Eleventyseventy
But why is the rum gone?
- 261
- Posts
- 17
- Years
- Age 33
- Australia
- Seen Jan 13, 2013
First duo.
"image removed"@Life Orb/Focus Sash (If I've nasty plotted and hung on with Focus Sash it sweeps nicely with Flamethrower)
Ability: Blaze
Naive Nature
EVS: 252 Spe, 156 Atk, 100 Sp Atk
-Nasty Plot
-Flamethrower
-Grass Knot
-Close Combat
"image removed"@Lefties
Ability: Technician
Careful Nature
EVS: 252 HP, 116 Sp Def, 40 Atk, 100 Def
-Fake Out
-Detect
-Mach Punch
-Aerial Ace/Stone Edge
Hitmontop fakes out the bigger threat to Infernape, so Nape can Nasty Plot.
I've tested on Shoddy and Nasty Plotted Infernape can sweep mad with Flamethrower and Grass Knot.
But if both opponents are threats to Infernape eg. Gyarados and Alakazam
then I just switch out Infernape and Detect with Hitmontop.
Also, if any Weaviles come out, Hitmontop KOs them with Mach Punch I think, if not, then Fake out + Mach Punch.
Detect is for dodging Salamences and Ursaring's Earthquakes later on, to only hurt the other side, and gives a bit of HP back with Lefties.
Aerial Ace takes care of Heracross. Stone Edge counters Salamence, Gyarados, etc. You decide.
The rest.
"image removed"@Expert Belt
Ability: Intimidate
Modest Nature
EVS: 252 Spe, 128 Atk, 128 Sp Atk
-Dragon Dance
-Dragon Claw
-Hydro Pump
-Flamethrower
Pretty simple. Dragon Dance, then Dragon Claw. Then opponent brings out Physical Wall like Skarmory or Rhyperior thinking it's a physical sweeping mence, and I go nuts with Hydro Pump/Flamethrower.
"image removed"@Toxic Orb
Ability: Quick Feet
Jolly Nature
EVS: 252 Atk, 252 Spe, 4 HP
-Protect
-Earthquake
-Crunch/Shadow Claw
-Facade
Protect to activate poison of course. Also helps Lanturn to surf and Forry to EQ w/o hurting Ursaring.
Earthquake to use when paired with Salamence, or even Forry with his high defense.
Crunch for ghosts.
Facade for poison boost + STAB.
"image removed"@Lefties
Ability: Volt Absorb
Bold/Calm Nature
EVS: 252 HP, 156 Sp Def, 100 Sp Atk
-Surf
-Ice Beam
-Thunderbolt
-Confuse Ray/Agility
Surf for STAB. Ice Beam for dragons. Thunderbolt for more STAB.
Confuse Ray to annoy, or maybe Agility.
Great Starmie counter. Starmies switch at the sight of Lanturn.
Usually switching to Garchomp/Claydol to predict a Thunderbolt.
So I can either confuse them and then KO them with Surf/Ice Beam or use Agility to ensure I attack first which might be the better option.
Partnered with Mence, Top or Ursaring's Protect to use Surf more effectively.
Skarmory@Lefties
Ability: Sturdy
Impish Nature
EVS: 252 HP / 96 Atk / 160 Def
-Roar
-Drill Peck
-Stealth Rock/Spikes
-Roost
Basic Physical Wall, SRer and PHazer.
"image removed"@Life Orb/Focus Sash (If I've nasty plotted and hung on with Focus Sash it sweeps nicely with Flamethrower)
Ability: Blaze
Naive Nature
EVS: 252 Spe, 156 Atk, 100 Sp Atk
-Nasty Plot
-Flamethrower
-Grass Knot
-Close Combat
"image removed"@Lefties
Ability: Technician
Careful Nature
EVS: 252 HP, 116 Sp Def, 40 Atk, 100 Def
-Fake Out
-Detect
-Mach Punch
-Aerial Ace/Stone Edge
Hitmontop fakes out the bigger threat to Infernape, so Nape can Nasty Plot.
I've tested on Shoddy and Nasty Plotted Infernape can sweep mad with Flamethrower and Grass Knot.
But if both opponents are threats to Infernape eg. Gyarados and Alakazam
then I just switch out Infernape and Detect with Hitmontop.
Also, if any Weaviles come out, Hitmontop KOs them with Mach Punch I think, if not, then Fake out + Mach Punch.
Detect is for dodging Salamences and Ursaring's Earthquakes later on, to only hurt the other side, and gives a bit of HP back with Lefties.
Aerial Ace takes care of Heracross. Stone Edge counters Salamence, Gyarados, etc. You decide.
The rest.
"image removed"@Expert Belt
Ability: Intimidate
Modest Nature
EVS: 252 Spe, 128 Atk, 128 Sp Atk
-Dragon Dance
-Dragon Claw
-Hydro Pump
-Flamethrower
Pretty simple. Dragon Dance, then Dragon Claw. Then opponent brings out Physical Wall like Skarmory or Rhyperior thinking it's a physical sweeping mence, and I go nuts with Hydro Pump/Flamethrower.
"image removed"@Toxic Orb
Ability: Quick Feet
Jolly Nature
EVS: 252 Atk, 252 Spe, 4 HP
-Protect
-Earthquake
-Crunch/Shadow Claw
-Facade
Protect to activate poison of course. Also helps Lanturn to surf and Forry to EQ w/o hurting Ursaring.
Earthquake to use when paired with Salamence, or even Forry with his high defense.
Crunch for ghosts.
Facade for poison boost + STAB.
"image removed"@Lefties
Ability: Volt Absorb
Bold/Calm Nature
EVS: 252 HP, 156 Sp Def, 100 Sp Atk
-Surf
-Ice Beam
-Thunderbolt
-Confuse Ray/Agility
Surf for STAB. Ice Beam for dragons. Thunderbolt for more STAB.
Confuse Ray to annoy, or maybe Agility.
Great Starmie counter. Starmies switch at the sight of Lanturn.
Usually switching to Garchomp/Claydol to predict a Thunderbolt.
So I can either confuse them and then KO them with Surf/Ice Beam or use Agility to ensure I attack first which might be the better option.
Partnered with Mence, Top or Ursaring's Protect to use Surf more effectively.
Skarmory@Lefties
Ability: Sturdy
Impish Nature
EVS: 252 HP / 96 Atk / 160 Def
-Roar
-Drill Peck
-Stealth Rock/Spikes
-Roost
Basic Physical Wall, SRer and PHazer.
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