Dunno if this is useless or has been brought up before. And I don't know how to run some damage calculations...so yeah. Oh, and if this doesn't work or something dumb like that, please lock or delete or whatever.
Fury Cutter
Power doubles with each consecutive hit. If Fury Cutter misses, power is reset. If a move other than Fury Cutter is used, the power is reset. The power maxes out at 160*.
Type: Bug
Physical
Accuracy: 95%
PP: 20
That means that after 5 turns, you got a bug move stronger than one of the hyper beams, without the charging turn :o!
*Not sure if this stops Metronome from working.
Notable Users:
Scyther
Scizor
Flygon
Floatzel
Gliscor
Gallade
Nice list huh? Some of those are kind of beefy and can increse their defenses. But still, 5 turns is quite a while to wait. But DP introduced a new item, metronome!
Metronome
The power of an attack is increased by 10% on each consecutive use, up to a maximum of +200%. The boosts are lost if the holder uses another attack or switches out.
So what exactly does that mean?
Damage*
Fury Cutter+Metronome Turn 1: 10
Fury Cutter+Metronome Turn 2: 22
Fury Cutter+Metronome Turn 3: 48
Fury Cutter+Metronome Turn 4: 104
Fury Cutter+Metronome Turn 5: 224
Fury Cutter+Metronome Turn 6: 240
Fury Cutter+Metronome Turn 7: 256
Fury Cutter+Metronome Turn 8: 272
Chances are you won't be getting that high. Anyway, 224 damage after just 5 turns it a small price to pay. Throw in some STAB and some sort of crazy baton passing skills and you have one hell of a move.
Of course there are some drawbacks, no switching out means Skarmory and Foretress comes in and laughs at you. However, take down their physical wall, stat up some defense and start the 5 turn frenzy!
Yeah, anyway this seems like a high risk-high reward move, as it takes a while to set up, and is so easily stopped. Your thoughts/possible movesets?
*If someone can check these, I'm not sure if I did them right. I used the incresing base power=x, and the increasing % that metronome was adding=y
x+y
Kind of simple :P.
Fury Cutter
Power doubles with each consecutive hit. If Fury Cutter misses, power is reset. If a move other than Fury Cutter is used, the power is reset. The power maxes out at 160*.
Type: Bug
Physical
Accuracy: 95%
PP: 20
That means that after 5 turns, you got a bug move stronger than one of the hyper beams, without the charging turn :o!
*Not sure if this stops Metronome from working.
Notable Users:
Scyther
Scizor
Flygon
Floatzel
Gliscor
Gallade
Nice list huh? Some of those are kind of beefy and can increse their defenses. But still, 5 turns is quite a while to wait. But DP introduced a new item, metronome!
Metronome
The power of an attack is increased by 10% on each consecutive use, up to a maximum of +200%. The boosts are lost if the holder uses another attack or switches out.
So what exactly does that mean?
Damage*
Fury Cutter+Metronome Turn 1: 10
Fury Cutter+Metronome Turn 2: 22
Fury Cutter+Metronome Turn 3: 48
Fury Cutter+Metronome Turn 4: 104
Fury Cutter+Metronome Turn 5: 224
Fury Cutter+Metronome Turn 6: 240
Fury Cutter+Metronome Turn 7: 256
Fury Cutter+Metronome Turn 8: 272
Chances are you won't be getting that high. Anyway, 224 damage after just 5 turns it a small price to pay. Throw in some STAB and some sort of crazy baton passing skills and you have one hell of a move.
Of course there are some drawbacks, no switching out means Skarmory and Foretress comes in and laughs at you. However, take down their physical wall, stat up some defense and start the 5 turn frenzy!
Yeah, anyway this seems like a high risk-high reward move, as it takes a while to set up, and is so easily stopped. Your thoughts/possible movesets?
*If someone can check these, I'm not sure if I did them right. I used the incresing base power=x, and the increasing % that metronome was adding=y
x+y
Kind of simple :P.