Still In Beta Moveset: Swagcune

MKDS_PoKE

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    NOTE: This is yet to be tested... If your willing to test it, please contact me!

    COPYRIGHT MKDS_PoKE!

    Eh, what do you guys think of this? Lol, I know it's wierd, but think about it. Please note though, only use if your willing to take risks.

    Suicune @ Leftovers
    Nature: Bold/Modest
    Trait: Pressure
    EV Spread: 152 HP / 252 Sp. Atk / 100 Sp. Def
    -Tail Wind/Substitute
    -Calm Mind
    -Surf
    -Swagger

    If your using tail wind
    The set is designed to take out pseudo hazers, and possibly tanks. On your first turn, use Tail Wind. Hopefully you'll withstand an attack sent at you from the opponent. I'll show you the damage calculations to you later on. So anyway, after you set up tail wind, use swagger. After that, hope that the opponent hits itself. Next turn, your opponent may switch out, but if it doesn't, then you can be hit hard because of the +2 boost. Luck is what you need at this point, but you should predict a switch though because of confusion. After swaggering, you should Calm Mind. When they switch into their pokemon, it may be a thunder pokemon, a pseudo hazer, or a tank. At this point, you may want to swagger again. Once again, you need luck, but these pokemon that may be switched in to can be physical sweepers such as Electivire. If electivire is switched out then hope that electivire is using thunder bolt rather than thunder punch so that way the +2 attack boost is useless. Well anyway, after swaggering the opponent, once again, hope that their attack either doesn't KO you, or it hits itself. Next turn, calm mind, and your taking the "Hope the KO doesn't hit' and the "opponent hits itself." risk. After 2 CM's, you should start fighting back. If switched out, swagger it. If you start predicting switches, start Calm Mind during the switch. Repeat this process...

    If your using substitute
    The substitute one also works. Firstly, swagger and then either you survive the hit, or the opponent hits it self. After that, use substitute. Hope your opponent hits itself, or switches out. If it tries to hit you, the sub breaks. Remake the sub, then repeat process if the opponent keeps hitting the sub. Once your opponent switches out, or hits itself, then Calm Mind. If switched into the pseudo hazer, swagger. If you predict the switch, then you should have swagered on the turn they switched.. This is once again a risk. Your opponent's pseudo hazer is now out, and they have a chance of hitting themselves, or roaring you. Anyway, once you swaggered the pseudo hazer, you'll have 2 options:

    -Surf
    -Calm Mind

    You can either surf the opponent, or Calm Mind. Calm Mind gives you most special attack, or 2HKO the opponent with surf. Calm Mind is a wiser choice though. If it takes 2 turns to 2HKO the opponent, then why not just use the 2 turns to Calm Mind, then surf? So anyway, hit the opponent and eliminate it. Remember, you'll need luck for this set to be used effectively. If the opponent breaks sub again, be sure to substitute. If your opponent switches, swagger it.

    Pressure
    Remember Suicune's ability, pressure? It'll come in handy. This set also stalls, and pressure will make the opponent use 2 PP at a time.

    Damage Calculations To The Opposing Pokemon

    Skarmory w/ Max 252 HP and 252 Special Def and +Special Defense nature
    Do you really think you'll see skarmories running around with 252 special def EV's? No, I didn't think so. Also, when do you see skarmories with +special defense natures?

    Suicune Using Surf w/ No Calm Mind
    Damage: 36.23% - 42.81%

    Suicune Using Surf w/ 1 Calm Mind
    Damage: 54.19% - 63.77%

    Suicune Using Surf w/ 2 Calm Minds
    Damage: 71.86% - 84.73%

    So this is the damage against skarmory with Suicune. You'll need 3 CM's to 1HKO skarmory, but with 2, you can 2HKO it. BUT, your forgetting that skarmories usually don't use 252 Special Defense, and they also do not usually use Special Defense benefitical natures, so here is the damage calcuations for it, and just to note, you cannot 1HKO skarmory with 1 Calm Mind:

    Suicune Using Surf w/ 1 Calm Minds
    Damage: 80.24% - 94.31%

    Suicune Using Surf w/ 2 Calm Minds
    Damage: 106.59% - 125.45%

    As you can see, it does alot of damage.

    Swampert w/ 252 Hp and 252 Special Defense and +Special Defensive Nature
    Another common pseudo hazer in the game. This one has more HP, so it'll be more difficult for Suicune to actually take down.

    Suicune Using Surf w/ 0 Calm Mind
    Damage: 25.74% - 30.45%

    Suicune Using Surf w/1 Calm Mind
    Damage: 38.37% - 45.30%

    Suicune Using Surf w/ 2 Calm Mind
    Damage: 50.99% - 59.90%

    Suicune Using Surf w/ 3 Calm Mind
    Damage: 63.61% - 74.75%

    After 3 Calm Minds, i'd probably start attacking rather than calm minding again. Here are the damage calculations for swamperts with a neutral special defensive nature, and no special defensive ev's, which they usually don't use:

    Suicune Using Surf w/ 1 Calm Mind
    Damage: 54.21% - 63.61%

    Suicune Using Surf w/ 2 Calm Mind
    Damage: 72.03% - 84.65%

    With these damage calculations, you can 2HKO swampert after 2 Calm Minds.

    For Reference, here is w/ 3 Calm Minds:

    Suicune Using Surf w/ 3 Calm Mind
    Damage: 89.85% - 105.69%

    *updating*

    Damage Calculations AGAINST Suicune

    *updating*
     
    Last edited:
    Lum berry destroys your strat, and gives them a free +2 to attack
     
    Most people don't have Sp Def EVs on Skarmory either but that didn't stop you putting that in :P

    It's a good concept, I'd love to see how it turns out for you
     
    But most people do not use lum berry.
    But that doesn't change the fact that Swaggercune still fails. It relies (almost) completely on luck to stop phazer and is inferior in durability to standard Calmcune. Besides, Calmcune doesn't have to fear phazers because it outspeeds most of them and Roars them away. Not only that, but buffing up your opponent's attack isn't that great of an idea when after a couple of Calm Minds the only thing it's really vulnerable to is physical attacks and relying on confusion is generally a bad idea. This set can work, but it just relies on Confusion hax too much for my tastes and if your opponent gets to use Toxic or Will-o-Wisp on it, it'll either be forced to switch out or faint because it has no way of healing itself. Also, Ice Beam is a must-have on this set because otherwise Tauntdos or Vaporeon will completely mess it up.
     
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