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Old Oct 20th, 2012, 9:12:44 PM   #101
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sandz, when I edited in new reservations, it said whether they were offensive or defensive.
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Old Oct 20th, 2012, 9:49:43 PM   #102
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Lol I'm referring it as a whole, not calling out anyone :O

Sorry if I wasn't clear :x

edit: will look through the remaining stuff tomorrow or something !
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Old Oct 27th, 2012, 10:56:12 AM   #103
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Quote:
Originally Posted by Fat JackieChun View Post
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.

Although DPP isn't as Dragon-oriented as BW, might want to mention that it's one of those Steel-types that can OHKO a Dragon-type locked into Outrage thanks to Ice Beam instead of phazing it out or hitting with a neutral move.
Quote:
Originally Posted by Fat GatoDelFuego View Post
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, along with a particularly handy 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.

Heal Bell should get a mention somewhere though it isn't very common. It works well for both Baton Pass and a defensive set. Pure Dark is also a pretty poor defensive typing though :/ Especially with all the Scizor and Fighting-types running around. Curse is terrible but just keep that I guess :d



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 the 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. When not carrying Toxic, it will most likely be using Blizzard, Surf, Roar, Earthquake, or Super Fang to further wear down the opponent. If Walrein gets a Substitute up, be prepared for a long battle to wear it down, as in the Hail it's nearly impossible.

Might mention that despite opposing Ice-types being immune to hail, Walrein still has tools to weaken them, ie Toxic stall with Protect and. It can hit Mamoswine with Surf if it's behind Substitute. Earthquake is specifically used for Steel-types as they are immune to Toxic and Toxic Spikes. It can Roar out standard Swampert and other slower phazers trying to stop the hail stall cycle. Faster phazers will still win but you can Super Fang them and maybe wreck them with your switch-in.
Quote:
Originally Posted by Fat whistle View Post
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.

Ice Punch is for the situational Dragon that lock themselves into Outrage. :O Shadow Claw 2HKOes Gengar after SR, nvm.

<&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.
Quote:
Originally Posted by Fat Jellicent View Post

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.

Scizor often likes to switch in on Celebi but the latter can carry HP Fire which is something to look out for, even on defesive Celebi. Defensive Celebi don't use Trick ?_? HP Ice works against Dragons too
Quote:
Originally Posted by Fat Steven Snype View Post

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.

I've never seen Choice lead Infernape lol o.o I'm not really sure if they exist haha. >.> edit: they exist !! /me headdesk
I'll continue next time~
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Old Oct 27th, 2012, 7:03:36 PM   #104
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Choice (scarf) lead infernapes do exist though they are rarer than Fake out overheat ones. I think they are more common than the Fire blast endeavor vacuum wave variants though.
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Old Oct 27th, 2012, 11:03:42 PM   #105
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Everything before post 88 is qc approved by me. My opinions on certain posts are below the qoutes.

Ojama's post was good, but I am not sure 100% since there was some grammar errors.

Quote:
Originally Posted by Fat JackieChun View Post
[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).



I will patiently wait then until I get the OK.


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.
It looks good, but a selling point to lead Hariyama is you were able to use Machamp on the same team as Hariyama. Mainly because you didn't have to waste the Machamp in the lead position.

Quote:
Originally Posted by Fat sandshrewz View Post
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 .-.
Mention how bulky waters such as HP Electric Vaporeon or HP Electric Suicune are powerful and common checks to Gyarados.

Quote:
Originally Posted by Fat Jellicent View Post

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.
Pursuit is a way to deal with Celebi, but I feel like it should be stated with caution. Pursuiting Celebi can be easier said than done because of Grass Knot vs a weakened Tyranitar or a predicted Tyranitar switch in. Or HP Fire vs Scizor who tries to Pursuit you.

Pursuit | Crunch is a 50/50 prediction vs defensive Celebi. Most Tyranitar are choice scarf, so this can be very crucial.

Dragonite, SpDef Skarmory, and Heatran are counters to defensive Celebi.

Quote:
Originally Posted by Fat NixHex View Post
I'd still like to reserve Hippowdon and Swampert. Will finish by tomorrow.

Defensive Threat

Hippowdon
Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Ability: Sand Stream
Hippowdon is the quintessential physical wall. It is the only Sand Stream user other than Tyranitar, but plays quite differently. With huge defensive stats, it is capable of holding more overall defenses than Skarmory! Even though it lacks Skarmory's superior defensive typing, it can actually pose a threat to more frail offensive Pokemon with its STAB Earthquake, even with minimal investment. Most of the time, though, Hippowdon will be laying down Stealth Rock, phazing with Roar, and recovering off any damage it took in the mean time with Slack Off. Its physical bulk is enough to hold up to strong physical attackers, taking very little from Scizor, Metagross, Tyranitar, and other physical attackers. Hippowdown has enough HP to supplement its somewhat low Special Defense, so it can easily be used as a mixed wall. It can also run a Stockpile set to boost both of its defenses, giving Hippowdon supreme overall bulk. If it has problems with Dragonite, it can even run Ice Fang for decent damage. Ice Fang also allows Hippowdon to win against Gliscor one-on-one. It has low Speed meaning it can become Taunt bait, but this hardly matters when, most of the time, it doesn't need Speed, especially when phazing. Hippowdon is not unbreakable though, as Grass-types such as Celebi or Shaymin can switch in on anything it uses barring Roar or Ice Fang and KO it with Leaf Storm or Seed Flare, respectively.

Defensive Threat

Swampert
Type: Water / Ground
Base Stats: 100 HP / 110 Atk / 90 Def / 85 SpA / 90 SpD / 60 Spe
Ability: Torrent
Swampert is one of DPP OU's toughest walls to break. It is most commonly seen as a hazard setter, able to set down Stealth Rock while hitting its opponent back with Earthquake or Ice Beam coming off its decent mixed offenses. Roar gives it a means by which to phaze its opponents, preventing set up sweepers such as Gyarados from taking advantage of an uninvested Ice Beam, or make Suicune think twice about getting greedy with Calm Mind boosts. Curse allows it to boost its excellent physical bulk and offenses; it can even run a pseudo-CroCune set, slowly boosting its Attack and Defense to sky high levels while recovering all of its HP and relieving it from crippling status when it needs to. Despite these traits, it has low Speed and a crippling weakness to Grass, but even Grass-types must be careful not to switch into an Ice Beam or Avalanche.
Mention how water pokemon can beat Hippowdown too. Gliscor still beats Ice Fang Hippodown one on one. Since it Toxics Hippowdown, lives an Ice Fang, then starts Roosting.

Mention how Swampert lacks recovery. This is very huge because it allows pokemon like Vaporeon to win one on one very easily, since they wear down tank Swampert slowly but surely. Lacking recovery also allows repeated hits from powerful sweepers to wear it down.

Edit:Oops, sorry DracoMalfoy. I didn't realize I messed this up. xD

Last edited by LizardMan; Oct 28th, 2012 at 1:08:49 AM.
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Old Oct 28th, 2012, 12:20:29 AM   #106
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@LizardMan: I understand your QC check, but your comments about how 'certain mon is countered by something' are not useful here. I mean, this is a threat list, at least from my point of view we should be mentioning how that mon could be dangerous/effective, not how you beat it on any purpose. I'm sorry if I got the whole idea wrong, but at least that's how I was checking it with Steven Snype.

Also, I'll give it a proper read as I told Jellicent I would so I can stamp my check or not. Just didn't really have time, sorry Jelli. @.@

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Old Oct 28th, 2012, 2:16:17 AM   #107
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minor QC changes have been made so far.

I almost forgot about this thing
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Old Oct 29th, 2012, 10:32:48 AM   #108
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Quote:
Originally Posted by Fat whistle View Post
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.
Choice Scarf Gengar, while uncommon, should probably be mentioned as a revenge killer to something like Dragon Dance Dragonite with HP Ice. It's also cool if you can Trick Scarf to Blissey. Icy Wind lead should also get a mention here. I remember when I lose Metagross to Gengar when I was unfamiliar with what Gengar's lead set was... >.> Ehhh fsr SubPunch is on the analysis. Don't think it needs a mention here and it's horribly uncommon >.> Gengar's immunity to Ground, Normal, and Fighting are what grants it many chances to switch in despite its non-existent bulk. It's also a great offensive spinblocker / pivot against spinblockers as long as it doesn't get whacked by something like Payback from Forry / Surf from Starmie. Substitute is Gengar's lifeline against Pursuit users and also helps its poor defenses. It's the only way Gengar has a chance to launch multiple attacks along with its high Speed.

Quote:
Originally Posted by Fat Jellicent View Post

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.
Spiritomb works well with Rapid Spin users thanks to Pursuit and is sometimes even more reliable in Pursuiting spinblockers since it can Rest a possible burn. Spiritomb is generally a good mixed wall + spinblocker but it really relies on Rest a lot to heal from experience. 50 / 108 / 108 is just okayish bulk :/ It still gets wrecked by really powerful attackers eg Heatran which it can't do anything to it, and CB Scizor can just spam U-turn and evade the burn. Spiritomb is also a great niche counter to Machamp thanks to Pressure + typing + Will-O-Wisp. On the topic of Pursuit trapping, it shines against offensive Pokemon, especially Gengar that have their Sub down since it has no way of crippling Spiritomb. Gengar is pretty much dead against Spiritomb without Sub. Emphasize that its neutrality to Pursuit is what makes it a premier spinblocker despite not having Levitate to evade Spikes. It does run a risk of being set up on my several Pokemon, especially those that doesn't mind getting burned / can Heal Bell eg NP Heal Bell Togekiss. Spiritomb is good and usable but hardly doesn't have that much of bulk. Also, mention Curse for it being used for mainly last Pokemon scenarios and forcing switches instead of saying it's hard to break through. Rest is the only reason Spiritomb can stick around quit long. geez I wrote too long ;_;

Continue another day~ >.>
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Old Oct 31st, 2012, 1:47:40 AM   #109
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Though I've sort of drifted off away from the threatlist, some of the stuff I've seen written is just wrong after briefly skimming through the latest post.


Quote:
Originally Posted by Fat sandshrewz View Post
Choice Scarf Gengar, while uncommon, should probably be mentioned as a revenge killer to something like Dragon Dance Dragonite with HP Ice. It's also cool if you can Trick Scarf to Blissey. Icy Wind lead should also get a mention here. I remember when I lose Metagross to Gengar when I was unfamiliar with what Gengar's lead set was... >.> Ehhh fsr SubPunch is on the analysis. Don't think it needs a mention here and it's horribly uncommon >.> Gengar's immunity to Ground, Normal, and Fighting are what grants it many chances to switch in despite its non-existent bulk. It's also a great offensive spinblocker / pivot against spinblockers as long as it doesn't get whacked by something like Payback from Forry / Surf from Starmie. Substitute is Gengar's lifeline against Pursuit users and also helps its poor defenses. It's the only way Gengar has a chance to launch multiple attacks along with its high Speed.

Barely anyone uses Scarf Gengar, least of all with HP Ice. If any Gengar is going to run a Choice set, they don't want to be vulnerable to Tyranitar/Scizor traps. How Gengar actually does get in most of the time is to come in when the enemy is forced to make a non-attacking move (ex: Taunt, heal, switch). Icy Wind Gengar is also rather bad and nobody really uses it.


Quote:
Emphasize that its neutrality to Pursuit is what makes it a premier spinblocker despite not having Levitate to evade Spikes.
"Premier" basically equates to "amazing". Spiritomb is a shabby spinblocker. If anything, the ability to not evade Spikes puts a lot of pressure on Spiritomb, weakening itself. At best, the wording would be "what gives Spiritomb a niche."
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Old Oct 31st, 2012, 4:16:01 AM   #110
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Quote:
Originally Posted by Fat Steven Snype View Post
Though I've sort of drifted off away from the threatlist, some of the stuff I've seen written is just wrong after briefly skimming through the latest post.

Barely anyone uses Scarf Gengar, least of all with HP Ice. If any Gengar is going to run a Choice set, they don't want to be vulnerable to Tyranitar/Scizor traps. How Gengar actually does get in most of the time is to come in when the enemy is forced to make a non-attacking move (ex: Taunt, heal, switch). Icy Wind Gengar is also rather bad and nobody really uses it.

"Premier" basically equates to "amazing". Spiritomb is a shabby spinblocker. If anything, the ability to not evade Spikes puts a lot of pressure on Spiritomb, weakening itself. At best, the wording would be "what gives Spiritomb a niche."
I agree that Scarf Gengar is pretty rare, if not non-existent. It'll need plenty of double switching etc to scout for Pursuit. I doubt anyone uses Icy Wind Gengar lead now, but a small mention should be okay? It's a threatlist afterall, and at least it isn't a random set that isn't on-site... If you feel it shouldn't be there I'm fine with that haha :P

Sorry for the wrong word choice .-. Spiritomb is ideally used if you are really paranoid about getting Pursuit trapped and you can spin quite reliable so that it doesn't have to care about Spikes as long as they're spun. Rotom-A can evade Pursuit with Substitutes and Will-O-Wisps anyway.

Thanks for raising this up~ :)

edit: I edited my posts after some discussion with Steven Snype. There will probably be more changes! ~!
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Old Apr 6th, 2013, 10:30:53 AM   #111
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Old Apr 6th, 2013, 10:33:17 AM   #112
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Compiling all the entries so it's easier to QC. Compiled till post 36. Will continue compiling again tomorrow and QC it again after I'm done compiling.

This is huge e_e Please don't QC anything for now because updating + compiling at the same time is messy >_> haha. Thanks! Let's get this done soon~ :)
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Old Apr 6th, 2013, 10:56:11 AM   #113
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dusknoir is missing its type :o!
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Old Apr 6th, 2013, 10:57:43 AM   #114
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Quote:
Originally Posted by Fat pokemon0078 View Post
dusknoir is missing its type :o!
Fixed, thanks~
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Old Apr 6th, 2013, 11:05:37 AM   #115
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ugh, actually, there's a whole bunch of things out of order (type / base stats / ability)
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Old Apr 6th, 2013, 11:10:34 AM   #116
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Quote:
Originally Posted by Fat pokemon0078 View Post
ugh, actually, there's a whole bunch of things out of order (type / base stats / ability)
ugh crappppp I thought it was type / ability / stat :((( I'll fix that tomorrow as well e_e

edit: hadn't had the time to update the posts yet :dd I'll try to get it done asap
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