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Skarm.

  • 551
    Posts
    19
    Years
    • Seen May 17, 2010
    Skarmory @ Leftovers ** Aunt.Spiker
    EV's: 4 HP / 252 Def / 252 Spd
    Relaxed Nature
    - Substitute
    - Whirlwind
    - Hidden Power [Flying]
    - Spikes

    If I had Drill Peck, it would be hax.
     
    Impish Nature
    240-252 EVs in HP. doesn't need that much speed. 0-20 EVs do well in that space.
     
    Drill Peck + Roar works too, unless you are really afraid of Soundproof.
    Rest over Substitute...Sub on Skarm is quite useless, he doesn't have enough speed to use it.
    If you don't like Rest, use HP Ground.
     
    Sub on Skarm is a MUST. It protects from Maggie, allowing you to switch out. Skarm doesn't need an attacking move. That is not its strong point.

    Skarmory @ Leftovers
    Impish Nature (+Def, -SAtk)
    EVs: 252 HP / 192 Def / 64 Spd
    - Rest
    - Spikes
    - Substitute
    - Whirlwind

    BTW - Lugialord, don't give it a -Spd nature and then waste EVs maxing its Spd. Counter-productive.
     
    I use Taunt and Counter more than Sub. If I use Sub I use a load of SDef so Claydol cant break it, and fairs alot better vs CM Celebi.
     
    That is because you aren't using it right. You bring it in against a physical sweeper and then Sub on the obvious switch. That gives you either a free Spikes or a switch out if Maggy shows up.
     
    That is because you aren't using it right. You bring it in against a physical sweeper and then Sub on the obvious switch. That gives you either a free Spikes or a switch out if Maggy shows up.

    I also heard a good thing to do, Sub, Spikes, Roar/Whirlwind and so on.
     
    That's basically what shane just mentioned ._.
     
    Sub on Skarm is a MUST. It protects from Maggie, allowing you to switch out. Skarm doesn't need an attacking move. That is not its strong point.

    Skarmory @ Leftovers
    Impish Nature (+Def, -SAtk)
    EVs: 252 HP / 192 Def / 64 Spd
    - Rest
    - Spikes
    - Substitute
    - Whirlwind

    So what does it need to do? Sit there?


    Skarmory @ Leftovers
    Nature - Impish
    Steel Wing
    Rest
    Spikes
    Whirlwind

    Never limit a Poke'mon to just cycling between the other team's Poke'mon. You will most likely get melted or zapped out of the sky before any Poke'mon faint.
     
    So what does it need to do? Sit there?

    That's what walls are for. Skarm is really meant to spike up the field, take physical hits and shuffle out buffing physical pokes, not sweep through. That's what the other five pokes can do. If you do go offensive, though, Drill Peck/Hidden Power [Flying] > Steel Wing since Steel attacks get such a poor matchup against most pokémon types. :\ Steel Wing certainly won't keep it from getting KOed by electric types; a sub on the switch will. Don't knock Subskarm, it's actually very good at what it does.
     
    Nothing's wrong with SubSkarm, its just SubRestSkarm i cant stand.

    To each their own, but that's actually the Skarm build I've found most useful. Going with the assumption that everything needs a damaging move to be good will shut you out from many cool builds like Chaosbreon. Skarm only needs a damaging move if you've got problems with stuff like Hera, anyway. It all depends on the situation, I just happen to prefer a wall that can actually heal itself (Which an attack-oriented subskarm can't do). Skarm without Rest more or less requires Wish support.
     
    *~*~*~*~*~*~*~*~*~*~*~*~*

    Wish support in this case means the Pokemon gets help from Wish from another Pokemon, not that the Pokemon uses Wish on its own.

    *~*~*~*~*~*~*~*~*~*~*~*~*
     
    Actually, SubRestSkarm isn't too bad, as long as you have something else like Cloyster spiking. Otherwise it really does just sit there walling and not taking out too many things except Heracross, Breloom, and Duggie.
     
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