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#51 |
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For all potential writers and to make this easier, DracoMalfoy and I are going to look over everything so far to check this. We'd appreciate it if nothing else is posted until we give the OK.
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#52 | |
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Join Date: Jul 2009
Posts: 321
Location: Where all tasks have been cleared
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[Unreserved] Hariyama
...really? Aight, imma do it. I gotta rep my boy. That is unless someone else has already taken it(I only read the OP, so I'm sorry if I missed the post). Quote:
Hariyama Type: Fighting Base Stats: 144 HP / 120 Atk / 60 Def / 40 SpA / 60 SpD / 50 Spe Description Although he is relegated to the UU tier, Hariyama is a unique Fighting type that can hold it's own in the OU metagame, particularly as an anti-lead. He will forever be compared to Machamp. However, as a lead, Hariyama has some slight differences in both moveset and the way he is played that differentiate the sumo Pokémon from the four-armed giant. Toxic and Flame Orb, combined with Guts and Fake Out, allow Hariyama to boost his Attack from turn 1. This allows lead Hariyama to hit much harder than lead Machamp ever could. It also allows him to break the Focus Sashes of most leads, flinching them in the process. Guts-boosted Close Combat deals horrendous amounts of damage to Pokémon that don't resist Fighting. Payback is for the Ghost-types that are immune to Close Combat, dealing 77% minimum to 252/252 Bold Rotom-A to give an idea of his power after a Guts boost. Ice Punch allows Hariyama to murder the physical wall known as Gliscor, also eliminating any Dragonite or Flygon daring enough to switch in or set up. Gyarados is a popular switch-in to Hariyama, so both ThunderPunch and Stone Edge are viable options as well, the latter also dealing with Zapdos. The main drawback is that Hariyama will be losing health every turn, so despite it's natural bulk, smart HP management is necessary.
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Last edited by JackieChun; Jul 16th, 2012 at 9:18:03 PM. Reason: Snype & Draco |
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#53 |
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Defensive Zapdos
Offensive Flygon
Offensive Mamoswine
Defensive Blissey
Offensive Empoleon
Offensive Heatran
Offensive Lucario
Offensive Scizor
Offensive Starmie
Offensive Azelf
Offensive Jirachi
Offensive Celebi
Offensive Magnezone
Offensive Kingdra
Defensive Vaporeon
Offensive Metagross
Defensive Tentacruel
Offensive Ludicolo
Offensive Raikou
Defensive Hitmontop
Offensive Togekiss
Offensive Porygon-Z
Offensive Gallade
Defensive Dusknoir
Offensive Toxicroak
Offensive Electivire
We will do the rest soon.
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#54 |
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U HAVIN A FOKIN GIGGLE THER M8 ILL BASH YE HEAD IN I SWEAR ON ME MUM
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Should we start making these changes ourself?
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#55 |
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Yes, you should be updating this as we're posting. Once the entries are written up, there will be one final review of everything to make sure it has the implementations.
Offensive Swampert
Defensive Rotom-A
Offensive Ninjask
Offensive Rotom-A
Offensive Abomasnow
Offensive Heracross
Offensive Magneton
Offensive Magneton
Offensive Froslass
Offensive Crobat
Offensive Breloom
Defensive Bronzong
Offensive Mismagius
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#56 |
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U HAVIN A FOKIN GIGGLE THER M8 ILL BASH YE HEAD IN I SWEAR ON ME MUM
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Changes made, except for electivire, as I didn't understand what you meant about Rotom-A
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#57 |
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Most offensive teams' fastest mon is Scarf Rotom-A, which Electivire outspeeds at +1.
Offensive Machamp
Offensive Suicune
Defensive Forretress
Defensive Heatran
Defensive Milotic
Defensive Roserade
Defensive Skarmory
Defensive Starmie
Offensive Staraptor
Offensive Sceptile
Offensive Sceptile
Offensive Snorlax
Smeargle
Offensive Alakazam
Offensive Alakazam
Offensive Dugtrio
Offensive Weavile
Offensive Feraligatr
Offensive Yanmega
Offensive Venusaur
Moltres
Defensive Slowbro
Defensive Suicune
Offensive Hariyama
You guys can continue writing.
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#58 |
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Join Date: Jul 2009
Posts: 321
Location: Where all tasks have been cleared
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Time to hit the water. Reserving for Defensive Empoleon and Quagsire.
Empoleon (defensive) Type: Water/Steel Base Stats: 84 HP / 86 Atk / 88 Def / 111 SpA / 101 SpD / 60 Spe Ability: Torrent Description In a metagame where many threats are primarily special attackers, Empoleon's unique Water/Steel typing coupled with it's defensive stats make it a very good tank. It's typing gives it 11 resistances, and most of them are common attacking types in the metagame including the sought after Water and Rock resists. With a focus on maximizing Special Defense, Empoleon can support a team utilizing coverage moves such as STAB Surf, Ice Beam, Grass Knot and Hidden Power Electric. It can also help the team by using support moves such as Roar and Stealth Rock. Empoleon does face some form of competition from Specially Defensive Heatran. However, Empoleon handles Water types much better than Heatran, particularly Gyarados if Empoleon has Hidden Power Electric. Empoleon doesn't have to resort to blowing itself up either. Resist berries such as Shuca and Chople, combined with some Defense EV's, can be used to surprise threats such as Dragonite, Flygon, Offensive Gyarados, and Infernape and OHKO them, but Leftovers is the superior option overall. Quagsire Type: Water/Ground Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe Abilities: Damp, Water Absorb Description Quagsire has a specific niche in the DPP OU metagame: it is one of the few hard counters to Life Orb Starmie and Offensive Suicune. Water/Ground is also an excellent defensive typing to ward off popular Electric types such as non-HP Grass Zapdos, Raikou, and Jolteon. Water Absorb is a rare gem to come by in OU since Vaporeon is the only other Pokčmon in OU to wield the ability and it is weak to Electric attacks. With a moveset of Toxic, Encore, Earthquake, and Recover, combined with a Careful 252 HP/56 Def/200 SpD spread, Quagsire is able to switch into any common attack that Life Orb Starmie and Offensive Suicune can throw and neither of them can 2HKO Quagsire, even if Suicune has a boost. Quagsire can effectively stall both threats out. Ice Beam and Ice Punch can also be run over Toxic to deal with Gliscor, Dragonite, and Flygon better, as well as to hit predicted Grass type switch-ins, but you lose out on putting Offensive Suicune and other sweepers on a timer. The dash of Defense EV's allows Quagsire to take on Metagross and come out on top. Quagsire fits best on teams where it can give a sweeper free turns as well as teams that struggle with Starmie and/or Suicune in general. It is a viable member of any Fire/Water/Grass core. lol I didn't put Hariyama's abilities up. Should I add them anyway, even though the Guts lead is the most common set in OU?
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Last edited by JackieChun; Jul 18th, 2012 at 12:15:51 AM. Reason: Got it done. |
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#59 |
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is 60% water
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QC had several quality issues with Jolteon and advised it be reassigned. They recommended Iconic take it over, so if you would like it, Iconic, you've got first dibs, mate ^.^
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#60 |
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is 60% water
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It's been well over one week for TrollFreak's reservations, and I haven't heard from him, so I'm putting them up as unreserved. Steven Snype had previously requested Infernape, so I'm marking that as reserved by him.
I've talked to sandshrewz and will be giving him an extension. Please try to get it up soon, though, buddy :3
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#61 |
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U HAVIN A FOKIN GIGGLE THER M8 ILL BASH YE HEAD IN I SWEAR ON ME MUM
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I'll take umbreon and walrein if nobody else will :3
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![]() Sharpen your skills as a GP checker in the GRAMMAR DOJO! Last edited by Iconic; Jul 19th, 2012 at 1:30:21 PM. |
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#62 |
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Jolteon (Offensive)
With blistering Speed and excellent Special Attack, Jolteon is an incredibly potent threat in DPP OU. Jolteon can make great use of Choice Specs thanks to its nearly unmatched Speed, allowing it to fire off powerful Thunderbolts in a tier where teams often forgo utilizing sturdy Electric-type resistances. Despite Jolteon's somewhat scarce movepool, it gets phenomenal auxiliary coverage with Hidden Power Ice or Hidden Power Grass to smack around Ground-types that are immune to Thunderbolt. Jolteon can also utilize Shadow Ball or Signal Beam for additional coverage, and they're useful for the omnipresent Celebi if Jolteon is running Hidden Power Grass. Choice Specs Jolteon often uses Baton Pass as its final move to help scout its incoming counters at the beginning of games, such as the aforementioned Ground-types or defensive behemoths like Blissey. If Choice Specs isn't your preference, Jolteon can also use Life Orb effectively for the boost in power and ability to switch attacks, while the recoil can often be mitigated by Volt Absorb. Though less frequently seen, Charge Beam or Substitute + Baton Pass sets are great choices for Jolteon to attempt a sweep and support the team, respectively. Shaymin (Offensive) Don't let its undeniably endearing appearance fool you; Shaymin can be a very dangerous Pokemon in the right hands. This cute little hedgehog is usually seen terrorizing teams with offensive sets that utilize its signature move, Seed Flare. This powerful attack is what differentiates Shaymin from its fellow Grass-type brethren, and with an unbelievable 40% chance of reducing its opponent's Special Defense by two stages, it can be a very daunting attack to switch into. Unfortunately, Grass doesn't have the greatest offensive coverage, but Shaymin can make up for this shortcoming with the appropriate Hidden Power. While Hidden Power Fire will smack around Scizor, Forretress, and Skarmory, Hidden Power Ice is equally useful to nail Dragonite and other Flying-types. In addition, Earth Power gives Shaymin a means of defeating Fire-types like Heatran and Infernape. Shaymin doesn't really have many other options, but it can use either Leech Seed or Rest in the final slot of offensive sets to increase longevity, and the latter is especially useful on Shaymin thanks to its ability, Natural Cure. Although Shaymin is almost exclusively used as a Life Orb or Leftovers user, it can make good use of either Choice Scarf or Choice Specs for a nice element of surprise. Zapdos (Offensive) While most people rave at Zapdos's incredible defensive typing and great overall stats, many forget that it packs a monstrous base 125 Special Attack and that Electric is one the best offensive typings in DPP OU. With a Life Orb attached, Zapdos epitomizes what it means to be a 'bulky attacker', as it can fire off powerful, boosted attacks while shrugging off a variety of hits with Roost. Thunderbolt is a given on all sets, while Zapdos gets almost all the coverage it needs between Heat Wave and Hidden Power Grass. Agility can be used en lieu of Roost to transform Zapdos into a fearsome late-game sweeper, and Hidden Power Ice is generally given the nod in this case since Zapdos can outspeed Choice Scarf Flygon after an Agility. Choice Specs Zapdos is also an effective anti-lead when paired with Hidden Power Flying to OHKO Machamp, as Zapdos can 2HKO nearly every lead while it has the bulk to avoid being OHKOed by most Pokemon in the lead position.
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◠‿◠ Last edited by Iconic; Jul 19th, 2012 at 8:27:15 PM. |
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#63 |
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U HAVIN A FOKIN GIGGLE THER M8 ILL BASH YE HEAD IN I SWEAR ON ME MUM
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You stole my Jolteon D:
![]() Umbreon Base stats: 95 HP / 65 Atk / 110 Def / 60 SpA / 130 SpD / 65 Spe Ability: Synchronize Umbreon has some of the most titanic defensive stats in OU, which can be used to some extent along with a type that doesn't leave it vulnerable to Pursuit (poor Cresselia...). It is also the only Pokemon able to lock an opponent in with Mean Lock and Baton Pass the value out to a counter, which can continue a Baton Pass chain that leads to a sweep. It will often carry Taunt, Toxic, or Yawn as utility moves to compliment Mean Look and Baton Pass. While it doesn't see much use, Umbreon can forgo passing Mean Look entirely and opt for a more walling set, utilizing Wish and Protect to keep it healthy along with Toxic or Payback to wear down the opponent. Umbreon also has Curse up its sleeve, which it can either pass off or attempt to sweep with. It can also use Heal Bell and Wish to support its team. ![]() Walrein Base stats: 110 HP / 80 Atk / 90 Def / 95 SpA / 90 SpD / 65 Spe Ability: Ice Body With great natural bulk, Walrein is set to become a solid wall. Even though its typing gives it a slew of weaknesses, when paired with Abomasnow, Walrein can become unstoppable. With Ice Body granting it an extra Leftovers each turn in hail, Walrein can utilize a combination of Protect and Substitute to wear down the opponent with Toxic and hail damage while taking no overall damage. Alongside Toxic, it will most likely be using a combination Blizzard, Surf, Roar, Earthquake, or Super Fang to further wear down the opponent and check switch-ins that threaten to stop its cycle of hail stal. If Walrein gets a Substitute up, be prepared for a long battle to wear it down, as in the hail it's nearly impossible.
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![]() Sharpen your skills as a GP checker in the GRAMMAR DOJO! Last edited by GatoDelFuego; Oct 28th, 2012 at 2:11:29 AM. |
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#64 |
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Join Date: Jan 2009
Posts: 1,604
Location: Chicago
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Defensive Registeel
Registeel is a very rare sight in OU, but its immense 80 / 150 / 150 bulk and adequate support movepool make it a solid choice for some teams. Although its offensive capabilities are nonexistent, access to both Thunder Wave and Toxic makes Registeel an excellent multipurpose check to common offensive threats. Stealth Rock is a given on all sets since Registeel can set it up against such a wide range of Pokemon. For damaging moves, Registeel has access to Seismic Toss, Iron Head, Earthquake, Shadow Claw, and Explosion. Seismic Toss is a particularly useful move considering Registeel’s depressing Attack stat since it does a reasonable amount of damage against all but two OU Pokemon; the other four attacks are mostly situational. Compared to Bronzong, Registeel sports significantly higher defenses, Seismic Toss, and Thunder Wave, but gains a weakness to Ground moves. <&Earthworm|Away> you forgot to mention <&Earthworm|Away> that registeel is a worthless piece of sh*t Offensive Rhyperior Rhyperior’s niche in OU is that of an incredibly powerful yet bulky physical attacker. Even though it has a lot of common weaknesses, Rhyperior’s high HP and Defense coupled with Solid Rock make it much more difficult to take down than its two 4x weaknesses would lead you to believe, especially when it’s in a sandstorm. Its two viable sets are Substitute + Swords Dance and Choice Band. SubSD seeks to set up 101 HP Substitutes on a switch and proceed to either unleash a strong Earthquake / Stone Edge against a frail switch-in or set up Swords Dance against a bulkier one. With a Choice Band, all Rhyperior cares about is smashing switch-ins with Earthquake / Stone Edge for STAB along with Megahorn, Aqua Tail, or Rock Blast for coverage and utility.
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<&Gouki> whistles sig is the best thing on smogon (slightly updated 3/13/13) |
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#65 |
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Join Date: Jan 2009
Posts: 1,604
Location: Chicago
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Pokedex entries
I didn't feel like replacing "Ability" for "Abilities" and "Type" for "Types" but hopefully this helps =).
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<&Gouki> whistles sig is the best thing on smogon (slightly updated 3/13/13) |
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#66 |
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南Potest 华Qui 人Vult
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I'm on it!!
Offensive Gyarados Type: Water / Flying Ability: Intimidate Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe Gyarados is a fearsome physical offensive threat thanks to its remarkable base 125 Attack and access to Dragon Dance. While Gyarados's Water / Flying typing means that it is weak to Stealth Rock, it can set up on many common Pokemon such as Heatran, Choice-locked Flygon, and many more. Intimidate also helps it set up on some physical attackers. Gyarados is quite hard to take down after a single boost as it can outspeed even Jolteon with a Jolly nature and is not weak to any priority move. One of the most common way to revenge kill Gyarados is via Choice Scarf users such as Flygon, Rotom-A, and Jirachi. Gyarados has useful high-powered moves such as Waterfall, Earthquake, Stone Edge, and bounce to utilize. Gyarados can also set up on common phazers and prevent incoming phazers from doing their job by using Taunt. With Taunt, Gyarados can comfortably set up some phazers such as Swampert and Skarmory. It also has decent bulk to attempt multiple Dragon Dances. Though Stealth Rock is really a limiting factor for Gyarados, it can utilize Choice Band to hit hard right off the bat and severely denting or even KOing common switch-ins such as Flygon. I guess I'll edit it when I have the time again ;-; sorry for the slowness .-.
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#67 |
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rip numeros
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I don't have access to a comp and haven't which is why mine aren't fixed (on mobile).
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C&C Work | 1k RMT | Contribute! | VM for an OU Rate! | gp member: vm/pm for a check | previously pokemon0078 / aka jew-cane
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#68 |
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is 60% water
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Celebi Typing: Grass / Psychic Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe Ability: Natural Cure While 7 weaknesses might sound horrible for a defensive threat, Celebi makes up for it with a solid 6 resistances (including Ground, Water, Electric, and Fighting). It's typing also pairs up perfectly with Heatran, forming the famed CeleTran combination. Base 100 stats across the board means Celebi has solid bulk on both sides, is quite fast for a wall, and can take off the gloves when push comes to shove. Recover offers it a reliable recovery move, though it can also opt for Rest, ridding itself of sleep by switching out thanks to Natural Cure. With a great support movepool, there's no telling just what sort of set Celebi will be running. It can set up Stealth Rock, force switches with Perish Song or Leech Seed, scout with Baton Pass or U-turn, cripple threats with Thunder Wave or Trick, or keep the team nice and healthy with Heal Bell. Despite all of it's pluses, Celebi can still be hammered down by attacks that prey on it's many weaknesses; Pursuit in particular can put a quick end to this pixie's trickery.
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Infernape Type: Fire / Fighting Ability: Blaze Base Stats: 76 HP / 104 Atk / 71 Def / 104 SpA / 71 SpD / 108 Spe Infernape has a highly offensive presence in DPP OU due to its high Speed and decent attacking stats. Most Infernape are physically oriented, decimating foes with STAB Close Combat, scouting for checks with U-Turn, and finishing off faster foes with Mach Punch. While most physically oriented Infernape run Flare Blitz as their Fire-type STAB move of choice to dent common Fighting-type switch-ins Gliscor, Skarmory, and Rotom-A, others prefer to go mixed with Overheat or Fire Blast along with other Special moves for coverage to attack those switch-ins' weaker offensive stat, namely Hidden Power Ice, Grass Knot, or Hidden Power Electric. Furthermore, Infernape can take advantage of the switches it forces to set up with either Swords Dance or Nasty Plot to boost its damage output. Some uncommon moves that are also at Infernape's disposal include Thunderpunch, Vacuum Wave, and Focus Blast. Infernape can also take advantage of its high Speed and perform as an excellent Choice user as it outspeeds the Base 100 Speed Pokemon. Infernape also sees use as a lead, commonly running a Choice set or a Focus Sash set that utilizes Infernape's common moves in addition to Fake Out and Stealth Rock.
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Last edited by Steven Snype; Jul 28th, 2012 at 6:43:12 AM. |
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#70 |
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is 60% water
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Jirachi Type: Steel / Psychic Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe Ability: Serene Grace Despite being more known as an annoying offensive threat that abuses Serene Grace, Jirachi also makes for a great defensive Pokemon with a part Steel typing and base 100 stats across the board. It's one of the best Wish passers out there, using Wish and then switching out with U-turn. On such sets, it still normally abuses Serene Grace to net paralyses and flinches with Body Slam and Iron Head. Jirachi is also a reliable dual screens user, setting up screens to keep its team healthy while healing teammates up with Wish and scouting with U-turn. A specially defensive set that spreads paralysis (usually through Thunder Wave, but sometimes Body Slam), heals the team up with Wish, and maintains some offensive presence with Iron Head and Fire Punch is also viable. Fire Punch's 20% chance to burn can also help patch up this Jirachi's lower physical bulk.
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#71 |
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is 60% water
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Some of these have been sitting as Reserved for quite some time, and I'd like to see this move along. Aerodactyl, Dragonite, and Gengar have been reassigned to whistle. I trust he can get them done in a timely fashion. Ojama, I know you lost two of your reservations here, but you still have Gliscor to complete. Please get this done soon, or that will be marked as Unreserved as well.
Everyone else that still has Reserved threats, it's been over a week. Be grateful that I'm not marking them as Unreserved... yet. These are each a paragraph; if you can't get that finished in a decent time frame, simply don't reserve what others could be writing. With that said, I'll be reserving Spiritomb.
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#72 |
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If just for one day I wish I could disappear
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Join Date: Mar 2011
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Too close to see
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Just posting to say i'm almost done, i just didnt finish gliscor yet. Dragonite and Aero are done i just wanted to post all in the same post. Sorry about that, it was a bit tough since im on vacations.
Last edited by Ojama; Jul 28th, 2012 at 9:30:54 AM. |
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Honchkrow Type: Dark / Flying Ability: Insomnia / Super Luck Base Stats: 100 HP / 125 Atk / 52 Def / 105 SpA / 52 SpD / 71 Spe Honchkrow is a very rare Pokemon to come by in DPP OU, but its rarity should not give anyone a reason to underestimate it. Possessing the strongest Brave Bird in OU almost always warrants a switch-in to a Flying resistance, which Honchkrow almost certainly has an answer for. Heatran and Tyranitar must watch out for Superpower from this mafia bird, and Skarmory, Jirachi, and Metagross must be wary of Heat Wave. Faster foes that resist Brave Bird, namely Aerodactyl and Jolteon, will not like taking STAB Sucker Punches from the same Pokemon that 2HKOes defensive Swampert, the defensive Pokemon that many teams relied on to check Dragon Dance Mence back when it wasn't banned. To damage the bulkier Electrics, Honchkrow can also opt to run Night Slash, OHKOing most Rotom and hurting defensive Zapdos. Though Honchkrow's middling Speed and terrible Defense stats are subpar, Honchkrow can capitalize upon switches with Spikes support, Pursuit, or even Roost to negate residual damage from Stealth Rock, Life Orb, Brave Bird recoil, and sand.
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Last edited by Steven Snype; Nov 1st, 2012 at 10:57:43 AM. |
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#74 |
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Join Date: Jan 2009
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Location: Chicago
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Offensive Gengar
Gengar Type: Ghost / Poison Ability: Levitate Base Stats: 60 HP / 65 Atk / 60 Def / 130 SpA / 75 SpD / 110 Spe Gengar's high Special Attack and Speed combined with an unpredictable moveset make it an extremely threatening Pokemon. Even though its movepool of damagiing attacks is rather limited (Shadow Ball, Focus Blast, Thunderbolt, Hidden Power, and Explosion), Gengar's different sets are largely countered by different Pokemon. It frequently utilizes Substitute + Pain Split in conjunction with the perfect coverage provided by Shadow Ball and Focus Blast. Three attack sets add either Thunderbolt or Hidden Power Fire in place of Pain Split. Finally, Explosion, Hypnosis, and Protect also make familiar appearances on Gengar sets.
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#75 |
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is 60% water
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Spiritomb Type: Ghost / Dark Base Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 35 Spe Ability: Pressure With no exploitable weaknesses and 3 handy immunities to Fighting, Normal, and Psychic, Spiritomb is a solid spinblocker. Although it lacks reliable recovery, it's low HP coupled with strong defenses makes Pain Split a great option for keeping it healthy. It can weaken offensive threats with Will-O-Wisp, trap opposing spinblockers with Pursuit, and even revenge kill in a pinch with STAB Sucker Punch. RestTalking is also a viable method for keeping Spiritomb in good health, and RestTalk sets are usually seen running Will-O-Wisp and Shadow Ball. Alternatively, it can run Rest, Will-O-Wisp, Curse, and Pursuit to become truly difficult to break through. The best bet for defeating Spiritomb is to just smack it hard with neutral hits, especially from special attackers that fear little from burns.
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