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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. |
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