Request an Individual Move Set Thread

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Can someone give me a final move for my Charizard?

Modest Nature
252 sp atk/126 def/126 hp/4 sp def
Sunny Day
Solarbeam
Flamethrower
????

I was thinking maybe earthquake, but thats physical soo..
 
Can someone give me a final move for my Charizard?

Modest Nature
252 sp atk/252 Spd
Sunny Day
Solarbeam
Flamethrower
????

I was thinking maybe earthquake, but thats physical soo..

Those EVs are horrible.

Dragon Pulse is the way to go, unless you fear Heatran. Then Earthquake/HP Ground hits for 4x. I assume you don't want to breed for HP Ground, so although EQ is physical, it hits Flash Fire pokemon that would abuse the Flash Boost and Sunny day. If you can do something about heatran then Dragon Pulse.

It's worth mentioning that the Specs set has so much better coverage.

Dragon Pulse is the way to go, but If you fear Heatran, Earthquake/HP Ground hits it for 4x.

EDIT:
Yes. Plus, it will do more damage the faster the opponent is. If you want INCREDIBLE power, then stick on a Macho Brace (halves speed). Although there is no recovery boost, this powers up Gyro Ball so that it can do INCREDIBLE damage.

Problem is, even with macho brace, the power maxes out at 150, so even with a base attack of 90, it isn't going to be game breaking.
 
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Hey do you guys have any suggestions on my Infernape?

Infernape
Docile

Mach Punch
Fury Swipes
Flame Wheel
Close Combat
 
Is this Infernape for an ingame team or for competitive battling?
Because if it is for Ingame I suppose it is fine.
If it is for competitive battling you need a lot of help.

Infernape @ Life Orb
Nature: Naive
Effort Points: 24 Atk // 252 Sp Atk // 232 Spe

Hidden Power [Ice] / Grass Knot
Flamethrower
Close Combat
Nasty Plot
 
Can someone give me some good movesets for a Zapdos?? Was thinking possibly as a lead but some different variations to pick from would be good.
 
Alright thank you Pinoccio, I could of put down WiFi battling down.
 
Is this Infernape for an ingame team or for competitive battling?
Because if it is for Ingame I suppose it is fine.
If it is for competitive battling you need a lot of help.

Infernape @ Life Orb
Nature: Naive
Effort Points: 24 Atk // 252 Sp Atk // 232 Spe

Hidden Power [Ice] / Grass Knot
Flamethrower
Close Combat
Nasty Plot

Or what about:
Infernape @ Life Orb
Nature: Jolly
Flare Blitz
Close Combat
Swords Dance
Stone Edge/Grass Knot

or you could go with:
Infernape @ Leftovers
Timid Nature
Flamethrower
Nasty plot
Hidden Power [Ice]/Close Combat/Focus Blast
Grass Knot

But the quoted moveset was good as well.

Can someone give me some good movesets for a Zapdos?? Was thinking possibly as a lead but some different variations to pick from would be good.

Well, haven't done this before but here goes my version of a Zapdos

Zapdos @ Choice Specs/Leftovers
Modest <252SP.ATK/252SPD/6HP>
Agility/Rain Dance
Thunderbolt/Thunder
Hidden Power [Ice]
Drill Peck/Substitute/Roost

First time I've done a moveset for a legendary. I'm not the best but I guess that's what you could do with it. I'm not the best with EV's though so yeah, just see what others say.
 
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Daveyboy:
Zapdos @ Leftovers
Nature: Modest
Effort Points: 252 HP // 100 Def // 100 Sp Atk // 52 Spe

Baton Pass
Agility
Thunderbolt / Charge Beam
Hidden Power [Ice] / [Grass]

A good lead capable of passing boosts and dealing some decent damage.

Zapdos @ Leftovers
Nature: Bold
Effort Points: 252 HP // 220 Def // 36 Spe

Roost
Thunderbolt
Hidden Power [Ice] / [Grass]
Thunder Wave

Capable of taking multiple hits before it just heals with Roost.
 
Standard DP McGar's moveset and ev's please.
 
I find Roar quite useful on defensive Zappy aswell^^



Standard DP McGar's moveset and ev's please.

There is no D/P standard "McGar" its kinda extinct. The closest thing you get to it is : -


Gengar@Life Orb
Hasty Nature
136 Atk / 122 Sp.A / 252 Speed
- Thunderbolt
- Shadow Ball
- Focus Punch
- Explosion

OHKO's both Snorlax and Blissey with Explosion, 2hkos both with Focus Punch and OHKOS Weavile and T-Tar with F-Punch aswell.
 
I don't think MS Heatran would work well, because about the only physical move that warrants mention is Explosion.

Bulky Waters can be taken down with HP Grass, basically it is the special walls, Blissey and Snorlax, that give Heatran problems. Nothing in Heatran's moves would do enough damage to off these too - no Fighting moves. Explosion grants a 250 BP and an instant halve of defence making it an OHKO.

Heatran does gain a few nice physical attacks namely EQ and Stone Edge, but no boosting move and base 90 Attack which won't hurt at all, and no way to use its STABs - Steel is a rather poor attacking type.
 
is dusknoir a good mixed wall because of his bulky defense and sp.def??
 
What exactly does MS Heatran look like... am thinking of using it but want to know what to soft reset for

Heatran@Life Orb / Leftovers / Shed Shell
42 HP / 252 SP.ATT / 216 SPEED
Modest Nature
- Fire Blast
- Earth power
- Metal Sound
- Hidden power [Grass/ice/Electric] / Taunt


Here after a Metal Sound a Life Orb Fire Blast 2hko's Blissey.

Hidden power Grass has a chance to ohko 252 hp / 0 sp.def bold standard suicune after a Ms (its also a useful tool for beating swampert). Hp Ice is for dragons mostly, however IIRC, a life orb Fire Blast 2hkos Garchomp, Salamence. Hp Electric allows you to hit Gyarados and still granting you coverage vs bulky waters not named swampert, this does create a free switch in for dugtrio however, so you may want to use a shed shell with that.

Shed Shell allows you to escape from Duggy as mentioned previously. Taunt can shut down blissey for a few turns and helps if you cant get a Hidden power, other options in that last slot if a certain HP isnt accessible to you, would be Dragon Pulse and explosion really.



EDIT :::


is dusknoir a good mixed wall because of his bulky defense and sp.def??

Yep,

Dusknoir@Leftovers
252 HP / 76 DEF / 180 SP.DEF
Careful Nature
- Thunderpunch
- Shadow Sneak / Fire Punch
- Will-o-wisp
- Pain Split
 
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I think I misread MS as Mixed Sweeper Heatran and not Metal Sound Heatran >.>

Anyway I disagree with the statement that Dusknoir makes a good mixed wall. Dusknoir is primarily used for its immunities and Spin blocking - hence Thunderpunch and Shadow Sneak, for Starmie.
Lack of reliable recovery hurts Dusknoir, as well as being weak to Pursuit, an almost surefire way of inviting Heracross in. I feel that if Dusknoir is being utilised as a mixed wall of sorts, Fire Punch is a necessity to stop Heracross, a major problem for Dusknoir.

I reiterate, Dusknoir is being used for its immunities, it is by far outclassed in defensive stats and typing by several other pokemon.
 
Looking at this team:

Sceptile
Dusknoir
Raichu
Vileplume
Hitmontop
Grumpig

I am going to replace either (or both) Hitmontop or Dusknoir. However, I'm not too sure on what. I would like two defensive pokes, other than Hayriama. What would do? Dusknoir has been a great wall for me (for me, Aqua, at least) , and Top was my Ttar counter. But with those two gone, I'd need anoother wall other than Weezing & Gliscor, and another Ttar counter.
 
hey im wondering
is there any eveelution that can learn agility and swords dance/calm mind (and obviously baton pass) ??
if not
is there any other POKEMON with high defenses that can learn them?
 
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Espeon can learn calm mind and baton pass, but Espeon's defenses aren't the best.
 
Leafeon & Gliscor gets to pass Swords Dance, but Scizor passes both SD & Agility.
 
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