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-   -   Two from Shino, Two from Houen, Two from Johto. (https://www.pokecommunity.com/showthread.php?t=81762)

Ichida March 31st, 2007 7:40 AM

Two from Shino, Two from Houen, Two from Jouto.
 
This is the set I plan to use once I get my hands on Pearl.

Darkrai
Calm Nature, Magnifying Glass
- Hypnosis
- Dream Eater
- Shadow Ball
- Dark Bomb

A sleepmaster. Once they're asleep, Darkrai's Nightmare abilit slowly kills off the enemy. As for where to go after this, Dream Eater if Darkrai lost any HP before Hypnosis worked, Shadow Ball or Dark Bomb depending on element of foe. Magnifying Glass to increase Hypnosis's success rate.

Rukario (Lucario)
Mild Nature, Black Belt
- Pulse Bomb
- Dark Pulse
- Dragon Pulse
- Extremespeed

Hard to decide, but I went with special sweeper since his Sp Atk is higher and his signature move, Pulse Bomb, is a special attack. Dark and Dragon for playing the elemental game, and Extremespeed if he needs to kill off something with critical HP or to sweep something with crappy physical defense.

Sirnight (Gardevoir)
Modest Nature, Wisdom Glasses
- Psychic
- Thunderbolt
- Shadow Ball
- Energy Ball

Special sweeper. I was considering Starmie since it has a better elemental variety, but this one has a higher Sp Atk stat, which is sort of the point behind a special sweeper. Psychic normally, then any of the others if I need to play the elemental game.

Watakko (Jumpluff)
Jolly Nature, Powerful Herb
- Sleep Powder
- Leech Seed
- Toxic
- Solarbeam

Seeder. Its high speed makes it work well. I'm feeling iffy on the third and fourth moves though. The Powerful Herb allows Solarbeam to happen in one turn. Someone wanna help me out with this set?

Charem (Medicham)
Adamant Nature, Concentration Band
- Fake Out
- Brick Break
- Rock Slide
- Shadow Ball

Physical sweeper. 'nuff said.

Hassamu (Scizor)
Adamant Nature, Focus Band
- Scissor Cross
- Blade Test
- Iron Head
- Slash

Another physical sweeper using different elements. Enough defense to count as a physical wall too, I suppose.

aragornbird March 31st, 2007 6:16 PM

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Here are some items NOT to use:

-Concentration Band, Wisdom Glasses, Magnifying Glass, all type boosting items. The boosts these items give are too small to be of any help, so don't use them.

-Don't use Powerful Herb. This item is used up after one attack. This can be easily avoided by your opponent switching to a Pokemon resistant/immune to that attack, meaning that you will have wasted your only shot at using it.

-Focus Band. It'll only work 10% of the time. The other 90% of the time, you die.


Quote:

Originally Posted by Ichida
Darkrai
Hasty Nature, Leftovers
-Dark Hall
-Focus Punch
-Dark Pulse
-Calm Mind

Never EVER use a Dark and a Ghost move on the same set because they are basically the same type.

Why are you using Hypnosis? Darkrai has its own special DARK HALL!


Rukario (Lucario)
Hasty Nature, Life Orb
- In-Fight
- Calm Mind

- Dark Pulse
- Dragon Pulse

Eh, you won't be doing enough damage without Calm Mind. Also, In-Fight please. Blissey still walls Fighting special attacks pretty well, but can't stand physical ones.


Sirnight (Gardevoir)
Modest Nature, Leftovers
- Psychic
- Thunderbolt
- Will-o-wisp
- Calm Mind

Starmie is good because of its SPEED which allows it to outrun most counters. Using Gardevoir as a pure special attacker is a bad idea because Alakazam does it better. Gardevoir's strengths lie in its ability to use status moves like Will-o-wisp or Hypnosis, which neither of the previous Psychic can learn. It's a Calm Mind sweeper, not an all-out attacker.


Watakko (Jumpluff)
Jolly Nature, Leftovers
- Sleep Powder
- Leech Seed
- Substitute
- Encore

Jumpluff without Substitute fails, pure and simple.


Charem (Medicham)
Adamant Nature, Choice Band/Adherance Scarf
- Fake Out
- Hi Jump Kick
- Thunderpunch
- Ice Punch


Remember to look at which moves are physical and which moves are special. Some moves that were once physical in Advance are now Special in D/P (and vice versa) *coughshadowballcough*.

Brick Break is pointless. Hi Jump Kick's 100 POWER completely outclasses it. The elemental punches cover for Rock Slide and are better because Ice Punch is more effective against Salamence and Thunderpunch is more effective against Gyarados.


Hassamu (Scizor)
Impish Nature, Leftovers
- Scissor Cross
- Swords Dance
- Substitute/Agility
- Baton Pass

Works best as a Baton Passer. Sweeping Scizor is too easily walled by Skarmory.

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

Ichida March 31st, 2007 7:24 PM

Quote:

Originally Posted by aragornbird (Post 2428838)
Don't use Powerful Herb. This item is used up after one attack.

Crap, I was afraid of that.

Quote:

Originally Posted by aragornbird (Post 2428838)
Focus Band. It'll only work 10% of the time. The other 90% of the time, you die.

Better than dying 100% of the time, na?

Quote:

Originally Posted by aragornbird (Post 2428838)
Why are you using Hypnosis? Darkrai has its own special DARK HALL!

Because I'd like Darkrai to remain awake and I'm not up to harvesting a boatload of Chesto Berries? <.<;

Quote:

Originally Posted by aragornbird (Post 2428838)
Starmie is good because of its SPEED which allows it to outrun most counters.

Good point. I'll switch to Starmie.

Quote:

Originally Posted by aragornbird (Post 2428838)
Jumpluff without Substitute fails, pure and simple.

Noted. (y)

Quote:

Originally Posted by aragornbird (Post 2428838)
*coughshadowballcough*.

I know it's special. Shadow Ball was there to sweep ghosts. That's part of the moveset I was given a while back.

Quote:

Originally Posted by aragornbird (Post 2428838)
Brick Break is pointless. Hi Jump Kick's 100 POWER completely outclasses it. The elemental punches cover for Rock Slide and are better because Ice Punch is more effective against Salamence and Thunderpunch is more effective against Gyarados.

Nod to the punches. As for Hi Jump Kick, 85 in RSE wasn't enough to risk damaging itself, but for 100 power? I'll take that risk.

Quote:

Originally Posted by aragornbird (Post 2428838)
Sweeping Scizor is too easily walled by Skarmory.

I'll have Starmie bolt Skarmory if it comes to that.

Alter Ego April 1st, 2007 2:28 AM

Quote:

Originally Posted by Ichida
Better than dying 100% of the time, na?

Yes, but not nearly as good as the item that could have been put in that slot. Namely, Leftovers. Ingame, it is far more essential for items to be consistently useful (as you will typically be thrust into a string of battles without pokecenter in between) and competitively you'll just get flamed for turning a strategy game into a test of luck with such gambling items. Really, Focus Band is just a loss-loss thing.
Quote:

Originally Posted by Ichida
Because I'd like Darkrai to remain awake and I'm not up to harvesting a boatload of Chesto Berries? <.<;

I'm sorry, but I loled at this statement. Dark Hall puts both opponents (In case of a double battle) to sleep, not your own pokemon. :p
Quote:

Originally Posted by Ichida
I know it's special. Shadow Ball was there to sweep ghosts. That's part of the moveset I was given a while back.

Wtf? Even a non-super effective attack from Meddy is more effective on ghosties than a super-effective special attack. There is simply no point in putting special moves on one of the strongest physical sweeps around, especially since ghosts are usually tougher on SDef than Def.
Quote:

Originally Posted by Ichida
Nod to the punches. As for Hi Jump Kick, 85 in RSE wasn't enough to risk damaging itself, but for 100 power? I'll take that risk.

Actually, the RSE edition was definitely worth the risk for being able to completely devastate physical walls and just about anything in your way. A little risk for huge reward is always a good idea, imo. But whatever, with 100 power it's definitely worth it.

Oh, and Aerial Ace is an option on Jumpluff since it can KO Hera on the switch and hit Grass types. :3

Paranoia April 1st, 2007 4:04 AM

I agree with the other two, The whole reason Darkrai has Darkhall is so you utilize his ability, Which is Bad Dream or Nightmare, I forget the name, Anyway, It takes like Quarter HP every turn, Prob is though when the Foe switches out, Your Darkrai is stuck asleep, I planned to use this guy for the last poke I battle, as they have a futile attempt to try and wake up.

Alter Ego April 1st, 2007 4:08 AM

Quote:

Originally Posted by Paranoia (Post 2429357)
I agree with the other two, The whole reason Darkrai has Darkhall is so you utilize his ability, Which is Bad Dream or Nightmare, I forget the name, Anyway, It takes like Quarter HP every turn, Prob is though when the Foe switches out, Your Darkrai is stuck asleep, I planned to use this guy for the last poke I battle, as they have a futile attempt to try and wake up.

*sigh* How many times do I have to say this? Dark Hall does not put Darkrai to sleep, only the opponent's pokemon. Also, Sleep is absolutely no problem ingame since you can just wake your pokemon up with Blue Flute (Or whatever the D/P equivalent is). The one turn it takes to do that isn't such a big waste. -.-

Ichida April 1st, 2007 6:08 AM

Quote:

Originally Posted by Alter Ego (Post 2429290)
Dark Hall puts both opponents (In case of a double battle) to sleep, not your own pokemon. :p

Ahhh, I see. That simplifies things immensely. Thank you for clearing that up. (y)


Quote:

Originally Posted by Alter Ego (Post 2429290)
Oh, and Aerial Ace is an option on Jumpluff since it can KO Hera on the switch and hit Grass types. :3

Ah, nice idea. I was also just thinking of what it would do after the enemy's sleeping and seeded and Jumpluff has subbed. Aerial Ace. *nod*


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