As long as shoddybattlers don't realize how good Roserade is as a pokemon, then I'll keep using my good ol Toxic Spikes to mop them up.Can't Shuckle just rest off the poison? I thought rest was pretty standard on Shuckle.
Toxic spikes aren't so great. I'm pretty sure they are just a passing fad. After all, if you have a poison type on your team, Toxic Spikes are basically rendered useless.
Sure, shuckle can rest off the poison, but next time it comes back in... it's poisoned again.Can't Shuckle just rest off the poison? I thought rest was pretty standard on Shuckle.
Toxic spikes aren't so great. I'm pretty sure they are just a passing fad. After all, if you have a poison type on your team, Toxic Spikes are basically rendered useless.
And noir, making it easier for you to get a spin in against an opposing stall team, which sometimes is all you need to do.Toxic Spikes of your own can fuck up Blissey and Shuckle pretty badly.
QFT. Infernape is possibly the single best stall breaker in the game, and Toge is an absolute beast.As someone who runs a successful Stall team, i find the biggest things that eat me are
1. Mixed Infernape. Even if he's poisoned, life orbed, and SS is up, something's dying.
2. Nasty Plot Togekiss. So many people use Flinchax that they lose sight of what a beast this thing is. Air Slash/Aura Pulse destroy teams without CM bliss or some luck, and even ones that do.
Unless you're running a super defensive Tentacruel than using Grass Knot on it is pretty silly considering Close Combat will easily maul Tentacruel despite being non-effective.1. Tentacruel. Nasty Plot Grass Knot does like 30% damage. More than enough time for me to toxic spikes twice, and then OHKO with surf. Resists close combat and flamethrower/fire blast. Granted, not everyone runs Tentacruel on stall teams >_>
Are we talking mixape or pure physical infernape here? While it is unsafe for Tentacruel to switch into physical infernape, mixape is at best a 3-hit KO to it. With 252 HP EVs, Close Combat does 34.89% - 41.21%. If Infernape nasty plots on the switch, it only deals 37.64% - 44.23% with grass knot.Unless you're running a super defensive Tentacruel than using Grass Knot on it is pretty silly considering Close Combat will easily maul Tentacruel despite being non-effective.
And theres the problem right there.With 252 HP EVs, Close Combat does 34.89% - 41.21%.
I've assumed my spread. 252 HP Evs, 76 Speed, and the rest in Sp. Def. Timid. Outruns base 90 speed and +nature 252 Heatran, sets up the spikes and gives me utility as well as surviving a Draco Meteor and returning a Blizzard (I run a Hail team, so blizzard will always hit).And theres the problem right there.
You've assumed extreme spread. The average Tentacruel mainly that of the Druidcruel variety normally runs -defense nature with no def EV's and only 76HP EV's at the very most, normally its no HP EV's. This is a normality.
I'll take an earlier quote from myself.If we assume its of the Utilitycruel variety than it does run alot more HP and take alot less. But then physical Infernape's can still pack Thunderpunch...
Either way I still wouldn't switch it head on into a Infernape which is usually faster. It looks good on paper but doesn't actually always work in practice.
And if we go further back, the original poster posted...Are we talking mixape or pure physical infernape here? While it is unsafe for Tentacruel to switch into physical infernape, mixape is at best a 3-hit KO to it.
Therefore, I assumed a Mixed Infernape.1. Mixed Infernape. Even if he's poisoned, life orbed, and SS is up, something's dying.
I'm not here to convince anyone anything. If I am wrong, then I am wrong. If I am right, then I am right. I assume Forsety is mature enough to take criticism, and I am ready to be proven incorrect if the debate unfolds in that direction.Dragontamer, part of staying for a long time in a community is knowing when and which fight to pick. Arguing that a Tentacruel is an able Infernape counter is not a good fight. It's a lot easier to let some people have their ways then attempt to convince people otherwise, whether you believe something is good at something or not.
Exactly what does Sv stand for?for stalling SS teams, Mixed Infernape does do quite a bit of damage to just about everybody. except that his main problem, ive noticed, is that he usually has no room in the set to carry HP Ice. therefor, SV Garchomp is able to finish it off, taking little from Flamethrower / Grass Knot and surviving CC.