Synchronize
Donphan: My Fourth Love
- 2,254
- Posts
- 20
- Years
- Age 36
- Seen Oct 5, 2008
Though I don't really care for using the homosexual insect, it really does irritate me when I see people using it in irrational ways. So I had to make a post about it.
Let's take a look at Ninjasks only useful set:
Ninjask @ Leftovers
Trait: Speed Boost
Jolly Nature (+Spd, -SAtk)
- Baton Pass
- Silver Wind / Hidden Power [Bug/Flying]
- Substitute
- Swords Dance
Your basic aim is to Dance, and pass to a physical sweeper who will basically demolish your opponent's team. Now, here's what I'm seeing a lot from some lesser players:
Ninjask @ Leftovers
Trait: Speed Boost
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Baton Pass
- Protect
- Substitute
- Swords Dance
The point of using Protect is non-existant. Getting +6 Speed while under attack is not an excuse, as the pokemon you pass to will already be out speeding most of the things you want with just +2 or +3. You'll be better off with Silver Wind at least, since you have a possibility of passing along other stats. Not to mention you don't want to be stuck at the end of the match vs an Alakazam, of all things, and go asdf because you should've been able to kill it.
I also want to evaluate the EV spread that I see going along with the "Protect Version." I can sympathize with having a lot of HP; I recognize its usefulness for creating subs (Though since its more rational to use an actual Attack, some of that might end up in the Atk stat). The Speed EVs, however, are being wasted. Commonly, you only need to outrun +Spd Nature Aero and Company, and at the most, +Spd Natured Electrode. To do that, you only need a 418 Speed Stat Total with Jolly, which costs only 96 EVs. Wonderfully that means you have more to put into your Attack or Defense or whatever. No one really cares about going one on one vs other Ninjasks, as without HP Flying or Aerial Ace, you probably aren't going to be "Countering" them anyway. Plus, if for some idiot reason you are going mono e mono with a fellow Jask, its really cool to pass on the same turn, with you being slower, so you can see what you're opponent is passing to, and be able to switch to something that will counter it.
Another note about Jask is one I don't think I should be mentioning, but Jask without Magneton or Mr. Mime is pretty much going to fail. The common switch ins are your obvious Skarmory, Weezing, and common phazers like Suicune. I wouldn't fret too much about Suicune and other phazers (Since you could just be attacking Suicune with your Swords Danced Silver Wind while it phazes), and there's not too much you can do about Weezing except possibly Trap-Passing and demolishing it (for everyone's sake we'll leave that alone), but 8 times out of 10, if you are playing a good player, the first thing that comes in to counter ninjask is mother ****ing Skarmory. Seeing as a proper SD passing team will have primarily physical sweepers, and seeing as Skarmory will most likely wall/counter most of these sweepers, it has pretty much ****ed up your whole strategy. Ironically, some of the lesser Jask don't even have a Blaziken on it to help with that. That's why Magneton is such an important factor here. If it doesn't reach Skarmory before it substitutes, it at least scares it from coming back in while you set up with Ninjask. And when it has no choice but to come back in and ruin your party, you can easily predict it and send Magneton back out. It's a very simple task that should be taken into consideration at least.
Btw, change every "Magneton" in that paragraph to "Magnemite" and you can win just like Mullet does.
Anyway, I would like to take some more of your time to list some pokemon that you should at least consider using in the team if you aren't using Magneton/Magnemite (yes Magnemite actually does work btw) to help deal Skarm a bit easier:
Tyranitar (preferably with Taunt)
Blaziken
Zapdos w/Drill Peck
Mr. Mime
Rhydon
Medicham
Smeargle w/Ingrain & Spore
Marowak*
Chaosbreon**
Aerodactyl (Taunt is an option here as well)
Cradily
*Note: Marowak with Max Attack and Adamant with Thick Club and a Swords Dance will do 34%-41% with Rock Slide (which is not an easy hit to have to take with a 30% Flinch rate) and between 69&-81% with Focus Punch To a Skarmory with a standard EV spread.
** Note: Chaosbreon, if you didn't know, is a Mean Look/Baton Passer with Taunt. Meaning if you manage to trap this with Skarmory, you can easily pass to a counter, such as Zapdos. If you are running a BP Chain, this is also a good way to make sure you can set up an ingrain with Smeargle, making your set up a whole lot easier.
I'm quite sure there are a few more, but my mind slips me atm. I would say Absol and Mawile for their ability to Taunt, but they don't exactly work too well in the OU environment. Same goes for Octillery and its Suction Cups trait...and Exploud with its Soundproof.
That's my rant for the moment. I probably have more on my mind, but if I did, it fell asleep at the time that I should have.
Let's take a look at Ninjasks only useful set:
Ninjask @ Leftovers
Trait: Speed Boost
Jolly Nature (+Spd, -SAtk)
- Baton Pass
- Silver Wind / Hidden Power [Bug/Flying]
- Substitute
- Swords Dance
Your basic aim is to Dance, and pass to a physical sweeper who will basically demolish your opponent's team. Now, here's what I'm seeing a lot from some lesser players:
Ninjask @ Leftovers
Trait: Speed Boost
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Baton Pass
- Protect
- Substitute
- Swords Dance
The point of using Protect is non-existant. Getting +6 Speed while under attack is not an excuse, as the pokemon you pass to will already be out speeding most of the things you want with just +2 or +3. You'll be better off with Silver Wind at least, since you have a possibility of passing along other stats. Not to mention you don't want to be stuck at the end of the match vs an Alakazam, of all things, and go asdf because you should've been able to kill it.
I also want to evaluate the EV spread that I see going along with the "Protect Version." I can sympathize with having a lot of HP; I recognize its usefulness for creating subs (Though since its more rational to use an actual Attack, some of that might end up in the Atk stat). The Speed EVs, however, are being wasted. Commonly, you only need to outrun +Spd Nature Aero and Company, and at the most, +Spd Natured Electrode. To do that, you only need a 418 Speed Stat Total with Jolly, which costs only 96 EVs. Wonderfully that means you have more to put into your Attack or Defense or whatever. No one really cares about going one on one vs other Ninjasks, as without HP Flying or Aerial Ace, you probably aren't going to be "Countering" them anyway. Plus, if for some idiot reason you are going mono e mono with a fellow Jask, its really cool to pass on the same turn, with you being slower, so you can see what you're opponent is passing to, and be able to switch to something that will counter it.
Another note about Jask is one I don't think I should be mentioning, but Jask without Magneton or Mr. Mime is pretty much going to fail. The common switch ins are your obvious Skarmory, Weezing, and common phazers like Suicune. I wouldn't fret too much about Suicune and other phazers (Since you could just be attacking Suicune with your Swords Danced Silver Wind while it phazes), and there's not too much you can do about Weezing except possibly Trap-Passing and demolishing it (for everyone's sake we'll leave that alone), but 8 times out of 10, if you are playing a good player, the first thing that comes in to counter ninjask is mother ****ing Skarmory. Seeing as a proper SD passing team will have primarily physical sweepers, and seeing as Skarmory will most likely wall/counter most of these sweepers, it has pretty much ****ed up your whole strategy. Ironically, some of the lesser Jask don't even have a Blaziken on it to help with that. That's why Magneton is such an important factor here. If it doesn't reach Skarmory before it substitutes, it at least scares it from coming back in while you set up with Ninjask. And when it has no choice but to come back in and ruin your party, you can easily predict it and send Magneton back out. It's a very simple task that should be taken into consideration at least.
Btw, change every "Magneton" in that paragraph to "Magnemite" and you can win just like Mullet does.
Anyway, I would like to take some more of your time to list some pokemon that you should at least consider using in the team if you aren't using Magneton/Magnemite (yes Magnemite actually does work btw) to help deal Skarm a bit easier:
Tyranitar (preferably with Taunt)
Blaziken
Zapdos w/Drill Peck
Mr. Mime
Rhydon
Medicham
Smeargle w/Ingrain & Spore
Marowak*
Chaosbreon**
Aerodactyl (Taunt is an option here as well)
Cradily
*Note: Marowak with Max Attack and Adamant with Thick Club and a Swords Dance will do 34%-41% with Rock Slide (which is not an easy hit to have to take with a 30% Flinch rate) and between 69&-81% with Focus Punch To a Skarmory with a standard EV spread.
** Note: Chaosbreon, if you didn't know, is a Mean Look/Baton Passer with Taunt. Meaning if you manage to trap this with Skarmory, you can easily pass to a counter, such as Zapdos. If you are running a BP Chain, this is also a good way to make sure you can set up an ingrain with Smeargle, making your set up a whole lot easier.
I'm quite sure there are a few more, but my mind slips me atm. I would say Absol and Mawile for their ability to Taunt, but they don't exactly work too well in the OU environment. Same goes for Octillery and its Suction Cups trait...and Exploud with its Soundproof.
That's my rant for the moment. I probably have more on my mind, but if I did, it fell asleep at the time that I should have.