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Old January 7th, 2007 (9:13 AM).
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Rubberbandman Rubberbandman is offline
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Salamence (F) @ Leftovers ** Wyvern
Trait: Intimidate
EVs: 6 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Brick Break
- Earthquake
- Rock Slide
- Dragon Dance

Alakazam (M) @ Lum Berry
Trait: Synchronize
EVs: 4 HP / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- Calm Mind
- Fire Punch
- Psychic
- Thunderpunch

Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 196 HP / 252 Def / 48 SAtk / 14 SDef
Bold Nature (+Def, -Atk)
- Aromatherapy
- Ice Beam
- Seismic Toss
- Softboiled
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Old January 7th, 2007 (10:18 AM).
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Ty so much! Exactly what I wanted xD
I will make this team, now when I know how it shall look like XD.
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Old January 8th, 2007 (3:48 AM).
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Arsibiyez Arsibiyez is offline
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Quote:
Originally Posted by shanecdavis View Post
Dude, please elaborate at how Vileplume can even come close to being a better wall than Skarmory. Skarmory has a HUGE edge in base Def (140 to 85) and not much lower base SDef (70 to 90). It has only one special weakness (Electric) while Vileplume has THREE (Fire/Ice/Psychic) and also a nasty Flying physical weakness. It also has NINE resistances, including two 4x, and TWO immunities. Vileplume has four resistances, with one 4x, and zero immunities.

Also, please note that Starmie, Lanturn, Swampert, and Milotic are not walls. Swampert and Milotic are termed "bulky waters". Good defensively, but they both have special weaknesses. Milotic is pretty close though.

140 to 85? Eh? Maybe you meant 185.


I stand on my point of Vileplume > Skarmory on smaller teams since it is able to recover more easily using Moonlight; as compared to Skarm being forced to use Rest. And although Plume has 3 Special weaknesses, it's got 90 to 110 to take it well enough. But with Def inferior to Skarm's 140 base Def, if you say 70 to 90 is okay as Skarm's SpDef, then I guess Plume's Base Def of 85 is okay too? I mean, it's only got one physical weakness anyway.


From my perspective, with the help of Sunny Day and Moonlight, Vileplume will outlast Skarm in battle, thus making it a better wall.


I screwed up on terming those Bulky Waters as "walls". Forgiveness, please. But I believe that Lanturn deserves to be called one, too. (A bulky water, that is.) He's got 125 base HP -- higher than Pert's and Milo's.


Oh, and Master Shane, Skarm has TWO special weaknesses: Electric and FIRE.
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Old January 8th, 2007 (4:09 AM).
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Quote:
Originally Posted by ||NightLight|| View Post
From my perspective, with the help of Sunny Day and Moonlight, Vileplume will outlast Skarm in battle, thus making it a better wall.
Sunny Day makes Vileplume much more vunerable in my opinion. Yeah it might increase the amount that some recovery moves heal but expect it to become the starting point of a massive bushfire. :knockedou
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Old January 8th, 2007 (4:20 AM). Edited January 9th, 2007 by Arsibiyez.
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Switching out solves that so easily, 'ya know. Besides, I don't think she'll be sending out Vileplume against any potential and effective Fire users.
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Old January 8th, 2007 (7:52 AM).
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HE? O__o;; Now you are insulting me... o.o;;
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Old January 8th, 2007 (8:46 AM).
shanecdavis shanecdavis is offline
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Quote:
Originally Posted by ||NightLight|| View Post
140 to 85? Eh? Maybe you meant 185.

No. Skarmory's base Def is 140 while Vileplume's is only 85. That is a HUGE difference.

I stand on my point of Vileplume > Skarmory on smaller teams since it is able to recover more easily using Moonlight; as compared to Skarm being forced to use Rest. And although Plume has 3 Special weaknesses, it's got 90 to 110 to take it well enough. But with Def inferior to Skarm's 140 base Def, if you say 70 to 90 is okay as Skarm's SpDef, then I guess Plume's Base Def of 85 is okay too? I mean, it's only got one physical weakness anyway.

Rest >>> Moonlight since it can remove status. My "70 to 90" referred to Skarm's base 70 SDef compared to Vileplume's base 90. Base 85 is okay, but not compared to Skarm's 140. While Vileplume only has one physical weakness, it is also vulnerable to Earthquake, which Skarmory isn't.

From my perspective, with the help of Sunny Day and Moonlight, Vileplume will outlast Skarm in battle, thus making it a better wall.

The Sunny Day set requires setup to achieve, and boosting Fire-type moves against a Poke that is already weak to Fire isn't a good idea. Sure you can switch out Vileplume, but you can do the same thing with Skarm. Bottom line is that Skarm is a much better and effective wall than Vileplume.

I screwed up on terming those Bulky Waters as "walls". Forgiveness, please. But I believe that Lanturn deserves to be called one, too. (A bulky water, that is.) He's got 125 base HP -- higher than Pert's and Milo's.


Oh, and Master Shane, Skarm has TWO special weaknesses: Electric and FIRE.
My Skarm is too cool to have a FIRE weak. LOL

If you would like to discuss this further, please PM so that we can cease hi-jacking this thread.
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Old January 9th, 2007 (1:22 AM). Edited January 9th, 2007 by Arsibiyez.
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Ohh... You were comparing Skarm's Def to Plume's. I thought there was some sort of typo.
Anyway, I see your point here. But the team already includes a cleric so the status-removing effect of Rest doesn't seem like so much a plus. And I'm including the fact that Vileplume can't outspeed good Fire-users, so nobody would bother bringing up Sunny Day to activate Chlorophyll when they're switching out anyway. And with Sunny Day, Plume can become a nice enough Sunnybeamer. Versatility is definitely an asset on these smaller teams.

Nothing beats Skarm as a wall on a team of 6, I'll give you that. But on a team of 3 it can become a bit of a weight since it lacks any Killer moves. Spikeshuffling is useless when left 1 on 1. But hey, it's all up to the decision of the player.



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HE? O__o;; Now you are insulting me... o.o;;
Sorry, sorry... SHE. My bad. Edited and corrected. :D
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  #34   Link to this post, but load the entire thread.  
Old January 9th, 2007 (6:52 AM). Edited January 9th, 2007 by Alter Ego.
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Quote:
Originally Posted by ||NightLight|| View Post
Ohh... You were comparing Skarm's Def to Plume's. I thought there was some sort of typo.
Anyway, I see your point here. But the team already includes a cleric so the status-removing effect of Rest doesn't seem like so much a plus. And I'm including the fact that Vileplume can't outspeed good Fire-users, so nobody would bother bringing up Sunny Day to activate Chlorophyll when they're switching out anyway. And with Sunny Day, Plume can become a nice enough Sunnybeamer. Versatility is definitely an asset on these smaller teams.
There's nothing Versatile about an ingame Sunnybeam Vileplume as the only proper source of damage tend to be Solarbeam and Sludge Bomb, which is hardly wide type coverage. Also, Sunny Day is a deathwish with all the fire attacks about (Do you know how many Overheaters there are in the frontier? Well, there's a lot of them). Incidentally, pokémon with Rest thrive on having a cleric on the team since it means that you can shamelessly abuse it by resting of all damage and then just switching in the cleric to wake them up with Aromatherapy or Heal Bell. If you're trying to argue that Vileplume can take even nearly as many hits as Skarm then I'm afraid that you are mistaken. Sure, Synthesis or Moonlight can keep its HP up for a while, but it will soon run out of PP whereas Skarm keeps on walling all the way (Well, until Maggy comes around anyway) because of its superior defenses.

Myself, I prefer to use something with a bit more damaging potential than Skarm (Like STalker Milotic) but Skarm is definitely a better choice than Vileplume, especially when the frontier gets serious. Blissey kind of works too, I guess, although it might be a bit hard-pressed against the heavy physical sweeper teams as Blissey isn't too fond of taking physical attacks even with maxed HP and Defense. Also, I would question the logic of having full Speed EVs no a DDMence. It needs more HP to help it switch in and set up imo.
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Old January 9th, 2007 (9:21 AM).
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I swear, the after-arguments of these RMTs are so redundant.
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