Hoopa Unbound as well as Clefable are good aprtners.Can someone give me some partners for Lucario? I've been wanting to try him out lately because he seems like a cool late-game cleaner or wallbreaker.
Gonna answer similarly to Bendiving, but I'm gonna go into detail about a variety of optimal HP numbers you could try and aim for.How do IVs affect recoil damage? People always say to change IVs for an odd number for LO recoil, or leftovers, etc. I don't see the significance in doing so. What's the point of changing IVs?
I think that hippowdon, rotom-w, lando-t RH chomp, azumarill, air balloon heatran, manectric, and m-beedrill would all be pretty good partnersCan someone give me some partners for Lucario? I've been wanting to try him out lately because he seems like a cool late-game cleaner or wallbreaker.
Zard X - max speed/hp, wisp/eq/flare blitz/roost
Usually people pair it with defensive Mega Altaria since it handles a host of threats towards it. So that's a start.Anyone know a good defensive core for reuiniclus? My reuni set is phys def calm mind. I always like to build a core with a phys def mon and sp def mon but in this case should i just get a sp def partner since reuiniclus is phys def? or should I build a separate defensive core? I want my renuiclus to be a late game sweeper so idk, any suggestions?
It's viable, but in general you can run a mixed set with Prankster since everyone loves Thunder Wave support. I'd be more inclined to Defiant for a completely physical set, but even then Prankster would be better.I was wondering if people still use defiant Thundurus? During XY it was a serious threat, with people willingly switching in Latis or Chansey expecting a Tbolt and getting crippled severely by knock off (and then superpower in Chansey's case), haven't seen the thing in ages. Do you guys reckon it's still viable?
Yh offensive sand> sand stall. Sand doesn't even give you the extra dmg required on stall teams.It's not really a SIMPLE question, but since my thread got locked and I got linked to this one, I guess I'll ask it here (copy/paste of my thread):
Hey guys,
I hope I didn't miss an already existing topic where you should post something like this (if I did, sorry, and I'd be grateful if a mod moved this). I was wondering why there are only offensive or balanced sand-teams nowadays. I remember a long, long time ago, so-called "TSS"-teams were pretty popular (Toxic/Sandstorm/Spikes), which were similar to nowadays' stall teams, just with a sand-twist. Have those kind of teams simply fallen out of vogue? Do people just not play them because more offensive sand versions are better? Or are they just outright not viable anymore?
And if you had to build a team like this anyways, OU-viability aside for a second, how would you make it look? My thoughts were something like this (just a rough outline):
- Hippowdon: Obvious choice, defensive one of the 2 sand setters, mixed wall, can put up SR and phaze to increase hazard damage
- Skarmory or Ferrothorn: Spike setter and physical wall, not sure which one would fit better, Skarm can PHaze and has more reliable recovery, Ferro is good against water types that naturally threaten sand?
- Chansey: Cleric to get rid of status and help to actually accomplish the stalling. Don't think wish is needed because almost all mons in the team have recovery already? Also special wall
- Excadrill/Starmie/Tentacruel: Spinner is preferred over defogger in this kind of team for obvious reasons, not sure which one would fit though. Excadrill has mold breaker to get through spinblockers, Starmie is good against other water types, has recovery and scald, tentacruel has a 3rd type of hazards with TSpikes. Leaning towards Excadrill or Starmie though, because TSpikes might be overkill if I have 2+ mons with Toxics
- Mega-Sableye: Might be overkill to have another hazard control, but more reliable than spinners (esp if not having excadrill for mold breaker), also mixed wall and can burn/poison to help rot people and stall. It's also a spinblocker.
- Swampert/Keldeo/Suicune/Rotom-W/Slowbro: Bulky water type to help with water weaknesses, also at least SOME offensive pressure?(Swampert might seem odd without Mega evolve and rain, but he also has the benefit of not taking sand damage)
Other options I thought about are Bulky Talonflame to check grass, Magnezone to trap Steel types, and Defiant users to not only have a spinblocker, but also someone to punish Defog.
Just some random thoughts, would be interesting to hear what more experienced battlers think about it. Already thanks for your replies :)
Sart
I know they're better per se, the question is more: Why can't we make sand stall work TOO? It would be a more unconventional way of abusing weather. Usually you want something like sand rush to double speed and sweep, in this case you just want sand as an additional form of residual damage, to support hazards and PHazing, while having a team that mostly is not affected by the sandstorm itself?Yh offensive sand> sand stall. Sand doesn't even give you the extra dmg required on stall teams.
Mostly because sand is limited to 5/8 turns as of gen 6, meaning that you have to keep sending your sand setter in in order to really make use of it, which isn't always possible, especially when you're running a defensive team and need to keep everything as healthy as possible. It's better to make use of the limited sand turns by sweeping the opposing team.I know they're better per se, the question is more: Why can't we make sand stall work TOO? It would be a more unconventional way of abusing weather. Usually you want something like sand rush to double speed and sweep, in this case you just want sand as an additional form of residual damage, to support hazards and PHazing, while having a team that mostly is not affected by the sandstorm itself?
Still Moon / Twave.So BoltBeam Clefable is the best set now or is Moonblast + TWave still the best?