Katana
Doin' it Katana Style!
- 82
- Posts
- 17
- Years
- Credit for awesome avy goes to HappyFaceInc!
- Seen Jul 1, 2009
It's always been of interest to me, but what is the max potential damage a Pokemon can dish out? This, of course, going beyond the limits of HP (aka no strict-damage clause.) Well, I think I've found a potential answer: Shuckle!
Primary Team Requirements (Critical Hits not taken into account):
*pokemonelite2000 image removed*
(Lead) (Lv: Unnecessary) Porygon-Z (M/F) @ No Item
Ability: Adaptibility
EVs: Unnecessary
IVs: Unnecessary
Nature: Unnecessary
- Unnecessary (Accounts for all four moves)
Only thing that matters here: ability. Porygon-Z's Adaptibility provides a x2 boost rather than the normal x1.5 boost on STAB. It's the core ability needed to reach what I believe is the max potential damage. (Huge Power/Pure Power abilities double the Atk stat, however, this effect gets cut in half when Skill Swapped.)
"image removed"
(Lv: 100) Shuckle (M/F) @ Choice Band
Ability: Sturdy/Gluttony
EVs: 252 Def/Unnecessary
IVs: 31 Def/Unnecessary
Nature: Preferably Impish (+Def, -SAtk)
- Acupressure
- Defense Curl
- Power Trick
- Rollout
Yep, the star of the show! I know what you're thinking... Choice Band?! Well, when I get to the Secondary Team it will make more sense. It's the core item needed to reach what I believe is the max potential damage.
Alright, here's how things will go down: Turn 1+: Acupressure so that accuracy becomes sufficient (for Rollout) and so that Atk/Def(?/not sure if max defense nulls out Defense Curl's effect on Rollout) are maxed. Turn ?: Defense Curl to double Rollout's power. Turn ?: Power Trick to swap Shuckle's Atk/Def. Turn ?: Rollout time!
Secondary Team Requirements (Critical Hits not taken into account):
"image removed"
(Lead) (Lv: 100) Smeargle (M/F) @ Any Item (As long as it isn't hazardous to Shuckle and preferably isn't a choice item)
Ability: Own Tempo/Technician
EVs: Unnecessary
IVs: Unnecessary
Nature: Unnecessary
- Skill Swap
- Switcheroo/Trick
- Unnecessary (Accounts for remaining two moves)
Smeargle plays a big role in reaching what I believe is the max potential damage. Using Skill Swap turn 1, Smeargle will swap abilities with Porygon-Z; thus gaining Adaptibility. Porygon-Z is swapped out and Shuckle comes in; Smeargle will once again swap abilities with the incoming Shuckle, giving it Adaptibility. Smeargle will now proceed a continuous cycle of Switcheroo/Trick so that Shuckle can get set-up without Choice Band locking it into one move. Once Shuckle is set-up, Smeargle's duty is finished (just make sure that CB is on Shuckle in the end!)
"image removed"
(Lv: 1) Shedinja x5 (No Gender) @ No Item
Ability: Wonder Guard
EVs: Unnecessary (Make sure there are 0/510 EVs)
IVs: 0 HP/0 Def/Unnecessary
Nature: Any with a -Def (Gentle, Hasty, Lonely, or Mild)
The fun part! After Shuckle has set up, swap out Smeargle for the infamous Shedinja. Shedinja will come out in a mass of 5 all to be dealt with by the unforgiving and unstoppable Rollout. Lowest Lv. is to make sure as much damage is dealt as possible (this goes for all 5 Shedinja.) (Note: Shedinja is used due to its pitiful 1 HP, bad Def, and Wonder Guard being broken by Rollout.)
Decimal Accurate Damage Calculations (in terms of HP/not %):
Lv. 100 Shuckle's final resulting Atk stat = 3,684 Atk (614 * 4 = 2,456 * 1.5 = 3,684)
Lv. 1 Shedinja's final resulting HP/Def stat = 1 HP/4 Def
Lv. 100 Shuckle's Rollout damage vs Lv. 1 -Def 0/HP 0/Def Shedinja (with Choice Band, Defense Curl, and Adaptibility STAB boost taken into account):
- 1st hit: Min: 177,762 Avg: 193,327.32 Max: 208,891.5
- 2nd hit: Min: 355,516.5 Avg: 386,646.3 Max: 417,774
- 3rd hit: Min: 711,027 Avg: 773,284.26 Max: 835,539
- 4th hit: Min: 1,422,048 Avg: 1,546,560.195 Max: 1,671,070.5
- 5th hit: Min: 2,844,090 Avg: 3,093112.065 MPD: 3,342,133.5
(Note: Rollout has a maximum hit rate of 5 turns @ 90% accuracy which is increased by Acupressure's ability to increase accuracy amount.)
There it is! However, It's not finished yet. Later I will right the crit. method and double battle/double battle crit. method. Until then, any comments, concerns, etc.?
Primary Team Requirements (Critical Hits not taken into account):
*pokemonelite2000 image removed*
(Lead) (Lv: Unnecessary) Porygon-Z (M/F) @ No Item
Ability: Adaptibility
EVs: Unnecessary
IVs: Unnecessary
Nature: Unnecessary
- Unnecessary (Accounts for all four moves)
Only thing that matters here: ability. Porygon-Z's Adaptibility provides a x2 boost rather than the normal x1.5 boost on STAB. It's the core ability needed to reach what I believe is the max potential damage. (Huge Power/Pure Power abilities double the Atk stat, however, this effect gets cut in half when Skill Swapped.)
"image removed"
(Lv: 100) Shuckle (M/F) @ Choice Band
Ability: Sturdy/Gluttony
EVs: 252 Def/Unnecessary
IVs: 31 Def/Unnecessary
Nature: Preferably Impish (+Def, -SAtk)
- Acupressure
- Defense Curl
- Power Trick
- Rollout
Yep, the star of the show! I know what you're thinking... Choice Band?! Well, when I get to the Secondary Team it will make more sense. It's the core item needed to reach what I believe is the max potential damage.
Alright, here's how things will go down: Turn 1+: Acupressure so that accuracy becomes sufficient (for Rollout) and so that Atk/Def(?/not sure if max defense nulls out Defense Curl's effect on Rollout) are maxed. Turn ?: Defense Curl to double Rollout's power. Turn ?: Power Trick to swap Shuckle's Atk/Def. Turn ?: Rollout time!
Secondary Team Requirements (Critical Hits not taken into account):
"image removed"
(Lead) (Lv: 100) Smeargle (M/F) @ Any Item (As long as it isn't hazardous to Shuckle and preferably isn't a choice item)
Ability: Own Tempo/Technician
EVs: Unnecessary
IVs: Unnecessary
Nature: Unnecessary
- Skill Swap
- Switcheroo/Trick
- Unnecessary (Accounts for remaining two moves)
Smeargle plays a big role in reaching what I believe is the max potential damage. Using Skill Swap turn 1, Smeargle will swap abilities with Porygon-Z; thus gaining Adaptibility. Porygon-Z is swapped out and Shuckle comes in; Smeargle will once again swap abilities with the incoming Shuckle, giving it Adaptibility. Smeargle will now proceed a continuous cycle of Switcheroo/Trick so that Shuckle can get set-up without Choice Band locking it into one move. Once Shuckle is set-up, Smeargle's duty is finished (just make sure that CB is on Shuckle in the end!)
"image removed"
(Lv: 1) Shedinja x5 (No Gender) @ No Item
Ability: Wonder Guard
EVs: Unnecessary (Make sure there are 0/510 EVs)
IVs: 0 HP/0 Def/Unnecessary
Nature: Any with a -Def (Gentle, Hasty, Lonely, or Mild)
The fun part! After Shuckle has set up, swap out Smeargle for the infamous Shedinja. Shedinja will come out in a mass of 5 all to be dealt with by the unforgiving and unstoppable Rollout. Lowest Lv. is to make sure as much damage is dealt as possible (this goes for all 5 Shedinja.) (Note: Shedinja is used due to its pitiful 1 HP, bad Def, and Wonder Guard being broken by Rollout.)
Decimal Accurate Damage Calculations (in terms of HP/not %):
Lv. 100 Shuckle's final resulting Atk stat = 3,684 Atk (614 * 4 = 2,456 * 1.5 = 3,684)
Lv. 1 Shedinja's final resulting HP/Def stat = 1 HP/4 Def
Lv. 100 Shuckle's Rollout damage vs Lv. 1 -Def 0/HP 0/Def Shedinja (with Choice Band, Defense Curl, and Adaptibility STAB boost taken into account):
- 1st hit: Min: 177,762 Avg: 193,327.32 Max: 208,891.5
- 2nd hit: Min: 355,516.5 Avg: 386,646.3 Max: 417,774
- 3rd hit: Min: 711,027 Avg: 773,284.26 Max: 835,539
- 4th hit: Min: 1,422,048 Avg: 1,546,560.195 Max: 1,671,070.5
- 5th hit: Min: 2,844,090 Avg: 3,093112.065 MPD: 3,342,133.5
(Note: Rollout has a maximum hit rate of 5 turns @ 90% accuracy which is increased by Acupressure's ability to increase accuracy amount.)
There it is! However, It's not finished yet. Later I will right the crit. method and double battle/double battle crit. method. Until then, any comments, concerns, etc.?