite Level: 100 Ability: Rough Skin---->Sand Force EVs: 4 Atk / 252 SpA / 252 Spe Naughty Nature - Draco Meteor - Earthquake - Fire Blast - Stone Edge Yup, it came like that, even has all 6 perfect IVs. I understand that a +Speed nature is preferrable to Naughty, but Naughty's not bad and that's what I have to work with. I understand that it's not the best Mega out there and that the Speed drop sucks balls. What I was wondering though was what would be the best way to make use of it in Battle Spot. Singles or Doubles (note that I already have a Garchomp for doubles running the standard VGC set but with Yache Berry)? Teammates? Tips for making the most of it in battle? Garchomp is one of my favorite Pokemon and this just dropped into my lap so I thought that I might as well make use of it. |
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Earth Power deals with certain threats more effectively: 252 SpA Mega Garchomp Earth Power vs. 252 HP / 4 SpD Mega Mawile: 152-180 (96.8 - 114.6%) -- 75% chance to OHKO 4+ Atk Mega Garchomp Earthquake vs. 252 HP / 0 Def Mega Mawile: 122-146 (77.7 - 92.9%) -- guaranteed 2HKO 4+ Atk Sand Force Mega Garchomp Earthquake vs. 4 HP / 0 Def Mega Metagross in Sand: 134-162 (85.8 - 103.8%) -- 25% chance to OHKO 252 SpA Sand Force Mega Garchomp Earth Power vs. 4 HP / 0 SpD Mega Metagross in Sand: 176-210 (112.8 - 134.6%) -- guaranteed OHKO ... I'd probably also run Rock Slide over Fire Blast and Protect over Stone Edge. |
Here goes something. . . Odd. A Gardevoir (Not mega, remember this) took a full blast of Iron Head to the face from a MEGA FREAKING STEELIX!!!!!!! And survived with no buffs to defence, and no help from Reflect or any item/move that lowers physical or steel damage. Can someone explain how? Note that Mega Steelix has 252 EV's to attack.
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Level 100: 252 Atk Mega Steelix Iron Head vs. 248 HP / 244 Def Mega Gardevoir: 266-314 (78.4 - 92.6%) -- guaranteed 2HKO 252+ Atk Mega Steelix Iron Head vs. 248 HP / 244 Def Mega Gardevoir: 290-344 (85.5 - 101.4%) -- 6.3% chance to OHKO Level 50: 252+ Atk Mega Steelix Iron Head vs. 248 HP / 244 Def Mega Gardevoir: 152-180 (87.3 - 103.4%) -- 25% chance to OHKO 252 Atk Mega Steelix Iron Head vs. 248 HP / 244 Def Mega Gardevoir: 138-164 (79.3 - 94.2%) -- guaranteed 2HKO Edit: Let me ask you a question: was the Steelix burned? The burn status halves the victim's Attack. Level 100: 252+ Atk burned Mega Steelix Iron Head vs. 0 HP / 24 Def Mega Gardevoir: 192-226 (69.3 - 81.5%) -- guaranteed 2HKO Level 50: 252+ Atk burned Mega Steelix Iron Head vs. 0 HP / 24 Def Mega Gardevoir: 100-118 (69.9 - 82.5%) -- guaranteed 2HKO |
This is a very strange question, but I was wondering... how do I get a pokemon suspect tested? There's a pokemon I think should be in a higher tier than what it's in right now. I have five replays I've collected as proof so far. Who do I turn to with the replays? And will my opinion not be taken seriously unless I'm famously good at battling?
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Are you using the same team in all of these replays? If so, you're really going to want to find a way to counter this Pokemon, since it does a lot of damage to your team. |
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Yes, I'm using pretty much the same team in all of the replays. |
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