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What would be a good Mega Manectric counter?
What would be a good Mega Manectric counter?
While it's tempting to make a mixed Cherrim due to Flower Gift boosting its Attack in sun, it's not worth it because Cherrim's offenses aren't that strong. It's best to stick to special offense only. Rollout isn't worth it because it's weak initially, takes too much time for it to get to its max power and locks you into battle while it's in effect. There's also the possibility of it missing, forcing you to use Rollout again at its weakest power if you want to use it again. Hidden Power Rock, though weak, is the better alternative because it works off of Cherrim's better Special Attack, doesn't lock you in battle and has higher BP.So I'm just experimenting with Cherrim and throwing around some ideas.
So I was initially going to go for a Modest Cherrim, but then I read it's ability increases Sp Def and Att for the whole party (including itself) so that totally changed what I was going to do with it and I need some advice. (And by advice, I mean advice on how to make this moveset work, not changing it to whatever Smogon says ;-) )
So I was thinking of making it a mixed attacker because of it's ability so I was thinking of making it mild nature instead of Modest, but would it be okay to make it modest instead of I am going to be getting a boost from it's ability during sunny day? Should I make it mild as to not negate it's attack, or should I stick with modest and just deal with the negated attack points?
Now, the moveset I was initally thinking of was Sunny Day, Solar Beam (since Sunny Day makes it go every turn), Weather Ball (which turns it to a fire type move, doubles it's BP and takes care of Ice and Bug Types) and I was finally considering Rollout to cover it's weakness to Fire, Flying and also Bug.
Locking yourself into a move isn't ideal, I know, but it seems to make the most sense to make use of the ability but more importantly in a type that would benefit it against certain opponent types. I was also considering swapping out Sunny Day and putting in Growth because of the mixed nature and simply having someone else set up the Sunny Day instead (because then Growth makes both Att and Sp Att rise two levels in sunny day rather than just the 1)
So anyway, it was just something I was thinking about. Main two questions:
- Mild or Modest for mixed?
- Sunny Day or Growth and have someone else use Sunny Day/Drought?
While it's tempting to make a mixed Cherrim due to Flower Gift boosting its Attack in sun, it's not worth it because Cherrim's offenses aren't that strong. It's best to stick to special offense only. Rollout isn't worth it because it's weak initially, takes too much time for it to get to its max power and locks you into battle while it's in effect. There's also the possibility of it missing, forcing you to use Rollout again at its weakest power if you want to use it again. Hidden Power Rock, though weak, is the better alternative because it works off of Cherrim's better Special Attack, doesn't lock you in battle and has higher BP.
Stick to using Sunny Day, since Sun turns are precious given the fact that Drought lasts 5-8 turns now and Cherrim can set up sun again should the weather wear off.
Ok, so, i really like vibrava, its a nerdy little sand bug, and id love to use one on my team. Problem is: it sucks. little cuppers are better than vibrava. But i wont give up on my dream!!!
so, what im asking is, got any ideas for a vibrava? i've thought about maybe focus sash or quick claw, then maybe u-turn, earthquake, outrage and quick attack, and obviously trained in attack and speed. also, no, i dont want flygon. i like flygon and i might work with one some time but i want vibrava.
anyways, got any ideas? o^o
Vibrava can't learn Dragon Claw or Fire Punch, while Flygon can, FYI. The best move in the last slot is Rock Slide.If you're using it for anything other than in-game purposes, I implore you to forget about it. Obviously, anything can work in-game but if you're going to use it for online battles and/or competitive battles, you'll only be met with disappointment (because of extremely bad performance) and ridicule (because it's a terrible idea).
With that said, try this set:
Vibrava @Choice Scarf/Life Orb/Eviolite
252 Atk / 252 Spe / 4 HP
Adamant/Jolly nature
- Earthquake
- Outrage / Dragon Claw
- U-Turn
- Fire Punch / whatever you want
I'd like to reiterate that Vibrava is a terrible Pokemon for any purposes other than in-game battles.
I was wondering if anyone could help me with a gardevoir as I might use it as my mega next my. aegislash I'd like to know the Evs the moveset nature and Abilitys thanks for your help and anyone there for future help?:)
Mega Gardevoir is one of the best answers to stall; it only needs to worry about Doublade in those teams:
-Psyshock
-Hyper Voice
-Focus Blast
-Taunt/Will-o-Wisp/Substitute/Calm Mind
Nature: Timid/Modest
EVs: 24 Def/232 SAtk/252 Spe (lives 2 Psyshocks from Latios)
Item: Gardevoirite
Ability: Trace
Take note that Aegislash was banned to Ubers some time ago, but if you're looking to use it for Battle Spot or the like, use these. Swords Dance + King's Shield seems tempting, but it's not effective because it's easily walled and crippled. Also, Stance Change is Aegislash's sole ability:
-Shadow Ball
-Shadow Sneak/Iron Head
-Sacred Sword/Iron Head/Pursuit
-King's Shield
Nature: Quiet
EVs: 244 HP/12 Def/252 SAtk
Item: Leftovers
or
-Substitute
-Toxic
-King's Shield
-Shadow Ball
Nature: Modest
EVs: 244 HP/12 Def/252 SAtk
Item: Leftovers
or
-Shadow Ball
-Shadow Sneak
-Flash Cannon
-Sacred Sword/Pursuit
Nature: Hasty/Naive
EVs: 4 Atk/252 SAtk/252 Spe
Item: Life Orb
or
-Swords Dance
-Shadow Sneak
-Iron Head/Shadow Claw
-Sacred Sword/Head Smash
Nature: Adamant
EVs: 4 HP/252 Atk/252 Spe
Item: Life Orb
Ok, so, i really like vibrava, its a nerdy little sand bug, and id love to use one on my team. Problem is: it sucks. little cuppers are better than vibrava. But i wont give up on my dream!!!
so, what im asking is, got any ideas for a vibrava? i've thought about maybe focus sash or quick claw, then maybe u-turn, earthquake, outrage and quick attack, and obviously trained in attack and speed. also, no, i dont want flygon. i like flygon and i might work with one some time but i want vibrava.
anyways, got any ideas? o^o
This is generally the most efficient way, yes. It all boils down to persistence.not sure if I'm in the right thread but here it goes. New to breeding for iv's I'm trying to make this goodra Goodra @ Assault Vest
Ability: Gooey
EVs: 252 HP / 252 SAtk / 4SDef
Modest Nature
- Draco Meteor / Dragon Pulse
- Fire Blast
- Thunderbolt
- Sludge Wave
So using some ditto's and whatnot I've got a handful of goomy's with 5 perfect iv's just not in the right place. So I'm currently breeding these two goomy's
male 31/31/31/31/31/xx holding destiny not
female xx/31/31/31/31/31 modest with gooey holding an everstone. I know I will eventually get the right goomy (gotta love that law of large numbers) but I'm pretty sure its a 1/24 chance of getting 31/xx/31/31/31/31 (assuming I'm selecting 5 out of 6 stats to be passed, and 1/2 chance for both the HP and Speed to be passed correct). In essence I am wondering if I am doing this the most efficient way this late in the process?
While Noivern's Sp.Attack is really meh, Timid's still probably better. Without a Timid nature, stuff like Greninja, Dugtrio, Terrakion, Keldeo, and Gengar are faster than it, which isn't good for Noivern.Here is a quick question:
Modest Noivern or Timid Noivern? Which one Is better?
Not good enough. Druddigon needs a Fire move to get past Steels. Unfortunately, the below sets need move tutors from B2/W2. Note that (near-)maximum HP investment is more efficient than splitting them in both defenses. The 20 Speed EVs let Druddigon outspeed 0 Speed base 50s:Is this any good Druddigon (M) @ Life Orb
Trait: Sheer Force
EVs: 252 Atk / 128 Def / 128 SDef
Adamant Nature (+Atk, -SAtk)
Dragon Claw
Rock Slide
Sucker Punch
Thunder Fang