voodoo pimp
marco pimp
Ghost is entirely superior to Dark except for Normal-types, and they're all hit harder by Fighting anyway except for Normal/Psychic and the currently nonexistent Normal/Ghost.
It doesn't even matter, as far as picking HP Ghost/Dark goes. Hi Jump Kick hits Toxicroak for 97 Base Power, factoring STAB and the resistance, so it's stronger than HP Ghost. Considering Kojondo has higher Attack than Special Attack, HJK turns out to be clearly the better option against Croak.Toxicroak is the main thing you miss a SE hit on with Dark/Fight attacks.
Actually, taking into consideration you lose stat points with ghost, that makes dark better, since you don't really gain anything from ghost, but you do gain a point in each defense with dark.It doesn't even matter, as far as picking HP Ghost/Dark goes. Hi Jump Kick hits Toxicroak for 97 Base Power, factoring STAB and the resistance, so it's stronger than HP Ghost. Considering Kojondo has higher Attack than Special Attack, HJK turns out to be clearly the better option against Croak.
Unless you're doing something crazy like switching in Kojondo on Toxicroak while it uses Bulk Up, in which case HP Ghost might be stronger... But then Kojondo is getting its ass kicked by Croak either way.
U-Turn Regeneration Kojondo is pretty much "immune" to entry hazards too, as you'll heal the switch in damage by switching out. Oxymoron much?regeneration+u-turn is really fun to use...its ability to come in and scout the opponents team and even inflict damage with hi jump kick is very valuable...
The only problem with that is actually switching in. This thing is so frail I would be worried about switching it in on anything barring maybe a Metapod String Shot.U-Turn Regeneration Kojondo is pretty much "immune" to entry hazards too, as you'll heal the switch in damage by switching out. Oxymoron much?
I don't really get what you mean here, as Regeneration heals it as soon it switches out, therefore it is practically impossible for Kojondo to die to entry hazards.Also, if it is KOed by the hazards, residual damage or the opponent's attack's, regeneration is useless.
I know! How awesome would it be if it got rid of its stealth rock resistance?! Awesome!it would be THE best scout if it was part bug type
Say there are three layers of spikes up and Koj has under 25% health. he will faint. so we cant think of him as immune to entry hazards or its alot easier to make mistakes like that.I don't really get what you mean here, as Regeneration heals it as soon it switches out, therefore it is practically impossible for Kojondo to die to entry hazards.
Technically speaking you can only put down three layers of spikes but I wonder how much damage six layers of spike do to a grounded Pokemon?Now, on switching in, even 6 layers of spikes on the field won't KO him.
In the game he always has a bad attitude lol needs to be more adept!!Kojondo is at at 25% health. He switches out, which means he now gains 33% health and is at 58%. Now, on switching in, even 6 layers of spikes on the field won't KO him.
Oh! Yeah, I get it now too! He can never switch in with less than 34% health. I was thinking "He's not immune to entry hazards. Sure he can heal away the damage by switching out, but his health isn't always going to be above 25% Mienshao just became that much cooler. It's funny how the simplest things escape us sometimes.Ahhh, i see. He can never have less than 33% switching it, so no matter how low he was when he switched out, he would always have at least 33% while switching in and he cant get KOed by entry hazards at that point, even with three layers of spikes and SR, he would take about 32% putting him at around 1% minimum. then i guess the point has to be expanded to include switching into opponents attacks as well as entry hazard damage.
He knows that, of course. The damage doubles for each layer you lay (heh) so:Technically speaking you can only put down three layers of spikes but I wonder how much damage six layers of spike do to a grounded Pokemon?
That's not how it works. This is the correct pattern:He knows that, of course. The damage doubles for each layer you lay (heh) so:
1. 6.25
2. 12.5
3. 25
4. 50
5. 100
6. 200 You really need to float at this point...
Six layers of spikes + 2 layers of toxic spikes and stealth rock are up. Volcarona switches in and takes 256% damage factoring in the first turn of poison.
Holy shit.
With three layers of Spikes, two layers of Toxic Spikes, and Stealth Rock, it takes a total of 81% damage by the end of the first turn. It would take 106% from full entry hazards if you could go up to six layers of Spikes. But if you could, why stop there?Derp, you're right Thor. I had it confused with SR damage. Coulda sworn one layer did 6.25% though...
So Volcarona takes 106% damage from full entry hazards. Still doesn't look good for him.
Are there any other 4x rock weak grounded pokes?
With only one layer of T-Spikes you would do 87,5% + theoretical SS and Hail damage Urugamosu would even take 93,75% just from switching in mid turn at this point even Chanseys Pound seems threatening^^With three layers of Spikes, two layers of Toxic Spikes, and Stealth Rock, it takes a total of 81% damage by the end of the first turn.